By the way, as I tend to do, I've included the word "TURNTURNTURN" in updates (not the first one, but all the rest), so you can type that into the thread search function to pull them all up for easy reading (albeit in reverse order).
TURNTURNTURN
Your influence doesn't extend very far from your entrance, so you need to employ monsters to build things further away. The kobolds are... let's say 'enthusiastic' crafters, because it's good to be kind (except to adventurers). Still, ominous totems don't have to be masterpieces to freak people out. Crude carvings on upright logs, effigies of sticks and fur, and cairns littered with animal skulls, strategically placed in view of the nearby road, soon have their intended effect. The kobolds spy human soldiers tearing down their work, and before long one of their patrols ventures deeper into the hills and encounters your entrance.
[5]The one leading the patrol sighs. "Another one. Like we didn't have enough adventurers making trouble already. Mark it on the map, and let's get back to town."
A day later, a new party of adventurers arrive. Unlike those encountered before, this trio appear to be amateurs- young, optimistic, poorly equipped. Still, you never know. Every great adventurer has to start somewhere.
[1] And every terrible adventurer has to end somewhere. The fools stumbled into several traps in a row, before kobolds charged at them from further down the corridor. On the one hand, their suffering and eventual death energises you. On the other, there's only so much to be gained from such weaklings, and it was over rather quickly. On the third hand, you could potentially use their corpses for something- or just consume them for energy.
A: Have the kobolds mount them on spikes outside.
B: Let the kobolds have the flesh and equipment, then store the skeletons deeper down.
C: Omnomnom (+3).
With this recent influx of energy, is it time to make more changes?
A: Elevate a kobold to a kobold chieftain (-3).
B: More monsters (suggestions welcome) (-depends).
C: Add some small side rooms (-5).
D: Scatter some treasure in a few alcoves (-3).
E: Save it.
(Other suggestions are always welcome- for convenience, assigning it a letter would help)
I just can't stop myself from adding complexity over time, so now your energy is tracked numerically.
ENERGY RESERVE: 6
KILL COUNT: 3
REPUTATION: Newly Located Dungeon
DUNGEON DETAILS
LAYOUT (Applies to entire dungeon): Corners & Alcoves.
ENTRY: Modest but intriguing.
FIRST SEGMENT:
Inhabited By: Matt, Kobolds
Traps: Spikey
Features: None
SECOND SEGMENT:
Inhabited By: Kobolds
Traps: Spikey
Features: Spinning Maze
FURTHER SEGMENTS: Unexplored and unmodified.