Oh boy. I miss voteboxes already- so much easier to read. Pretty sure C+CD won, though.
TURNTURNTURN
The corpses of the three unwary adventurers glow faintly, before dissolving into motes of magical energy that are absorbed into the walls and floor.
Subsequently, side rooms sprout along the length of your corridor- small, square, and featureless. The kobolds quickly move their camps into nearby rooms, and Matt gratefully redeploys as a side door- marginally reducing his chances of being cut down, as some adventurers may decide to ignore side rooms. Within the rooms in the first and second segments spawn some crude chests, sacks, and vases, containing a medley of copper and silver coins (likewise crude, and not actually recognised as currency anywhere, but the metal is worth something).
A day after the demise of the novices, familiar faces- the two mages are back, with a larger escort this time. Broadsword, some sort of exotic glaive, bow and arrow. Party of five, filled with determination.
[5] The traps and kobolds are no match for the seasoned adventurers. They ransack the side rooms, grumbling at the meagre spoils, but are spurred on by the mages who promise the prize of a dungeon core if they persist.
[3] With care and preparation, they overcome the spinning maze, with one of the mages charting it out, before leading the rest through. Though triumphant, the meticulous approach takes time, during which the party's exuded emotions- greed, impatience, and many more- energise you (+3). Which is good, because once they get past the spinning maze, they will quickly run out of things to do. It is clear you don't have the resources to string them along indefinitely, but with their enthusiasm to find your end, they could be lured deeper by even meagre distractions. Or perhaps you could get them to turn round with a particularly fiendish challenge (and a little luck)?
A: Bring forth the biggest monster you can. (-4)
B: Bring forth a stealthy monster, and have it lure them deeper. (-4)
C: Whip up a deadly trap- one not so easily avoided as the spikes. (-3)
D: Another puzzle, perhaps? (-3)
E: A big, bulky artifact might persuade them to cash out early. (-4)
F: Nah.
ENERGY RESERVE: 4
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.