The dungeon is the main setting for every battle. It and its treasure must be defended from the invading heroes.
Dungeon layout
Dungeons consist of multiple rooms, each with a different purpose of dealing with heroes. The order of each room (Other than the Master's) is completely random.
- 2 Monster rooms - up to 3 monsters can be placed in each room.
- 2 Trap rooms - each room can have a single trap to attack heroes as they progress through.
- 1 spell room - the master can cast a spell to attack heroes or enhance the next specified room.
- 1 Master room - where the dungeon master waits to battle the (remaining) heroes. The game ends if the master dies.
Additional rooms can be unlocked after meeting certain criteria:
- Disaster room - Dungeon exclusive spell room. Reach Week 29 when the first Champion tier battle can be chosen.
- Fountain of Youth/Campfire/Altar - Recovery room for heroes that heals 30% Life, 30% Morale and 2 penalties with the highest stack respectively. One of these will appear after finishing Year 1.
- Extra Monster room - Finish Year 1 with Slaveholder.
- Extra Spell room - Finish Year 1 with Enchantress.
List of dungeons
The dungeons control the aesthetic of the run and what Disasters are available for the Keeper to take advantage of.
Stronghold
Only the Slaveholder can host this type of dungeon.
Disaster room spells:
- Swarm of Bats: 30 Physical Damage. Applies Bleeding (3).
- Goblin Horde: 15 Morale. Applies Demoralised (2).
- Heat Wave: 30 Fire Damage. Applies Fire Weakness (4).
Frozen caves
All masters can host this type dungeon.
Disaster room spells:
- Stalactite Falls: 30 Physical Damage. Applies Frostbite (3).
- Snow Balls: 50 Ice Damage. Applies Easy Target (2).
- Blizzard: 10 Ice Damage. Applies Slowed (2).
Aztec ruins
Only the Enchantress can host this type of dungeon.
Disaster room spells:
- Tropical Flood: 10 Morale. Applies Slowed (3).
- Pollen Cloud: 20 Nature Damage. Applies Nature Weakness (4).
- Swarm of Mosquitoes: 30 Nature Damage. Applies Poison (2).