Tunnelling isn't particularly difficult. A small twist of your will, and the earth melts away to form a path wide and tall enough for most monsters to comfortably pass through. The tunnels themselves are unfortunately more 'cave network' than anything, but pleasing aesthetics will come once you begin reinforcing the tunnels with Malevolence. And that can be done once the amenities are fixed up.
Two hours of light work sees the basis of your dungeon set up. You start with a box of corridors that links to the Chapel, from which you can start adding rooms as you see fit. You continue in a similar vein, adding another floor above you, before you decide to take a breather.
Evil Stirs in the Ruins of the Obsidian Keep
Reward: +3 Malevolence
As the dungeon readily accepts a new master, the local spirits are naturally attracted by the activity. Which is thankful, since without them, you would've been stuck with just the chapel. There's a hundred and one things you're going to need for a successful dungeon, but it'll be best to start with the essentials. Food, living quarters and secure storage.
Now, uh, how do you make these rooms again?
CHOOSE ONE
[] Having already spent time as a
mini-boss dungeon apprentice, you've seen how your old master used to do it. (Recall Skills: [Dungeon Knowledge – Basic] & [Boss Fight - Easy])
[] You spent most of your life learning to become a sorcerer and you took a quick course on Dungeon Mastery (Recall Skills: [Arcane Knowledge – Basic] & [Dark Arts Major]
[] You don't know much about Dungeoncraft, specifically, but you have a working knowledge of real architecture, so that shouldn't be a problem...Right? (Recall Skills: [Scientific Knowledge – Basic] & [Mother of Invention]
[] Write-In (I'll make up the relevant skills)
[] You have no clue at all. You're going to need to look this up somewhere. (EVENT)
* * * * * * * *
Since a 12 hour vote cycle will end when I'm long asleep today, I'll call this some time tomorrow morning, and add an information box thing some time tonight.