Today's room is a the living room for a large animal. I write "Mole Trash" in the room description, and I am thinking it is a giant mole or maybe I'll take a cue from Avatar and mash two animals together - a bearmole. It's used some of the dirt from digging out a home and piled it up in the hall to help block-off the skeletons that are wandering over from other parts of the dungeon.
I had a snow day today, so a lot of time spent inside. Despite that, I wasn't particularly productive. I did have a couple mental breakthroughs with the dungeon, though. First, I think the boss of the first layer is a bardic necromancer. In this case, a harp imbued with the spirit of a dwarf. One of the Circle Green goblins found it on an early dive by that group and was possessed. The despondent musician now animates the dead and sends them upward.
The other was figuring out a way to keep the lift in room 1/17 relevant. It's a convenient way to get between layers, which helps as a shortcut later on. I'm thinking through some sorta fantasy engineering, the dwarves or goblins rigged it so it can be locked to a floor or set of floors. In this case, a hatch was closed beneath 1/17. If the adventurers get to the floor or floors below it, they can pull levers or something and open those hatches.
Oh. Also gotta remember to go back and make sure the stairs that dwarves make have ramps. Their society was built around respecting forebearers, and I think that would extend to making sure there were easy ways for the elderly or infirm to traverse a vertical environment.
