Ravian
2016-07-24, 06:06 PM
So I had an idea for a Reverse Dungeon Campaign:
Basic idea was that monsters were all driven underground by Adventurers. The monsters built Dungeons around the Underworld entrances as fortresses, but over time the Adventurers stopped messing with these highly defended locations and instead started using their considerable abilities to fight with each other and devastate the country-side like Chaotic Stupid Murder-hobos. As such, an organization of non-adventurers such as lords and merchants formed and ally themselves with the monsters, essentially offering to provide them with food (a rarity in the Underworld that is beginning to strain under its own population) in exchange for them staffing the dungeons with more manageable threats and treasure to distract the Adventurers with.
The PC's would play as members of the Dungeonguard, mostly made up of monster criminals and cast-offs that are sent to staff the Dungeons and generally expected to give the Adventurers a bit of a challenge so they continue dungeon crawling rather than ravaging the surface world or underworld.
Essentially what I'm looking at is to have the PC's be able to level up the Dungeon over time as well as themselves, by gaining access to more monsters and traps to even the odds against Adventurer parties of increasing difficulty. (as the infamy of their Deadly Dungeon attracts the attention of more powerful groups.)
I'm essentially thinking of reverse engineering the Combat Rating and Experience rules and treat the dungeon as its own character that the other party members can level up collectively. So for instance if the PC's gain 2000 experience, the Dungeon also gains 2000 renown that they can spend to add some more defenders, such as a pair of Worgs and a spiked pit trap.
Does this sound like a viable idea?
Basic idea was that monsters were all driven underground by Adventurers. The monsters built Dungeons around the Underworld entrances as fortresses, but over time the Adventurers stopped messing with these highly defended locations and instead started using their considerable abilities to fight with each other and devastate the country-side like Chaotic Stupid Murder-hobos. As such, an organization of non-adventurers such as lords and merchants formed and ally themselves with the monsters, essentially offering to provide them with food (a rarity in the Underworld that is beginning to strain under its own population) in exchange for them staffing the dungeons with more manageable threats and treasure to distract the Adventurers with.
The PC's would play as members of the Dungeonguard, mostly made up of monster criminals and cast-offs that are sent to staff the Dungeons and generally expected to give the Adventurers a bit of a challenge so they continue dungeon crawling rather than ravaging the surface world or underworld.
Essentially what I'm looking at is to have the PC's be able to level up the Dungeon over time as well as themselves, by gaining access to more monsters and traps to even the odds against Adventurer parties of increasing difficulty. (as the infamy of their Deadly Dungeon attracts the attention of more powerful groups.)
I'm essentially thinking of reverse engineering the Combat Rating and Experience rules and treat the dungeon as its own character that the other party members can level up collectively. So for instance if the PC's gain 2000 experience, the Dungeon also gains 2000 renown that they can spend to add some more defenders, such as a pair of Worgs and a spiked pit trap.
Does this sound like a viable idea?