07-20-2022, 09:58 AM | #11 |
Join Date: Jun 2006
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Re: Dungeon Security
The problem with this is it makes every dungeon a non-reusable one shot. Either the PCs die, end of game, or after they win this one fight they're effectively in possession of all the rewards available in this dungeon, including any value to be had to occupying it themselves. What are you going to do for the next game? I guess they could flip sides and defend against the next bunch of murder hoboes, but since this is after all a reward for a single fight winnable by a small group, it's hard to justify that even being a lot of loot or a really worthwhile location to have control of.
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-- MA Lloyd |
07-20-2022, 10:07 AM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon Security
Oh, it fails as dungeon fantasy. Every lair is a one-shot is a fairly normal style for monster-of-the-week games, but those aren't actually dungeons.
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07-20-2022, 12:09 PM | #13 | |
Join Date: Aug 2004
Location: traveller
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Re: Dungeon Security
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Realistically, the denizens could heal their wounded, bury their dead, choose a new Boss, shore up the worst holes in their defenses, and be that much better prepared for the next time. (This is, more or less, the plot arc for Reverse Dungeon.) If they manage to defeat one or more parties of other adventurers before the PCs return, there might even be new loot to be had. |
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07-20-2022, 12:20 PM | #14 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon Security
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07-20-2022, 12:37 PM | #15 |
Join Date: Aug 2004
Location: traveller
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Re: Dungeon Security
Ah. But even so, that's not the only reasonable strategy, especially if the denizens are individually much weaker than the PC party. They could, for example, avoid a set piece battle and use their superior knowledge of the dungeon's layout to snipe and ambush the PCs. This was the overall strategy pursued by (inter alia) Tucker's Kobolds, and in the Real World (tm) by the Viet Cong at Cu Chi. This is less likely to result in an all-or-nothing outcome for either side.
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07-20-2022, 01:10 PM | #16 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon Security
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07-20-2022, 01:41 PM | #17 | ||
Join Date: Aug 2004
Location: traveller
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Re: Dungeon Security
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07-20-2022, 02:11 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon Security
Classic maps were a pretty consistent size, because they were supposed to fit on the inside of the module cover at a 1 square=10' scale; this gave you something like a 500x750 area if it was a single-layer map, and the 10' resolution meant that rooms tended to be gigantic (you could take those maps and just say the squares are 5'... and the rooms would still be reasonable sized). As a result, room count was generally something like 50, which is huge by modern dungeon standards but not much by urban combat standards.
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07-20-2022, 03:06 PM | #19 |
Join Date: Nov 2006
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Re: Dungeon Security
Maybe there could be a malachite statue of a demon in a dungeon room and if anyone enters the room with a life force it will alert an evil cleric and unless the living beings with souls bow before the malachite statue and place their hands on the base. If this gesture is not done then undead or demon guards will start making rounds to see who is intruding. The cultists know this so they always bow and place their hands on the base. The undead and demon guards have a link with the evil cleric and if they are killed then the evil cleric will know there are intruders and send spies to inform him of who is intruding and give him details of them too.
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07-20-2022, 07:18 PM | #20 |
Join Date: Nov 2006
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Re: Dungeon Security
Maybe there could be sample security teams written up for boss monsters. It could have a security team leader who is in charge of keeping the boss monster safe and then some active security force when the security leader finds out PCs are in the dungeon. And then there would be wandering monsters that go around checking to see in there are intruders and if possible report back to the security leader. There would be some ambush ideas for the security team once PCs are know to be in the dungeon. Also there would be detection systems from scrying magic items to spirits that sense intruders. Then there would be some traps that can be enhanced by ambushes from the security team. And finally guardians which could be bound demons or other monsters that are ordered to guard treasure or prevent entry into certain areas. This set up would allow the DM pick out a boss monster and then match him with a security team and then the dungeon just needs other encounters here and there of random monsters that live in the dungeon but don’t work for the boss monster.
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