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b-dog 07-14-2022 10:22 PM

Dungeon Security
 
I would like a book with ideas and write ups for dungeon security used by boss monsters. That way the security system would be fun for the PCs to deactivate or if they don’t then the boss monster can organize the monsters to attack the PCs. I guess many different types of detection systems would be fun to have for the PCs to possibly find and deactivate. Maybe some sorts of teleportation modes to bring spies or monsters to attack would be nice too. Basically the boss monster would have some sorts of ways to be alerted that PCs are in his dungeon and if the PCs are very careful they can prevent the boss monster from learning the PCs are in the dungeon then the monsters won’t be organized and the PCs will have an easier time to get to the boss monster. But if the PCs just barge in the dungeon then the boss monster will be alerted and then the boss monster will have the monsters set traps and organize attacks. I would like to have a lot of different detection systems like maybe some detect life, detect good, others are scrying and so on. Also small or invisible spy monsters would be great too.

thrash 07-15-2022 06:54 AM

Re: Dungeon Security
 
The Lazy Dungeon Master series of light novels is more or less based on this premise. There's a lot of regular portal fantasy shenanigans going on in between, but each volume (there are 16 so far) climaxes with a dungeon battle where the titular lazy dungeon master uses his control of the dungeon's resources and monsters to defeat a variety of threats. Situational awareness, especially when invading hostile dungeons, is also key to the outcomes.

tbone 07-15-2022 11:48 PM

Re: Dungeon Security
 
Quote:

Originally Posted by b-dog (Post 2443215)
I would like a book with ideas and write ups for dungeon security used by boss monsters...

That'd make an interesting Encounters book in the DF line: A general section on stronghold/dungeon/lair security, plus a handful of worked out encounters involving trapped and defended locations. Or for DFRPG, perhaps a section in an upcoming Companion.

martinl 07-16-2022 09:20 AM

Re: Dungeon Security
 
Any reasonably intelligent and sane Boss should be able to make dungeon security better than most PCs can deal with... but that isn't fun.

So instead, the dungeon tradition is one or more of these:
1. Boss is not sane
2. Boss is not good at security
3. Boss is unaware of security holes in the dungeon that the PCs can find
4. Boss does not actually devote any resources to dungeon security for ... reasons
5. No boss, entrance is not guarded well, but faction strongholds are guarded
6. Ignore good tactics for no good reason
7. Inhabitants of the dungeon are so weak that delvers can overwhelm them even with good fortifications and tactics

In terms of DF Fun, I suggest using these in order, if possible. That is, if the story makes sense when the Boss is completely mad, start there, because mad boss monsters are fun. If they have to be sane, maybe they're not good at security and do flawed inane things that are fun to circumvent? etc.

Otherwise the PCs discover the entries to the dungeon are fortified against delvers and have good communication with the rest of the dungeon to bring reinforcements etc., which is fun ... once. (I usually combine this with 3.)

ObSecurityFun: Boss is overconfident about the entrance to the dungeon being guarded by a huge dragon that only lets the Boss and his minions pass. His minions brag about this in Town ... at the bar the PCs are at ... while openly wearing their minion badges.

Dalin 07-16-2022 03:07 PM

Re: Dungeon Security
 
I could also see this being a fun article in the next Pyramid v4.

I've had a few monsters protect the hearts of their lairs with Mystic Mist. That makes things harder for the delvers.

I will also occasionally add spells or abilities to bosses to emulate "lair actions" from D&D. A lair, for example, might be protected by a permanent Nightingale spell. Or the doors all have a Shocking Touch effect.

By default, these just "work" (rule of cool). But they can be setup as puzzles that PCs could deactivate (as b-dog put it). For example, the magical defenses might all be "powered" by a shrine or powerstone or portal-to-the-beyond. Or maybe there is a ley line from elsewhere that could be "cut" or "hacked," action-movie style.

DanHoward 07-16-2022 08:57 PM

Re: Dungeon Security
 
The Boss has a corrupt underling who takes his dungeon security budget and spends most of it on kobold call-girls and dwarf spirits.

b-dog 07-19-2022 08:38 PM

Re: Dungeon Security
 
So basically I am just thinking of some write ups for various detection and other security systems that could be used by a boss monster in his dungeon. And maybe some ideas for strategies that the boss monster could use if he detects PCs in his dungeon. The reason for this is that I would a somewhat realistic way to reward PCs for being careful and not alerting the boss monster of their presence and also penalize the PCs who barge in without a concern. I would like the write up to be fair too so that good role playing will be rewarded. The whole concept of the boss monster being too busy to notice the PCs is not very satisfying. The security doesn’t need to be mythic in proportions just clever ideas and maybe it could be written up like a magic item or trap to be deactivated.

thrash 07-19-2022 09:50 PM

Re: Dungeon Security
 
The simplest thing you can do is have the regular denizens of the dungeon tell one another that the PCs are coming:
  • The party breaks down the door of a room with 10 orcs. While nine of them fight, the tenth one runs away to spread the alarm.
  • The party encounters a wandering monster... who runs away, shouting, "Intruders!"
  • The party descends a level... and discovers the bottom of the ramp blocked with baskets of rocks. The kobolds behind the basket wall use it for cover and sling stones at them.
  • The party finds a secret passage, but sets off a trap that makes a huge noise (e.g., box of broken pots and pans dumped from the ceiling).
... and so on.

By the time they get to the Boss fight, he should know exactly how many of them there are (much harder for thieves to sneak in if there's a headcount) and what capabilities/classes they have. It would sure suck to be depending on torches and have the first exchange of spells put them out with a jet of water...

b-dog 07-19-2022 10:10 PM

Re: Dungeon Security
 
Quote:

Originally Posted by thrash (Post 2443906)
The simplest thing you can do is have the regular denizens of the dungeon tell one another that the PCs are coming:
  • The party breaks down the door of a room with 10 orcs. While nine of them fight, the tenth one runs away to spread the alarm.
  • The party encounters a wandering monster... who runs away, shouting, "Intruders!"
  • The party descends a level... and discovers the bottom of the ramp blocked with baskets of rocks. The kobolds behind the basket wall use it for cover and sling stones at them.
  • The party finds a secret passage, but sets off a trap that makes a huge noise (e.g., box of broken pots and pans dumped from the ceiling).
... and so on.

By the time they get to the Boss fight, he should know exactly how many of them there are (much harder for thieves to sneak in if there's a headcount) and what capabilities/classes they have. It would sure suck to be depending on torches and have the first exchange of spells put them out with a jet of water...

That would be pretty cool to have a book that has ambushes and prepared spells for the boss monster to counteract the PCs because the boss monster has learned the composition of the party. It would give ideas for the DM to give spells and preparations that the boss monster might do because he knows what classes and abilities of the PCs.

Anthony 07-19-2022 11:03 PM

Re: Dungeon Security
 
Typically the biggest error for monsters in dungeons is permitting the PCs to defeat them in detail. The usual design is that you have outer defenses that are designed to detect and slow down intruders while perimeter guards send out a message asking for help. The usual result of this is that, rather than the traditional "room X, then room Y, then room Z" dungeon crawl, you get one big fight and then possible mopup.


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