Jun 2, 2022 3:19 pm
I had this idea that struck an interesting chord, and I wanted to see how it did with the Gamers Plane community. I haven't worked out any hard mechanics for it yet, don't want to unless I see signs of interest. I'd even be willing to do a discussion thing with anyone who has the creative drive to help out.
Here's the idea. D&D, but in reverse. A parcel of Kobolds, realizing they are stuck at the bottom of the ladder, get together and dig out a lair. But it is much more than a mere dwelling; they want to build a Dungeon. Bigger monsters -- and worse yet, Heroes -- are out there, and they're coming. Maybe, with time and a little opportunity, the big shots could be trapped and repurposed to keep scarier predators out. The problem is that, as the Dungeon grows larger and more dangerous, more powerful Heroes will become aware of it. Construction will have to stay low key for a while, until the place is durable enough to withstand a full-scale siege.
Fortunately for you Kobolds, the site you chose is on top of the Brain's resting place. It is unknown whether this is an Illithid Elder Brain, a Beholder, an Aboleth, or something else. When the digging begins, the Brain awakens, and will seek you out to offer its assistance. Why such a powerful being wants to help, and why it didn't simply build its own Dungeon without you, is unclear. This power will prove very helpful in the long run, as the Brain can help the more limited Kobolds strategize, answer questions for them, and operate as a sort of "AI," micro-managing tasks the Kobolds give it, so the builders and planners can focus on something else.
Features In Mind:
- Base building, room layout, trap design, and trap placement
- Housing, breeding, recruiting, and promoting Kobolds
- Hiring or trapping more powerful Monsters
- Making Discoveries as the Dungeon becomes more complex
- A focus on discussion between Kobolds/Players and creating the best dungeon
- Events breaking up that central focus, such as traveling merchants, roving warbands, monster attacks, and Hero attacks
- Luring a Villain to take up residence and serve as the Boss Monster
Here's the idea. D&D, but in reverse. A parcel of Kobolds, realizing they are stuck at the bottom of the ladder, get together and dig out a lair. But it is much more than a mere dwelling; they want to build a Dungeon. Bigger monsters -- and worse yet, Heroes -- are out there, and they're coming. Maybe, with time and a little opportunity, the big shots could be trapped and repurposed to keep scarier predators out. The problem is that, as the Dungeon grows larger and more dangerous, more powerful Heroes will become aware of it. Construction will have to stay low key for a while, until the place is durable enough to withstand a full-scale siege.
Fortunately for you Kobolds, the site you chose is on top of the Brain's resting place. It is unknown whether this is an Illithid Elder Brain, a Beholder, an Aboleth, or something else. When the digging begins, the Brain awakens, and will seek you out to offer its assistance. Why such a powerful being wants to help, and why it didn't simply build its own Dungeon without you, is unclear. This power will prove very helpful in the long run, as the Brain can help the more limited Kobolds strategize, answer questions for them, and operate as a sort of "AI," micro-managing tasks the Kobolds give it, so the builders and planners can focus on something else.
Features In Mind:
- Base building, room layout, trap design, and trap placement
- Housing, breeding, recruiting, and promoting Kobolds
- Hiring or trapping more powerful Monsters
- Making Discoveries as the Dungeon becomes more complex
- A focus on discussion between Kobolds/Players and creating the best dungeon
- Events breaking up that central focus, such as traveling merchants, roving warbands, monster attacks, and Hero attacks
- Luring a Villain to take up residence and serve as the Boss Monster