The stories from the survivors were horrible. the blood and gore of goblins and trolls spread everywhere. Behemoths slain in cold blood. They also describe the gut-renching explosion as the dungeon collapsed in on itself. The main dungeon in that region was gone, and it was up to you to make a new one. No dungeon is complete without a boss, and that’s where you come in. It’s now your job to make sure those self-righteous, lawful
good stupid heroes don’t kill you and get your precious treasure. Mind you, this will not be an easy task; there will be militia, heroes, and displeased overlords to deal with. To help you there will be minions, monstrous pets, and traps galore! Use your imagination and sheer luck to make this dungeon the best (or worst) dungeon ever!
This will be a semi-standard RTD, using a d6 with 1’s being epic fails, 6’s being overshoots, and everything else scaling between the two. Every turn, which is one day, you can perform an action. In one turn you can dig out more dungeon, build/install a trap, travel, etc. if you travel anywhere to kill people, or if some raiders come to kill you, you will be able to be able to perform smaller actions (talk, trade, kill) until someone retreats, or all the members of one team have shuffled off this mortal coil.
modifiers:
Modifiers act in the following ways:
+1: prevent epic fails, and if you roll 5, it will be an epic success beyond a normal 5, but if you roll a 6, it will be a slightly worse overshoot than normal.
+2 to +infinity: prevent both epic fails and overshoots, and make epic successes more probable, but cannot reach an effect over an epic success.
negative modifiers: any resulting values <1 are devastating fails (worse than an epic fail and any overshoot), getting progressively worse.
You are a humanoid villain, of one of four species:
Deep dwarves: These masters of the deep feel right at home in the dark, they never go outside if they can help it, and don’t get along with themselves, let alone other creatures. They also have real trouble in ranged combat. Despite their cons, they still make great dungeon builders as they can dig through stone like butter and make amazing traps.
100 base hp, +3 to digging and making traps. -1 to actions taken in sunlight, interacting (like trading) with other creatures, and ranged attacks
Drows: Dark Elves who are very intelligent, manipulative, and completely evil. They are all masters of archery, and are no strangers to death. They are not, however, built for melee combat, and avoid it whenever possible. Despite preferring to live in the dark, they are not particularly bothered by sunlight.
75 base hp, +3 to interacting with other creatures and ranged fighting. -1 to melee fighting and endurance.
Bugbears: The largest and most powerful type of goblins, if they knew what honor was, they would consider it dying at the hands off a worthy opponent while bathed in the blood of their enemies. No human can face them in single combat and hope to tell the tale. They are, however, not the brightest light bulb in the building, and rather clumsy.
150 base hp, +5 to all things combat related (except ranged) -1 to everything else
Humans: Well rounded villains who are, well, human. They can have many specialties.
100 base hp, three +1’s based upon class (make one up!) no -1’s.
Your characters will level up at my discretion as the dungeon grows stronger.
Character sheet:
Name:
Species:
Class(if human): short description
Short bio:
Rather than waitlist and not be able to do anything, waitlisters will be able to take control of individual minions and use them to perform tasks. The setbacks are that you take a -1 to all rolls and not being able to perform significant actions like digging, trap making, or long distance traveling. Also, if your action ever conflicts with an actual characters actions, theirs will “outrank” yours. Lastly, supporting a main villain in their action will give them a +1.
There are three ways to get things for your dungeon:
The Overlord: If you make him happy he will give you basic minions and equipment, you shouldn't even have to ask!
The Deep dwarven lord: He likes gold, and will give you trap parts, advanced equipment, and maybe even some better minions or monsters for it.
The Pitch-black market: also likes gold, and other things. be careful though, it can be dangerous even for villainous masterminds.
The spider queen: The queen of drows, if you become powerful enough she might take notice of you, she posseses powerful magic.
Well, that’s it, once I get 4 starting characters, I’ll start this epic anti-adventure.