So I do a weekly game each Thursday Night at the Gamestore I frequent. There the players go through a Dungeon in the style of RPGs of old, which are Randomly Generated and themed whenever they enter the floor or such depending on how I set it up the night or so before. Such as getting the Paperminis for the monsters and have a general idea of how the floor will be laid out. So, technically not fully Randomly Genned but for their eyes it is. Heck I even explained that despite the fact they are technically going deeper into the dungeon, sometimes the dungeon itself will have the floor being all different things such as a Forest adventure with Blue Skies and everything or maybe a Naval styled dungeon or something, like I said, whatever I feel like generating or whatever the Dice come up with from the Pathfinder DMG...
Anyway, during the off time I felt that it would be fun to make a whole extra game that happens whenever we are not playing, something to unlock and grow during the weeks of playtime. A Guildhall in fact. While they haven't fully unlocked the first part, which will hopefully happen soon but they tend to drag out things and after a lucky chance of them splitting the party and completing a puzzle that was originally designed to force them to split they split as soon as they come to a crossroad and this drags out gameplay as most DMs will know...
The design of this is that I make my dungeon tiles out of cardboard following this -
TheDMGInfo Youtube. I took this sort of idea and ran with it, deciding to get hold of a large sheet of thin cardboard that I measured out to be 16x16 tiles big (with some small cutoff) and collected some thicker thin cardboard from Catfood trays to act as the rooms. Which also happened to be a perfect 2x3 (TINY cutoff of 2mm). These two are the Guildhall's building area for as they unlock things and build up their guildhall, even allowing them to go multistory if needed...
Each player JUMPED onto this idea, instantly loving the idea of these unlockable rooms with ideas and plans for making cash and such out of game, which I agreed with. SO I began working on some things. The first thing I made was this
Job License, of which they could attach to their Character sheet to expand into, and then began working out how to make their professions actually work. One wanted to be a farmer, and cause this technically didn't require any special rooms but land I said that this will be the example of how things can be done and got to work planning it out while they did their Dungeon Runs to get gold and possibly the Unlock of the Entrance of the Guildhall (First Keystone part to start their building) as they are currently just a couple of Tents around their Hearthfire (Guildhall Heart if you were)...
An added bit of fun for when they finish a Run and enter their planning mode of how to do their Guildhall stuff as only when the PCs are out of the Dungeon can they use the Guildhall during the weekgap between games I felt that some days we could have separate from Runs to just do some City Fun. And that isn't always fun for all types of players so I made the Dungeon 'Bleed' and have Mobs attack their Hearthfire as in a Dungeon Defense gametype, which they loved, the idea is that the Monsters and Encounters they meet in the dungeon come back for a second attempt to screw them over. Bwhahaha...
But I just recently finished working on the Farmer's Profession cards for his starting level. And here it is...
Profession CardsFor those DMs interested in this idea, the lore of this game is thus.
A Group of hardy Adventurers long ago discovered a unique dungeon hidden away in the land. They traveled deep into its caves discovering that on each floor a different theme appeared, while the first was a Cave with Kobolds, as they proceed down they found themselves in a thick forest on the next and then an Island on the following and so forth. Each Floor seemed to be vastly different and more difficult then the ones before dispite the fact they knew that they were going deeper and deeper each floor...
On the Tenth floor they discovered themselves in what appeared to be more like that of a Throne Room, and at the far end, spread out over a large Chaise longue before a swath of gold, gems and many other valuables, was a Gigantic Man who slowly feed himself grapes, wine and other assortments of the feast spread before him. This man introduced himself as Arrengee. The God of this Dungeon. He congratulated the Adventurers in compleating his trials and offered them to partake in his Feast as he summoned them chairs as well. During the meal Arrengee informed them as a reward for their success they could help themselves to his Treasure or to gain a Single Wish from him...
Naturally the Adventurers took the offer of the Wish and excused themselves as they discussed the possibilities away from the God. As they knew, a Wish is only as good as its most straight forward meaning, a simple mistake could change everything if said incorrectly. An argument began to rise as thoughts were shared and as it grew one member separated himself from the conversation and returned to the Feast. His name was Ottarr, and he was a Barbarian. A man to whom this Dungeon had been the greatest adventure to date. As he resumed feasting as his friends argued just out of ear shot, he started talking to Arrengee...
"This was the greatest Adventure I have ever been on to date," he informed Arrengee, "This Dungeon of yours was super fun and exciting. I only wish that it had lasted longer..."
Without realizing it, Ottarr had made the Wish that his fellow party members were still discussing about, and without warning except from a chuckle and a handwave from the God, the Party were teleported outside of the Dungeon in a blink of an eye. Confused about what had happened and disappointed with Ottarr for his mistake, the Adventurers decided to delve back into the Dungeon, perhaps if they compleate it again, they might get another chance at a Wish. But as they descended, deeper and deeper, they did not find Arrengee on the Tenth floor. Or the Twentieth or Fiftieth or even the Hundredth. No matter how deep they went, the Dungeon was infact, Longer. Forever Longer. It never ended. As per the Wish...
Tired and growing older and weaker. The Adventurers eventually quit exploring the Dungeon, they had found themselves wealthy beyond all measure though, so they bought the land from the kingdom and set themselves as Regents of a Small Village built around the Dungeon. Word of course spread out across the land and many Adventurers and Thrill Seekers came from far and wide to explore the Dungeon. The small village grew into a town, then into a small city and eventually into the greatest city in the land. A Haven for all types of Adventures...
Now it is your Party's turn to delve into the Dungeon of Arrengee...