It is cold and chilly tonight. Tweenkles deformed body shakes when the wind hits it.
The fireplaces set up on this rock don't give much warmth.
Then, he is called by a kobold. 'Master wants to see you, Tweenkles.'
Tired of the long march, Tweenkles walks over to the other side of the camp, where Chorrarghan sits.
The dark and utterly black armor shines off his masters body as always, and covers it whole.
'Master, you wanted to see me?'
'This place is perfect. High in the mountains, this is where the first entrance will be, here, on the middle of this rock.'
'Really sir, are you sure?'
'Yes, this is the place where my dungeon will come...'
And so they started digging, until they had a small cave system beginning from the rocky plateau looking out over the landscape.
This was the beginning of a new dungeon...
Tweenkles has been set on the task to create real walls for the dungeon, to create new areas for the dungeon, to fill them with traps, monsters and loot. Bassically to maintain the dungeon of his master. This is no easy task, and so he asks you to help create the deadliest traps, monsters and most valuable loot ever imagined.
Dungeon Master is being played in turns,
the first part of a turn is:
Creation/Construction/Recruiting
In this part, the players may set loose their imagination and come up with brilliant ideas for new monsters and traps. Tweenkles will try and bring as many as possible to reality and thus, after the end of a turn, the dungeon will grow a bit larger. (keep in mind that I create the beasts you want me to create in the number best fitting to the size of the dungeon and strength of the beast, so no sudden uber armies!)
The second part of a turn is:
Arrival
In this part, new adventurers will go into the dungeon and the players will choose what to send at each of them. Adventurers can come in groups or alone.
The third part of a turn is:
Fighting
Here, I will tell which adventurers fell in the grasp of a deadly trap, or atleast got wounded by one, and who didn't and thus meets with monsters that counter or encounter them on their way through the dungeon. The monsters and adventurers start fighting and I will look to who will win and who not.
This part will go on and on until the adventurers are all dead, between the fights, you can again move other beasts to certain areas.
The fourth part of a turn is:
Final movement
Here, at the end of a turn, you can move the beasts one more time so they take favorable positions for next turn.
Then, the turn ends and I will give a summary of how it all looks like and start the first part of the next turn.
There can be special things occurring on some turns, they can be negative but some are positive.
Here is one negative:
Invasion: The lords of the lands around you consider your dungeon too dangerous and have gathered an army to fight your unholy beasts!
Here is a positive:
Allegiance: A dungeon master has come to join you with ... monsters on his side. Accept? Decline?
This is the dungeon now:
Cave-Entrance from Mountains:
No creatures
No Traps
No treasure
Side cave-entrance from Mountains:
No creatures
No Traps
No treasure
Rooms:
Cave-hallways (Tiny)
10 Kobolds
5 Goblins
no traps
6 Scattered gold coins
Cave-chamber (entrance)
No monsters
No traps
20 Gold coins
Cave-chamber (entrance)
No monsters
No traps
20 Gold coins
Cave-chamber (entrance)
No monsters
No traps
20 Gold coins
Cave-chamber (entrance)
No monsters
No traps
20 Gold coins
Cave-chamber (entrance)
No monsters
No traps
20 Gold coins
Cave-trollcage chamber (light)
5 Troll-cages
1 Forest troll (caged)
No traps
No treasure
Cave-throneroom (Dungeon Heart)
1 Chorrarghan, The Dungeon Master
25 Kobolds
10 Goblins
No traps
500 Gold coins
2 Sapphires
1 Ruby
__________________________________
Have fun! (btw, don't think you only have greenskins, it's just what you start with)
oh, almost forgot, don't ask to come in, just do it, everyone may play and tell Tweenkles what to do next.
About maps, lets just say that the enemies enter the hallways of your dungeon. and then, they usually search some chambers before going lower into the hallways.
the deepness levels are:
entrance: here are the first chambers and a stairs down, nothing really important.
Light: only low-importance buildings are here.
Normal: low and medium-importance structures here.
Deep: medium and some high importance here.
Very Deep: high importance and tons of treasure here.
Dungeon Heart: Greatest treasure and Dungeon Masters throne room.
I will tell where adventurers are, but I asure you that they wont go more than one level downwards within one "movement' part of a turn. (except special creatures or artifacts that teleport or anything, then they can travel vaster.)