Dungeons as economic lynch pins

diaglo said:
go the Kung Fu Hustle route...

the NPC villagers are secretly, The Landlady and Landlord

and the Haberdasher, the Porter and the Butcher...

etc...

Good idea! In fact, I'd given some brief thought to making the villagers a former crew of bandits and other thugs who are making a kind of effort to go legit (well, they're still shifty, but at least they're legally robbing people blind).
 

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Hmm. As far as the issue of restocking goes, what about the village not having a cemetery? The undertaker, instead of burying the dead, animates them as zombies, skeletons, and the like.

Also, what about plant monsters? The local herbalist could keep busy growing and tending to vicious plants while at the same time brewing anititoxins and medicine for those going into the dungeon.
 

I think it's possible that the dungeon would be more or less self sustaining. If the dungeon has an abundance of negative energy, it might be that adventurers that don't make it back out to be raised or buried get animated as a variety of undead. Their adventuring kit naturally becomes spoils for future groups.

Lower level adventurers tend to die nearer the entrance than more experienced groups. So proximity to the entrance yields smaller rewards but less danger as well. When you're well into the vault, you might find that staff of power, but its former owner is now a devourer. Pray you don't lend your gear to the dungeon's coffers.
 

Well... the dungeon could be more or less self sustaining, be so big that generations of monsters wander upwards, maybe some gates etc. etc. as suggested by other posters.

Simply introduce the fact that the amount of passess given out by the village is limited to an x-amount per month, BECAUSE the villagers want their dungeon resource to have enough time to 'recuperate' and replenish....
 

I think you need a shop that sells maps of the dungeon and pays a small fee for maps of uncharted portions. Maps can be sold at different grades:

Basic map, first level - 20gp.
First level map with secret doors - 50gp
First level complete with secret doors and detailed trap info: 100 gp.
Basic map, second level - 50 gp
etc.

In addition, there should also be a place to hire lantern bearers, porters etc.
 

:\ What is the secret at the end of the Dungeon? Can it be reached/solved.


Perhaps the town officialls control or observe the goings on in the lower levels to ensure that certain mysteries remain mysteries in order to maintain the economic status quo.

If your town officials are Benevolent your PC's may be propositioned in the upkeep or misdirection of other adventurers in the dungeon. (of course after figuring things out after being misdirected themselves.)

If your town officials are Malevolent, perhaps they would By any means necessary keep PC's from discovering or exposing the mysteries in the dungeon. And perhaps give them a moral decision on whether to expose the corrupt officials at the risk of the town being abandoned, or to let the nasty schemes continue... :] everyone has a price.
 

The major problem for the village is dealing with adventurers who don't like being charged an arm and a leg. Imagine a group of high level adventurers coming back from the dungeon covered in dragon blood and beholder guts. Do you think they'll happily fork over all the loot they risked their lives to win? While most PCs are good, it only takes one angry arch wizard to destroy a town. Hell, an arch wizard could just teleport the party without having to pay any fees. If you solve this with the "retired uber powerful adventurers live here" solution, it's a cop out because it is an arbitray solution.

Don't make the village so aggressive in fleecing adventurers. Aside from the problem I just mentioned, adventurers may just stop coming if they can't make a suitable profit. Think of the village as a symbiote, living off minor loot and providing a useful service or two in exchange.
 

Hmmm.... additional funds may be garnered by having PC's followed using crystal balls. A 'cinema' is installed where villagers, visitors and adventurers currently recuperating can follow and bet on the exploits of the adventurers currently within the complex. Naturally all betting services are run by the villagers....
 

I have something not too dissimilar in my game. Important factors are the random gates that seek out monsters to restock areas cleaned out, and the gambling hall where one can bet on whether a given party will come out alive, and how many survivors there will be.
 

I can already see it...

DM: "You are in a maze of twisty little passages, all alike"
Player: "wdwa66888884"
DM: "You hit the small kobold. The small kobold dies. --more--"

;) :p
 

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