My group has recently begun a Reverse Dungeon style game, where the players run a dungeon and wait for foolish adventurers to fall prey to our traps. However, rather than being given a dungeon to defend, we were given a cave to expand into a dungeon in addition to being required to defend it once built.
We all like the idea, but we were a bit stumped as to what the rules were for carving rooms out of solid rock. We looked throughout the DMG, but didn't find anything definitive. In the end, we worked out a system in which we hire peons to hit the cave walls with heavy picks over and over again until a 10' by 10' square loses all of its 900 hit points. When the wall 'dies', we get a 10' square cleared out, and begin again.
The system works, but I wanted to know if there were any better core rules for dungeon building on our scale, or if anyone had recomendations for how to go about it.
We all like the idea, but we were a bit stumped as to what the rules were for carving rooms out of solid rock. We looked throughout the DMG, but didn't find anything definitive. In the end, we worked out a system in which we hire peons to hit the cave walls with heavy picks over and over again until a 10' by 10' square loses all of its 900 hit points. When the wall 'dies', we get a 10' square cleared out, and begin again.
The system works, but I wanted to know if there were any better core rules for dungeon building on our scale, or if anyone had recomendations for how to go about it.