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General Tabletop Discussion
*Pathfinder & Starfinder
How to build a dungeon?
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<blockquote data-quote="Andre" data-source="post: 2166129" data-attributes="member: 25930"><p>Well, realistically, building anything beyond three rooms and a trap should take months (years) and lots and lots of gold. So try approaching this from a different angle.</p><p></p><p>Your group wants to start up a new business venture (Dungeon o' Death), but lack the capital. You have three options: do the work yourselves, borrow the money, take the money. Doing the work yourselves is going to take a lot of time (and be pretty boring), so let's skip that one. Borrowing the money might work, if the illithid involved will loan it, or if there's an investor nearby who can be convinced. Of course, when someone else provides the money, they want control too. You probably want to avoid that as much as possible.</p><p></p><p>That brings us to "take the money". Use the resources you currently have to hire some cheap labor to clear passages, widen and shape small areas, and so on. Hire a foreman to see that things get done (offer him a bonus so he actually makes the crew work). Then go out into the world and rip off anything that's not nailed down - in other words, tackle a few dungeons yourselves! Adventurers (successful ones, that is) usually end up with far more money than even the wealthiest merchants, and you have a ready-made investment vehicle to absorb all that excess cash. Even better, some items that may not seem very useful could be invaluable in your dungeon (how about a decanter of endless water trap?) Lastly, those levels you gain while adventuring will give you useful abilities for customizing your very own Dungeon o' Death.</p><p></p><p>So turn the tables on your GM: make your "reverse dungeon" campaign a normal dungeon campaign for a while. Once you have the resources, trick out the old homestead just the way you want. And watch all those other pathetic adventurers die horrible, gruesome deaths...</p></blockquote><p></p>
[QUOTE="Andre, post: 2166129, member: 25930"] Well, realistically, building anything beyond three rooms and a trap should take months (years) and lots and lots of gold. So try approaching this from a different angle. Your group wants to start up a new business venture (Dungeon o' Death), but lack the capital. You have three options: do the work yourselves, borrow the money, take the money. Doing the work yourselves is going to take a lot of time (and be pretty boring), so let's skip that one. Borrowing the money might work, if the illithid involved will loan it, or if there's an investor nearby who can be convinced. Of course, when someone else provides the money, they want control too. You probably want to avoid that as much as possible. That brings us to "take the money". Use the resources you currently have to hire some cheap labor to clear passages, widen and shape small areas, and so on. Hire a foreman to see that things get done (offer him a bonus so he actually makes the crew work). Then go out into the world and rip off anything that's not nailed down - in other words, tackle a few dungeons yourselves! Adventurers (successful ones, that is) usually end up with far more money than even the wealthiest merchants, and you have a ready-made investment vehicle to absorb all that excess cash. Even better, some items that may not seem very useful could be invaluable in your dungeon (how about a decanter of endless water trap?) Lastly, those levels you gain while adventuring will give you useful abilities for customizing your very own Dungeon o' Death. So turn the tables on your GM: make your "reverse dungeon" campaign a normal dungeon campaign for a while. Once you have the resources, trick out the old homestead just the way you want. And watch all those other pathetic adventurers die horrible, gruesome deaths... [/QUOTE]
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