Design Section
FactionDI RB · p.23
Open source p.23MARKETING DEPARTMENT
Design Section
“Our clients are special. They deserve a special death!”
Motto: Our clients are special. They deserve a special death!
Mission
To keep attracting a constant flow of adventurers, Dungeon, Inc. must provide them with novelty. Gold-grabbers, do-gooders, or thrill-seekers, all adventurers love new and intriguing “concepts.” The Design Section creates aeries attached to “lore” based on recommendations from Publicity. Reconditioning then builds them to specification.
Profiles
The Design teams are a mix of creatives (who imagine the concepts) and architects (who put the ideas of their colleagues on paper and, when needed, douse their creativity with pragmatism). The section is filled out with managers whose role is to evaluate costs and expected revenue. The Design Section is a mix of clever and free-thinking individuals, although most are a bit drunk on their own role.
1d10 Colleagues
| # | Colleague |
|---|---|
| 1 | Dalvasali, an eccentric hobgoblin artist |
| 2 | Karva, the shy half-dwarf builder |
| 3 | Corbus, a pretentious catfolk architect |
| 4 | Oraña, imaginative and introverted arachnotaur |
| 5 | Hopper, a brownie painter with mystic tendencies |
| 6 | Loghos, a meticulous ogre underground architect |
| 7 | Theocritus, a preachy triton visionary |
| 8 | Iphigenia, a choleric harpy and noted gourmet |
| 9 | Frouzz, a fastidious and obedient gnoll |
| 10 | Lady Kawa, an obsequious and manipulative kenku |
Favors (see p.38)
- Thumbs Up: Know how to disarm a trap. Ex.: “Dalvasali the hobgoblin explained to me that almost all the traps in the Dungeon have a disarming mechanism. Oftentimes it is...”
- Service: Modify the design of a specific aerie. Ex.: “I know Theocritus pretty well. He told me once that all his aeries include a secret emergency stash with a healing potion.”
Secondments
By definition, Design needs to understand clients, but that's not always easy, so on occasion, hosts will do as substitutes. Muscle is also needed sometimes to do jobs creative minds won't stoop down to.
1. Research trips are a good way to find inspiration when you are an aerie designer. The bruisers are called in to babysit a team of Design colleagues on their way to…
a. A lost level of the Dungeon. It is located so deep down that it borders a hell-dimension or some other impossibly strange world.
b. A small but popular dungeon, only a few miles away. The PCs are instructed to burn it down on their way out.
c. An underground city of gray gnomes and deep elves. For an unknown reason, the locals seem to hate Dungeon, Inc.
2. The head of Marketing has become aware of a competitor to Dungeon Inc. with much better designs. The PCs are sent in to do some industrial spying, except...
a. A colleague secretly working for the competitors has warned them of the PCs' arrival (“They're not real clients!”)
b. The bruisers arrive in the middle of a strike at the competing dungeon, so nothing is as it should be.
c. The characters discover that this isn't exactly a competitor, but rather an experiment funded by Mr. Noir and the senior bigwigs for a cheaper, more agile Dungeon, Inc.