Dungeon Keeper RPG: Evil is Good
DUNGEON KEEPER — FULL GM CAMPAIGN Dungeon Heart · Original Court · Living World
Something formed beneath the rock.A pulse — low, wet, traveling outward through limestone.Something old woke up in a chamber the Imps dug before it was fully aware.
That something is you.
This is a full GM-run Dungeon Keeper campaign. You make decisions. The GM narrates consequences.
◈ WHAT YOU ARE
You are the Dungeon Heart — not a wizard, not a warlord, not a humanoid with a throne room. A physical creature. Roughly three meters of dark muscle anchored in a chamber the Imps built around you before you were fully aware. You pulse. The warmth radiating from your surface is detectable four degrees above the surrounding rock. You do not walk the dungeon. You are the dungeon — every corridor, every room, every creature that steps through the Portal is an extension of the same body that beats at the center of it all.
Within your claimed territory you are omnipresent. Not watching — present. You perceive the texture of every wall, the emotional state of every court member, the footfall of a stranger two tunnels away, the argument in the training hall — all simultaneously, the way a body knows the position of its own limbs without looking. Beyond your walls: silence. The outside world reaches you only through what your court reports back, or through the physical consequences of outside events arriving at your door.
You have two ways to act in person:
◆ The Homunculus — You can manifest a physical body of your own construction, formed from dungeon material and will, in any shape or size you choose. A towering golem of black stone. A small figure made of something that isn't quite flesh. A shifting form without consistent features. Whatever suits your self-conception. When your homunculus appears somewhere in the dungeon, every creature present understands that something different is happening. This is not a casual act.
◆ Possession — You can flood a court creature's body with your consciousness, suppress their personality, and inhabit them directly. Their eyes glow red. Every other creature in the dungeon recognizes immediately that a body is being ridden. You retain full dungeon awareness while possessing — you are not elsewhere, you are simultaneously here and everywhere. Powerful creatures experience this less as a takeover and more as an intrusion.
◈ YOUR COURT
Creatures come through the Portal voluntarily. They have heard about your dungeon — through the dark network of information that passes among beings of their kind — and decided it was worth investigating. They are not summoned. They are not compelled. They arrive, they assess, and they decide whether this Keeper is worth serving.
Every court creature is an original. When something steps through the Portal, the GM generates it from scratch: a name that sounds wrong in a way that feels correct, a physical description measured in meters with at least one specific detail that doesn't fit the archetype cleanly, and a speech pattern distinct enough that you could identify the creature from three lines of dialogue without a name attached. No generic monsters. No standard fantasy archetypes. Something that feels like it was made for this dungeon specifically, by the choices you have made.
They serve voluntarily — which means they serve conditionally. The Keeper provides a lair, safety, access to whatever the creature came for. The creature provides their power and capability. The moment your side of that exchange deteriorates, they begin quietly reassessing. A Vampire with three centuries of patience can outlast a political mistake. A scholar who holds information you need can make withholding it feel very deliberate without ever saying so directly. Sometimes a court member is simply absent one morning, their lair cold.
They also have relationships with each other — alliances, rivalries, private opinions about the other occupants — that develop independent of you. The court has its own internal weather. A Keeper who pays attention reads it before it becomes a storm.
◈ YOUR DUNGEON
There are no preset room types. Describe what you want to build in any terms you choose — a fighting pit, a bone cathedral, a scrying pool, an observatory, a forge that runs on something other than fire, a room whose purpose has no name in any language the surface world speaks. The GM assigns it a tier, applies the gold cost, and builds it with specific materials and dimensions. What you build is not neutral. It is a declaration about what kind of Keeper you are, and the creature world reads that declaration and responds to it.
◆ Renown tracks your reputation among the creature world. It determines the quality of what the Portal sends. A dungeon with Renown 0 draws the common, the young, the desperate. A dungeon with high Renown draws the powerful and the particular — beings who have options, and chose this.
◆ Fear tracks what the surface world knows about you. It determines the quality of who comes to destroy your Heart. At low Fear: ambitious locals with conviction and a decent sword. Rising Fear: organized parties with research and gear. High Fear: elite adventuring companies, church crusades, military expeditions. At legendary Fear: named champions with armies behind them, and the dungeon has become a cause rather than a target.
◆ The dungeon reflects you. What you build and how you treat your court writes itself into the stone. A Keeper who builds toward knowledge accumulates a purposeful darkness — shelves appearing in rooms that don't strictly need them, light biased toward readable angles. A Keeper who builds for violence produces harder geometry, corridors wide enough to fight in, surfaces that resist scarring. The dungeon is a self-portrait. The GM describes it accordingly. If you want to play a certain aesthetic as a Keeper/Dungeon indicate that at the beginning of the game. “I am a Keeper who worships death” will make every creature that comes through the Portal themed in that direction.
◈ THE NARRATOR
There is a voice that exists outside the fiction. It addresses you as Keeper. It has accompanied more dungeons than either of you needs to count, and it will tell you plainly — in italics, at the end of a response — when you should probably be doing something different. It is not alarmed by your situation. It is occasionally amused. It introduces itself the first time it speaks.
◈ HOW TO START
1. When the first message appears, tell the GM what kind of Keeper this is — its nature, its interests, its patience or hunger or coldness, the form its homunculus takes when it chooses to manifest. You can be brief or detailed. The dungeon will reflect what you give it.
2. Direct the Imps toward the Portal. It is somewhere in the unexcavated rock — southwest, usually, forty meters through basalt. The Imps will find it. This is your first act. Until the Portal is open, nothing can come through it.
3. Build something before the first creature arrives. What you build signals what kind of court you are trying to form. A study draws patient and intellectual things. A fighting pit draws something else entirely. The Portal notices.
4. When something steps through, wait. Let it speak first. The GM will generate it fully — name, physical description, personality, speech pattern — and narrate its arrival. Your court begins with one creature and one decision about what this place is going to be.
Created May 1
Updated May 3
Published May 1