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World's Largest Dungeon...come and go?
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<blockquote data-quote="pheaver" data-source="post: 2185131" data-attributes="member: 23093"><p>I've been allowing my PCs to leave, and it certainly adds to the fun. Making the dungeon a big trap isn't a good choice, IMO. It makes the PCs goals a little too unheroic for my taste: scrounging for arrows and food doesn't make for a grand adventure. I liked focusing on the task at hand in section A: finding the remnants of Longtail's group and putting together the clues to fix the fiendish problem. Besides, food becomes a non-issue once the cleric can prepare Create Food and Water: one casting plus a Purify the next day keeps up food supplies at a small cost in spell slots.</p><p></p><p>I put the WLD in Xendrik in a fairly inhospitable mountainous area. Why hasn't the evil left if I allow people to come and go? Because no one knew about the crack in the earth leading to region A besides Longtail & crew and now, the adventuring group. The orcs in the first room don't leave because they don't know where they'd need to go, and doubt they are strong enough with the disease to make it back home. They figure it's better to die resting in a corner rather than fall off a mountain.</p><p></p><p>Returning to the base camp, PCs can sell their stuff or buy new stuff. It takes several days for money or equipment to get back to them, so they explore more in the meantime. They find more stuff, and the cycle continues. It's been working very well. I don't think my group would be having as much fun if I said they couldn't leave.</p><p></p><p>Paul</p></blockquote><p></p>
[QUOTE="pheaver, post: 2185131, member: 23093"] I've been allowing my PCs to leave, and it certainly adds to the fun. Making the dungeon a big trap isn't a good choice, IMO. It makes the PCs goals a little too unheroic for my taste: scrounging for arrows and food doesn't make for a grand adventure. I liked focusing on the task at hand in section A: finding the remnants of Longtail's group and putting together the clues to fix the fiendish problem. Besides, food becomes a non-issue once the cleric can prepare Create Food and Water: one casting plus a Purify the next day keeps up food supplies at a small cost in spell slots. I put the WLD in Xendrik in a fairly inhospitable mountainous area. Why hasn't the evil left if I allow people to come and go? Because no one knew about the crack in the earth leading to region A besides Longtail & crew and now, the adventuring group. The orcs in the first room don't leave because they don't know where they'd need to go, and doubt they are strong enough with the disease to make it back home. They figure it's better to die resting in a corner rather than fall off a mountain. Returning to the base camp, PCs can sell their stuff or buy new stuff. It takes several days for money or equipment to get back to them, so they explore more in the meantime. They find more stuff, and the cycle continues. It's been working very well. I don't think my group would be having as much fun if I said they couldn't leave. Paul [/QUOTE]
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