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General Tabletop Discussion
*Pathfinder & Starfinder
Best old-school dungeon to get stuck/live in
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<blockquote data-quote="FoxWander" data-source="post: 5443117" data-attributes="member: 1356"><p>I have a character for an upcoming game whose backstory involves being stuck and raised in a dungeon environment. Possibly spending a significant chunk of his childhood there. I'm thinking something along the lines of a dungeon that would magically trap a party so they'd have to get the mcguffin at the end in order to escape. Since my character was a child, he wasn't strong enough to do that so eventually he escapes by helping a party that comes through and they take him with them when they leave. (Also- my character is sort-of a monstrous race so he wouldn't "automatically" be accepted like a typical pc-race type person might be in a dungeon.)</p><p></p><p>Are there any dungeons that are big enough that one could live there full-time but perhaps not fully mapped out so there might be abandoned areas a child could survive in? Think Newt from Aliens (except without the character-death-spiral at the end or the horrible story-invalidating sequel). </p><p></p><p>I could just make something up of course, but I'd like to have a named module to base the backstory in (something from Greyhawk preferably). It doesn't have to have the "magically sealed in" bit, but ideally it should be an actual self-contained dungeon and not just some underdark setting. It could even be just the dungeon without all the published filling. I mean, maybe it was "beaten" and the mcguffin taken by adventurer's long ago. The dungeon would still be there, and it would most likely still serve as a lair of some kind- so adventurer's would still come. A party my character could aid with his area knowledge in exchange for escape.</p><p></p><p>So- any ideas for a contained dungeon ecology that is still vast enough, and riddled with hiding places, that a child could conceivably survive there and yet be unable to leave without assistance?</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5443117, member: 1356"] I have a character for an upcoming game whose backstory involves being stuck and raised in a dungeon environment. Possibly spending a significant chunk of his childhood there. I'm thinking something along the lines of a dungeon that would magically trap a party so they'd have to get the mcguffin at the end in order to escape. Since my character was a child, he wasn't strong enough to do that so eventually he escapes by helping a party that comes through and they take him with them when they leave. (Also- my character is sort-of a monstrous race so he wouldn't "automatically" be accepted like a typical pc-race type person might be in a dungeon.) Are there any dungeons that are big enough that one could live there full-time but perhaps not fully mapped out so there might be abandoned areas a child could survive in? Think Newt from Aliens (except without the character-death-spiral at the end or the horrible story-invalidating sequel). I could just make something up of course, but I'd like to have a named module to base the backstory in (something from Greyhawk preferably). It doesn't have to have the "magically sealed in" bit, but ideally it should be an actual self-contained dungeon and not just some underdark setting. It could even be just the dungeon without all the published filling. I mean, maybe it was "beaten" and the mcguffin taken by adventurer's long ago. The dungeon would still be there, and it would most likely still serve as a lair of some kind- so adventurer's would still come. A party my character could aid with his area knowledge in exchange for escape. So- any ideas for a contained dungeon ecology that is still vast enough, and riddled with hiding places, that a child could conceivably survive there and yet be unable to leave without assistance? [/QUOTE]
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Best old-school dungeon to get stuck/live in
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