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Can a town exist in a dungeon(my players, stay out)?
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<blockquote data-quote="Kryndal Levik" data-source="post: 870916" data-attributes="member: 7582"><p>My suggestion would be to start off with the trading post idea, and expand from there. Example:</p><p></p><p>Centuries ago, prior to the existence of the Castle of Leeds the Many-Colored, the dwarves of Bareketh maintained a thriving trading post called Undrethor at the crossroads of several caverns in the Underdark. In Undrethor, the enmity of the subterranean races was set aside in order to allow them to survive the harsh realities of their underground realm- and, in some cases, make a fine profit. Dwarves, dark elves, and other races traded in Undrethor, and the trading post grew into a small town. The dwarves and elves cooperated to ward the town from undead using magic lost to history. This peace and prosperity continued for many years. Then, suddenly, it ended with the arrival of (name of big bad dragon on bottom level- I'll refer to him as BBD).</p><p></p><p>BBD, having heard of Undrethor's wealth, destroyed the town and cut off the crossroads from the Underdark in the process. BBD retired to a cavern deep below the ruins of Undrethor, where he remains to this day.</p><p></p><p>Years later, the (adventurers that founded Fortresstown) stumbled across the ruins of Undrethor, not knowing of its history. Recognizing the resources of the caverns- the fresh water, fungal forest providing abundant food, and a surprising lack of undead- they decided to use the site as a stopping point in their travels. Over time, they and others cleared the level, and rebuilt a town amongst the ruins of Undrethor. They do not know that the long-standing wards created by their ancient predecessors protect them from the wrath of Vode- they only know that he dares not enter their underground home.</p><p></p><p>That's my two cents- actually, more like twenty-five. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> This type of history provides a rational reason for the town to have been built there- the resources (which could be diminishing due to the town's success, causing a need for trade- adventure hook!); a reason Vode can't enter- the ward (which could begin to fail- adventure hook!); and room for future expansion- what if they find the old Underdark passages (adventure hook!)?</p></blockquote><p></p>
[QUOTE="Kryndal Levik, post: 870916, member: 7582"] My suggestion would be to start off with the trading post idea, and expand from there. Example: Centuries ago, prior to the existence of the Castle of Leeds the Many-Colored, the dwarves of Bareketh maintained a thriving trading post called Undrethor at the crossroads of several caverns in the Underdark. In Undrethor, the enmity of the subterranean races was set aside in order to allow them to survive the harsh realities of their underground realm- and, in some cases, make a fine profit. Dwarves, dark elves, and other races traded in Undrethor, and the trading post grew into a small town. The dwarves and elves cooperated to ward the town from undead using magic lost to history. This peace and prosperity continued for many years. Then, suddenly, it ended with the arrival of (name of big bad dragon on bottom level- I'll refer to him as BBD). BBD, having heard of Undrethor's wealth, destroyed the town and cut off the crossroads from the Underdark in the process. BBD retired to a cavern deep below the ruins of Undrethor, where he remains to this day. Years later, the (adventurers that founded Fortresstown) stumbled across the ruins of Undrethor, not knowing of its history. Recognizing the resources of the caverns- the fresh water, fungal forest providing abundant food, and a surprising lack of undead- they decided to use the site as a stopping point in their travels. Over time, they and others cleared the level, and rebuilt a town amongst the ruins of Undrethor. They do not know that the long-standing wards created by their ancient predecessors protect them from the wrath of Vode- they only know that he dares not enter their underground home. That's my two cents- actually, more like twenty-five. :) This type of history provides a rational reason for the town to have been built there- the resources (which could be diminishing due to the town's success, causing a need for trade- adventure hook!); a reason Vode can't enter- the ward (which could begin to fail- adventure hook!); and room for future expansion- what if they find the old Underdark passages (adventure hook!)? [/QUOTE]
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Can a town exist in a dungeon(my players, stay out)?
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