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<blockquote data-quote="Gilladian" data-source="post: 4949820" data-attributes="member: 2093"><p>I think you should use both scenarios at the same time. I'm not sure what you mean by "mobs" but if you mean a criminal element, then sure, they could easily be using the ruins as a hideout. You could have a classic thieves guild there, hidden in the ruins. </p><p></p><p>You don't say how close to civilization the ruins are; if it is close by, the guild may use the ruins as their primary meeting and training grounds. Maybe they have an elaborate system of guards and watchers who protect "their area" of the city. They warn others off (with ghostly noises, bloodstains, etc...), but if intruders get too close, they "vanish" them.</p><p></p><p>At the same time, there could be an evil artifact, such as your skull, which teleports people who are foolish enough to handle it, somewhere else....</p><p></p><p>Else can be one of an unlimited number of places, based on your GM desires. Ever want to run tomb of horrors? Now's your chance. Or maybe a pocket plane of hell, or an elemental plane, or a huge underground cave filled with dinosaurs, or who knows what?</p><p></p><p>The PCs should have a fairly clear idea how to get back out reasonably soon; ie the other captives in the area can tell them "the great demon x rules this place, and only those who defeat him have any chance of escape". But if they ignore this info, or never ask for it, they could be there for a long time...</p></blockquote><p></p>
[QUOTE="Gilladian, post: 4949820, member: 2093"] I think you should use both scenarios at the same time. I'm not sure what you mean by "mobs" but if you mean a criminal element, then sure, they could easily be using the ruins as a hideout. You could have a classic thieves guild there, hidden in the ruins. You don't say how close to civilization the ruins are; if it is close by, the guild may use the ruins as their primary meeting and training grounds. Maybe they have an elaborate system of guards and watchers who protect "their area" of the city. They warn others off (with ghostly noises, bloodstains, etc...), but if intruders get too close, they "vanish" them. At the same time, there could be an evil artifact, such as your skull, which teleports people who are foolish enough to handle it, somewhere else.... Else can be one of an unlimited number of places, based on your GM desires. Ever want to run tomb of horrors? Now's your chance. Or maybe a pocket plane of hell, or an elemental plane, or a huge underground cave filled with dinosaurs, or who knows what? The PCs should have a fairly clear idea how to get back out reasonably soon; ie the other captives in the area can tell them "the great demon x rules this place, and only those who defeat him have any chance of escape". But if they ignore this info, or never ask for it, they could be there for a long time... [/QUOTE]
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