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Justifying dungeons for the modern age
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<blockquote data-quote="Fanaelialae" data-source="post: 8318219" data-attributes="member: 53980"><p>I like the idea of dungeons as underdark bunkers. As for living dungeons, I've used one of those successfully. That said, I agree that not all dungeons need (or should) have the same origin.</p><p></p><p>I also disagree that once a dungeon is cleared it is dead. A dungeon could be used many times, and I actually like this kind of historical sediment spread throughout.</p><p></p><p>For example, you might have a set of catacombs that were originally built to lay the faithful of the god of healing to rest. However, they were eventually slaughtered by a death cult, who took over the catacombs and performed vile rituals. The cult was wiped out by heroes at a later point, after which the catacombs were abandoned for a time until a goblin tribe discovered it and settled therein. Adventurers who delve this dungeon would first encounter the goblins, but if they go deeper they may find the undead spirits of the death cult in areas that the heroes sealed off (and that the goblins were wise enough not to venture into). They might also find sacred relics hidden in long forgotten compartments dedicated to the god of healing.</p><p></p><p>And if they clear out the goblins, who can say whether something new might not make this dungeon their lair at a later date? In my current campaign, I had a kobold warren the PCs ventured into at a low level, taken over by illithid at a later point.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8318219, member: 53980"] I like the idea of dungeons as underdark bunkers. As for living dungeons, I've used one of those successfully. That said, I agree that not all dungeons need (or should) have the same origin. I also disagree that once a dungeon is cleared it is dead. A dungeon could be used many times, and I actually like this kind of historical sediment spread throughout. For example, you might have a set of catacombs that were originally built to lay the faithful of the god of healing to rest. However, they were eventually slaughtered by a death cult, who took over the catacombs and performed vile rituals. The cult was wiped out by heroes at a later point, after which the catacombs were abandoned for a time until a goblin tribe discovered it and settled therein. Adventurers who delve this dungeon would first encounter the goblins, but if they go deeper they may find the undead spirits of the death cult in areas that the heroes sealed off (and that the goblins were wise enough not to venture into). They might also find sacred relics hidden in long forgotten compartments dedicated to the god of healing. And if they clear out the goblins, who can say whether something new might not make this dungeon their lair at a later date? In my current campaign, I had a kobold warren the PCs ventured into at a low level, taken over by illithid at a later point. [/QUOTE]
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