Massive Dungeon Crawl in City or Village?

Dog Moon

Adventurer
Okay, so if you were going to use a massive dungeoncrawl [can be Rappan Athuk, Undermountain, whatever], is it more fun to have it in the wilderness where the main contract the PCs have is with a small number of villagers, or is it better to have it be in the center of a huge metropolis [like Undermountian in Waterdeep]?

I like both aspects and am unsure of which I might want to do in such a campaign. If you were gonna play in a massive dungeoncrawl, which would you prefer [and to help me, why]?
 

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If the location isn't specified in the module (assuming there is a module) ala CotSQ, the pragmatist in me says go with a city for several reasons.

1) A massive dungeon-crawl spanning several to many character levels is going to include a lot of treasure, much of which will be disposable (gold, gems, etc) or items the PCs don't want (i.e. the fourth +1 long sword). Having a city with a large population and subsequent wealth level makes it easier for the PCs to trade their unwanted treasure for things that benefit them, and the CR/EL vs APL system includes the notion that the PCs are appropriately geared for their level. If you have a small village, they can't do this without long-distance travel, though if the PCs are already high enough level to have teleportation magic, this becomes a smaller concern.

2) Along the same thought-process as #1, if the PCs are below 9th level they may need spell-casting services from an NPC that will be difficult to acquire in a village. Honestly, even if they are 9th level+, if the party cleric bites it and they can't get him rezzed by an NPC, it's reroll time.

3) I personally don't like a dungeon that doesn't make some modicum of sense (YMMV), so I tend to assume that the creatures that inhabit the dungeon are there for a reason which usually involves some plan ranging from mischievious to diabolical. There's probably little in a village to interest the army of monsters represented in a massive dungeon, while there's a much broader list of potential goals for the rulers of a massive dungeon in or around a large city. Admittedly, a lot of this depends on the specific dungeon. A massive fortress built on a magical node and ruled by a lich, populated by his undead servants and foul experimental creations could easily and explicably exist in a remote location, but as a general rule, I'd say they'd either be near a population center, or far removed from any humanoid presence, both of which leave little room for the village.
 

Yeah, what he said. It's just a lot more playable if they are near a city where they can get raised or un-stoned. And fewer logistical problems for the dungeon builders/inhabitants.
 

I take option "C", both. Simply because I like there to be as many options as possible. So they may start out with a simple village contract, but because these dungeons are linked (via magical gates, or what have you) they may also end up working for big-wig city folks.

Then, eventually, if you run the game long enough, teleportation (or knowing which gates go where and when they operate) makes the distance a null issue most of the time (until you get something too big to teleport or take through those gates).

By the way, you want a cool way to mess with teleportation/dimension travel. Have such travel have the same effect on bags of holding/portable holes, handyhaversacks as putting one inside the other. Watch the torment on their faces while they figure out how to deal with that. Shhh!! Don't tell them!
 

If you have a large dungeon, inhabited by non-civilized creatures; what's to stop them from going to the city and grabbing a villager for a snack?
After awhile you'll have no more villagers.

Cities can usually do much better at protecting itself from those problems.
 

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