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Mega-Dungeons and Multiple Adventuring Groups
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<blockquote data-quote="Cecil" data-source="post: 1143958" data-attributes="member: 9111"><p>Sounds fairly decent. The following thoughts immediately came to mind:</p><p></p><p>As additional parties arrived, someone in the town will hear about them--the inn will be the place for rumors as to who has gone into the dungeon and who has yet to return.....</p><p></p><p>Foodstuffs and other items will become precious. Prices will go up. There is probably not a supply system in place to handle the influx of a hundred people (depends upon the size of the village--but ordinary darts, arrows, etc. will become critical--the smith will be spending more and more time doing repairs).</p><p></p><p>A few clerics looking for gold may show up and charge to heal people coming out of the dungeon. Set up operations in a hospital tent. After enough people pay them, they also become targets for those less scrupulous (side trek ventures anyone?)</p><p></p><p>Partial adventuring parties in the dungeon--willing to pay to be escorted out--or willing to share info on being escorted out. Other parties in the town willing to pay for the PCs to recover deceased companions.</p><p></p><p>Other parties in town can foreshadow what the PCs may run into.</p><p></p><p>The local lord may start to tax those adventuring parties--including the PCs--after all, they are removing treasures that rightfully belong to him (ie, taking stuff from his land)---this depends upon your campaign government </p><p></p><p>Hmm, the Parlainth box set may be useful for ideas (an old Earthdawn supplement). It had a wall that adventurers scrawled upon--providing a current map of the explored regions.</p></blockquote><p></p>
[QUOTE="Cecil, post: 1143958, member: 9111"] Sounds fairly decent. The following thoughts immediately came to mind: As additional parties arrived, someone in the town will hear about them--the inn will be the place for rumors as to who has gone into the dungeon and who has yet to return..... Foodstuffs and other items will become precious. Prices will go up. There is probably not a supply system in place to handle the influx of a hundred people (depends upon the size of the village--but ordinary darts, arrows, etc. will become critical--the smith will be spending more and more time doing repairs). A few clerics looking for gold may show up and charge to heal people coming out of the dungeon. Set up operations in a hospital tent. After enough people pay them, they also become targets for those less scrupulous (side trek ventures anyone?) Partial adventuring parties in the dungeon--willing to pay to be escorted out--or willing to share info on being escorted out. Other parties in the town willing to pay for the PCs to recover deceased companions. Other parties in town can foreshadow what the PCs may run into. The local lord may start to tax those adventuring parties--including the PCs--after all, they are removing treasures that rightfully belong to him (ie, taking stuff from his land)---this depends upon your campaign government Hmm, the Parlainth box set may be useful for ideas (an old Earthdawn supplement). It had a wall that adventurers scrawled upon--providing a current map of the explored regions. [/QUOTE]
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