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<blockquote data-quote="Gilladian" data-source="post: 4199699" data-attributes="member: 2093"><p>I think part of your problem with creating the adventure is that you have some internal logical problems - you have a city large enough for separate districts, a monstrous humanoid district, etc... and a huge sewer system, but you have the city located in an isolated valley away from civilization... I don't think it works. Also, remember that if much of the town's population is locked up, you're going to have problems with rotting food, starving animals, disease, waste control, etc...</p><p></p><p>Either make it a small city/town with a combination of sewers/cellars/natural caves under the core of the town, with a few bits stretching to villages on the outskirts. Or bite the bullet and put your large, active, interesting city on a main trade route (and also likely a river). </p><p></p><p>Perhaps what's happened is a subtle invasion by a neighboring power (not necessarily another country/nation, but some group/entity) that has decided the PCs nation is a danger to them. Maybe mind-flayers, although they'd be unlikely to miss people hiding underground. Maybe you need some kind of flying/aerial race that would not truly realize how substantial an underground system can be. </p><p></p><p>Your ideas for low level adventures sound good - a few more would be things like - rescue a group of children who are known to be in a school/orphanage and are being neglected or are the children of one of the NPCs. Break an important person out of jail. Break into a records office to get maps of an area of the underground (catacombs maybe?) that are too complex to explore without a map.</p><p></p><p>Getting the PCs out of town without a mass of NPCs is simple enough - there must be places the sewers drain that they could use to leave. Maybe once they're decently higher level, they decide to fetch help from a neighboring community. A really good chase could result here as the PCs nearly get caught, elude capture and get pursued.</p><p></p><p>When they discover that their town's situation is not unique, they'll probably get very scared and perhaps want to give up. Don't be afraid to give them clear signs of hope - allies they can find, other escapees, proof that the bad guys can be defeated, etc...</p></blockquote><p></p>
[QUOTE="Gilladian, post: 4199699, member: 2093"] I think part of your problem with creating the adventure is that you have some internal logical problems - you have a city large enough for separate districts, a monstrous humanoid district, etc... and a huge sewer system, but you have the city located in an isolated valley away from civilization... I don't think it works. Also, remember that if much of the town's population is locked up, you're going to have problems with rotting food, starving animals, disease, waste control, etc... Either make it a small city/town with a combination of sewers/cellars/natural caves under the core of the town, with a few bits stretching to villages on the outskirts. Or bite the bullet and put your large, active, interesting city on a main trade route (and also likely a river). Perhaps what's happened is a subtle invasion by a neighboring power (not necessarily another country/nation, but some group/entity) that has decided the PCs nation is a danger to them. Maybe mind-flayers, although they'd be unlikely to miss people hiding underground. Maybe you need some kind of flying/aerial race that would not truly realize how substantial an underground system can be. Your ideas for low level adventures sound good - a few more would be things like - rescue a group of children who are known to be in a school/orphanage and are being neglected or are the children of one of the NPCs. Break an important person out of jail. Break into a records office to get maps of an area of the underground (catacombs maybe?) that are too complex to explore without a map. Getting the PCs out of town without a mass of NPCs is simple enough - there must be places the sewers drain that they could use to leave. Maybe once they're decently higher level, they decide to fetch help from a neighboring community. A really good chase could result here as the PCs nearly get caught, elude capture and get pursued. When they discover that their town's situation is not unique, they'll probably get very scared and perhaps want to give up. Don't be afraid to give them clear signs of hope - allies they can find, other escapees, proof that the bad guys can be defeated, etc... [/QUOTE]
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