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<blockquote data-quote="MrAndrewJ" data-source="post: 6305967" data-attributes="member: 6776536"><p>In a very system agnostic way. </p><p></p><p>Regardless of whatever is truly happening there, the place's reputation would help barons decide not to claim the land. "The Lord of that evil place" might chase them away.</p><p></p><p>A very classic take could be as simple as an evil aligned dragon in deep catacombs beneath the temple. It's simple, offers an excuse to utilize huge dungeons, plus tried and true. Maybe too tried and true. </p><p></p><p>Another idea: The "cleric" of the temple may not have been human or humanoid a hundred years ago. The cleric might return every hundred years. There could be a backup plan that has not failed yet to bring the cleric back from death. I use the term "cleric" as leader, more than as character class. The archaeologists may accidentally awaken the restless spirit. One of them may have a family lineage linked to the temple, and is seeking to awaken the cleric. One of them may think he stands to benefit from awakening the cleric just enough to make demands - before the cleric regains full control of course. The characters in any case would need to explore other lands to research this cleric and recover the items or knowledge used to put the cleric away for another hundred years. Those Macguffins would be under threat or even in the wrong hands.</p><p></p><p>Cursed ore. The archaeologists discover that the temple sits on a mine of cursed ore. The ore is incredibly strong and can fetch high prices, but using it has a cost. Smelting it, using weapons, using tools, even using eating utensils made from the material will slowly drain the user's humanity. The temple was a failed last-chance attempt to contain the evil emanating from the ore, yet the workers inside slowly turned evil and turned against each other. They left diaries and written messages and battle-scarred chambers that the PCs can find. Today, militant barons from the area could decide the ore is worth the risks. The ore will bring them power and money. Diplomacy breaks down. Civil war breaks out, aided by an ore that turns them more aggressive, hateful, and irrational. Player Characters will need to navigate the political landscape along with physical dangers.</p><p></p><p>I don't think any of these is exactly unique, but you should be able to put a spin on them tailored to your game and group.</p></blockquote><p></p>
[QUOTE="MrAndrewJ, post: 6305967, member: 6776536"] In a very system agnostic way. Regardless of whatever is truly happening there, the place's reputation would help barons decide not to claim the land. "The Lord of that evil place" might chase them away. A very classic take could be as simple as an evil aligned dragon in deep catacombs beneath the temple. It's simple, offers an excuse to utilize huge dungeons, plus tried and true. Maybe too tried and true. Another idea: The "cleric" of the temple may not have been human or humanoid a hundred years ago. The cleric might return every hundred years. There could be a backup plan that has not failed yet to bring the cleric back from death. I use the term "cleric" as leader, more than as character class. The archaeologists may accidentally awaken the restless spirit. One of them may have a family lineage linked to the temple, and is seeking to awaken the cleric. One of them may think he stands to benefit from awakening the cleric just enough to make demands - before the cleric regains full control of course. The characters in any case would need to explore other lands to research this cleric and recover the items or knowledge used to put the cleric away for another hundred years. Those Macguffins would be under threat or even in the wrong hands. Cursed ore. The archaeologists discover that the temple sits on a mine of cursed ore. The ore is incredibly strong and can fetch high prices, but using it has a cost. Smelting it, using weapons, using tools, even using eating utensils made from the material will slowly drain the user's humanity. The temple was a failed last-chance attempt to contain the evil emanating from the ore, yet the workers inside slowly turned evil and turned against each other. They left diaries and written messages and battle-scarred chambers that the PCs can find. Today, militant barons from the area could decide the ore is worth the risks. The ore will bring them power and money. Diplomacy breaks down. Civil war breaks out, aided by an ore that turns them more aggressive, hateful, and irrational. Player Characters will need to navigate the political landscape along with physical dangers. I don't think any of these is exactly unique, but you should be able to put a spin on them tailored to your game and group. [/QUOTE]
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