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How Dangerous is your campaign world?
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<blockquote data-quote="I'm A Banana" data-source="post: 3621157" data-attributes="member: 2067"><p>The Terrasque is awake, and you can see the smoke and feel the quakes of the rampage.</p><p></p><p>Devils live in castles, bound in their dungeons by high-level clerics.</p><p></p><p>The Necromancer King expands his empire of frosty undead to the North.</p><p></p><p>It is the Age of Heroes, and the threats are large, global, and right in your face threatening to turn your aunt Mae into a flesh-ravening monster.</p><p></p><p>No one is safe. That's why you need Adventurers. Clerics help the towns survive. Druids are essential for an army-feeding harvest. Engines of arcane destruction are the way to ensure you're safe against the hulking beast next door.</p><p></p><p>...though it's still not as dangerous as my Chthulu + Forgotten Realms campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3621157, member: 2067"] The Terrasque is awake, and you can see the smoke and feel the quakes of the rampage. Devils live in castles, bound in their dungeons by high-level clerics. The Necromancer King expands his empire of frosty undead to the North. It is the Age of Heroes, and the threats are large, global, and right in your face threatening to turn your aunt Mae into a flesh-ravening monster. No one is safe. That's why you need Adventurers. Clerics help the towns survive. Druids are essential for an army-feeding harvest. Engines of arcane destruction are the way to ensure you're safe against the hulking beast next door. ...though it's still not as dangerous as my Chthulu + Forgotten Realms campaign. ;) [/QUOTE]
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