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*Pathfinder & Starfinder
New Dungeoncraft: The Dungeons of Greenbrier Chasm
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<blockquote data-quote="Lonely Tylenol" data-source="post: 4053409" data-attributes="member: 18549"><p>I'd write it like this:</p><p></p><p>Heroic: Some Thing was bound down there long ago, with a small city's worth of temple around it because it took that much effort to keep this Thing contained. Now, the Thing is off somewhere recovering its strength, but it'll be out of commission for a while. In the meantime, you have no idea what happened, so let's drop the matter for the moment and go after some plot hook you found while you were down in the dungeon. Also, while you were in the dungeon you stumbled across a door you had no ability to open. That was important.</p><p></p><p>Paragon: Bad things are starting to happen, and you learn it's because the Thing escaped its trap, and it sweats awful and poops evil. You find out the magnitude of the threat, and clue into the fact that things are going to get really bad if you can't trap the Thing again somehow. How? Well, if it was done once, maybe they left instructions for doing it again, in case of such an emergency. Now, go on an adventure in order to find out how to open the door that you couldn't open, while you notice that things are starting to get weird out there due to the influence of that Thing that escaped.</p><p></p><p>Epic: Part of the problem with exploring a dungeon designed to keep an epic-level threat contained is that they designed it both to keep the Thing inside and to keep anyone from letting it go. So, sucks to be you. Fight your way down to where they put all the info on how to trap epic-level Far Realms Things, and then finish up by going to find the Thing and beat it down so that it's weak enough to be recaptured. Recapture it, the end.</p><p></p><p>There's a lot of room in there for writing up lots of details, side adventures, Far Realms-tainted sites and creatures, an end-of-the-world scenario, and lots of fun ancient evil. Makes me think a bit of Shadow of the Colossus.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 4053409, member: 18549"] I'd write it like this: Heroic: Some Thing was bound down there long ago, with a small city's worth of temple around it because it took that much effort to keep this Thing contained. Now, the Thing is off somewhere recovering its strength, but it'll be out of commission for a while. In the meantime, you have no idea what happened, so let's drop the matter for the moment and go after some plot hook you found while you were down in the dungeon. Also, while you were in the dungeon you stumbled across a door you had no ability to open. That was important. Paragon: Bad things are starting to happen, and you learn it's because the Thing escaped its trap, and it sweats awful and poops evil. You find out the magnitude of the threat, and clue into the fact that things are going to get really bad if you can't trap the Thing again somehow. How? Well, if it was done once, maybe they left instructions for doing it again, in case of such an emergency. Now, go on an adventure in order to find out how to open the door that you couldn't open, while you notice that things are starting to get weird out there due to the influence of that Thing that escaped. Epic: Part of the problem with exploring a dungeon designed to keep an epic-level threat contained is that they designed it both to keep the Thing inside and to keep anyone from letting it go. So, sucks to be you. Fight your way down to where they put all the info on how to trap epic-level Far Realms Things, and then finish up by going to find the Thing and beat it down so that it's weak enough to be recaptured. Recapture it, the end. There's a lot of room in there for writing up lots of details, side adventures, Far Realms-tainted sites and creatures, an end-of-the-world scenario, and lots of fun ancient evil. Makes me think a bit of Shadow of the Colossus. [/QUOTE]
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