CruelSummerLord
First Post
Because, let's face it, going into every single dungeon for the exact same reason can get kind of redundant. What other reasons have you as DM, or your DM if you're a player, come up with to motivate players to go on a dungeon crawl?
This is one of the cool things about the original Dragonlance modules-the players were given reasons to go on the dungeon crawls aside from getting all sorts of fancy goodies and mountains of coins. They had to penetrate Skullcap to find the way to Thorbardin; had to penetrate the Tomb of Kharas to find the Hammer; penetrate Icewall Castle to retrieve the Dragon Orb; and possibly go through the Glitterpalace to obtain the favor of the gods before the final journey to Neraka.
Some of my Newly Discovered Dungeons of the Flanaess articles at Canonfire have similar motivations behind them-the players enter to seek information or aid, to destroy Iuz's divinity, to resurrect a fellow party member who was otherwise destroyed and cannot be brought back through normal means, to revive barbarian gods or lost Flan kingdoms, etc.
What are your best reasons?
This is one of the cool things about the original Dragonlance modules-the players were given reasons to go on the dungeon crawls aside from getting all sorts of fancy goodies and mountains of coins. They had to penetrate Skullcap to find the way to Thorbardin; had to penetrate the Tomb of Kharas to find the Hammer; penetrate Icewall Castle to retrieve the Dragon Orb; and possibly go through the Glitterpalace to obtain the favor of the gods before the final journey to Neraka.
Some of my Newly Discovered Dungeons of the Flanaess articles at Canonfire have similar motivations behind them-the players enter to seek information or aid, to destroy Iuz's divinity, to resurrect a fellow party member who was otherwise destroyed and cannot be brought back through normal means, to revive barbarian gods or lost Flan kingdoms, etc.
What are your best reasons?