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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="jim pinto" data-source="post: 2436739" data-attributes="member: 17619"><p>let me do my best here...</p><p></p><p>1. this was subtly hinted at... and i think you're the first person to ask...</p><p></p><p>the answer is up to you... what part do you want him to play in the dungeon?</p><p>major role? then yes, he knew. if not, he was just making the best of a bad situation.</p><p></p><p>2. they all got in the same way the pcs did. except the derro and drow, who came</p><p>in from the northwest. and yes, there was sort of a mad dash. the climate is hospitable.</p><p>and one could say the level of magic, certainly attracts supernatural beasts.</p><p></p><p>that and curiousity killed the kobold.</p><p></p><p>3. the derro themselves do not understand what they are digging for. but they are looking</p><p>for something buried after the first earthquake.</p><p></p><p>and no... the dungeon was always that far "below" the surface.</p><p></p><p>4. its a metaphorical exit.</p><p></p><p>5. the angels have been there since day 1. when their numbers dwindled, creatures slipped in. again, a metaphor.</p><p></p><p>6. you don't under how magic can work where the stone crumbles? what sort of degree in magic do you have? (insert smarm)</p><p></p><p>7. there is no WHOLE idea... there are 1,000 possible ideas and the DM uses the one he likes.</p><p></p><p>one of them, and my favorite, is that the pcs defeating the evil in the dungeon are the final proof that mankind is ready to manage itself, without the will of the gods. once completed, the heavens open, everything goes back to normal for the pcs, and the world outside slowly begins to develop technology and self-sufficiency...</p><p></p><p>an end to magic, if you will.</p><p></p><p>To be honest, it seems like you're searching for a literal interpretation here, when in fact, we've specifically designed the product to be just flexible enough that literalism is the one ingredient the DM could add himself.</p><p></p><p>You decide the function of the dungeon, which maps you'll actually use, what the climax will be, and what role each monster plays. Take out the nighthag story in Region G if you don't like it, add firebreathing toads to Region H for the elf calvary to ride, put a store in the middle of Region J where the azer's trade anything and everything for gems, remove the entire maps E and D because they don't fit your version of the game, and put the final map on the elemental plane of ice... its all up to you.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="jim pinto, post: 2436739, member: 17619"] let me do my best here... 1. this was subtly hinted at... and i think you're the first person to ask... the answer is up to you... what part do you want him to play in the dungeon? major role? then yes, he knew. if not, he was just making the best of a bad situation. 2. they all got in the same way the pcs did. except the derro and drow, who came in from the northwest. and yes, there was sort of a mad dash. the climate is hospitable. and one could say the level of magic, certainly attracts supernatural beasts. that and curiousity killed the kobold. 3. the derro themselves do not understand what they are digging for. but they are looking for something buried after the first earthquake. and no... the dungeon was always that far "below" the surface. 4. its a metaphorical exit. 5. the angels have been there since day 1. when their numbers dwindled, creatures slipped in. again, a metaphor. 6. you don't under how magic can work where the stone crumbles? what sort of degree in magic do you have? (insert smarm) 7. there is no WHOLE idea... there are 1,000 possible ideas and the DM uses the one he likes. one of them, and my favorite, is that the pcs defeating the evil in the dungeon are the final proof that mankind is ready to manage itself, without the will of the gods. once completed, the heavens open, everything goes back to normal for the pcs, and the world outside slowly begins to develop technology and self-sufficiency... an end to magic, if you will. To be honest, it seems like you're searching for a literal interpretation here, when in fact, we've specifically designed the product to be just flexible enough that literalism is the one ingredient the DM could add himself. You decide the function of the dungeon, which maps you'll actually use, what the climax will be, and what role each monster plays. Take out the nighthag story in Region G if you don't like it, add firebreathing toads to Region H for the elf calvary to ride, put a store in the middle of Region J where the azer's trade anything and everything for gems, remove the entire maps E and D because they don't fit your version of the game, and put the final map on the elemental plane of ice... its all up to you. Hope that helps. [/QUOTE]
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