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Abyssal Realm Ideas?
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<blockquote data-quote="SJ" data-source="post: 514519" data-attributes="member: 6325"><p>Cool!</p><p></p><p>Thanks, reason, that was really the kind of flavorful jumpstart that I needed. The Man-Grove idea is really good.</p><p></p><p>I had also worried that it can't be all combat, and I had thought a few encounters with chance inhabitants that would break the tension.</p><p></p><p>* a distorted lizard-headed man poles a skiff across the deeper area, he's not dangerous to the party, but has useful info (and a boat)</p><p></p><p>* a feral and insane beast shadows the party, taunting them with cryptic sayings. if captured or contacted, he has an item or info that can help the party w/ a later challenge.</p><p></p><p>* a hidden shrine in the shadows of a gnarled tree provides a lone beacon of light in the horrible dark. But light doesn't always mean good.</p><p></p><p>Anyway, great ideas!</p><p></p><p>SJ</p></blockquote><p></p>
[QUOTE="SJ, post: 514519, member: 6325"] Cool! Thanks, reason, that was really the kind of flavorful jumpstart that I needed. The Man-Grove idea is really good. I had also worried that it can't be all combat, and I had thought a few encounters with chance inhabitants that would break the tension. * a distorted lizard-headed man poles a skiff across the deeper area, he's not dangerous to the party, but has useful info (and a boat) * a feral and insane beast shadows the party, taunting them with cryptic sayings. if captured or contacted, he has an item or info that can help the party w/ a later challenge. * a hidden shrine in the shadows of a gnarled tree provides a lone beacon of light in the horrible dark. But light doesn't always mean good. Anyway, great ideas! SJ [/QUOTE]
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