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General Tabletop Discussion
*Dungeons & Dragons
A brief rant about Rime of the Frost Maiden, farming, logistics, and ecology
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<blockquote data-quote="uzirath" data-source="post: 8108025" data-attributes="member: 8495"><p>It could be handled easily in a sidebar. They could just provide some bullet points for ways to rationalize things depending on your groups' tolerances. Alternate flora (or magic flora), casters desperately keeping people alive, adjust the timeline from 2 years to 1 year, special UV from the aurora. Lots of the sorts of ideas that have been shared in this thread. I know that this depends on the table and I have no problem doing it myself, but it did leap out at me as a giant question mark that should have been addressed, at least in passing.</p><p></p><p>As a GM designing a scenario like this, I would try to weave some of these "background" questions into the core of the adventure path itself. For example, what if the dwarves have access to "solar crystals" that grow in the underworld and are tuned shine with the light of the sun on a typical 24-hour cycle? (These would explain a lot of things... why don't we have these already?) This would provide a more explicit connection between the dwarves and the humans, resolving another question in the adventure. The crystals might only last for a certain amount of time when they are removed from their caves, so there would be a desperate need for trade between the humans and the dwarves. Maybe Aurilian cultists would be trying to extinguish the crystals. Maybe they put pressure on the dwarves to cut off trade. (Or cut a deal with the Duergar to interfere with the crystals via some chardalyn powered engine.) Lots of adventure possibilities here for first-tier PCs as they grow toward the bigger challenges.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8108025, member: 8495"] It could be handled easily in a sidebar. They could just provide some bullet points for ways to rationalize things depending on your groups' tolerances. Alternate flora (or magic flora), casters desperately keeping people alive, adjust the timeline from 2 years to 1 year, special UV from the aurora. Lots of the sorts of ideas that have been shared in this thread. I know that this depends on the table and I have no problem doing it myself, but it did leap out at me as a giant question mark that should have been addressed, at least in passing. As a GM designing a scenario like this, I would try to weave some of these "background" questions into the core of the adventure path itself. For example, what if the dwarves have access to "solar crystals" that grow in the underworld and are tuned shine with the light of the sun on a typical 24-hour cycle? (These would explain a lot of things... why don't we have these already?) This would provide a more explicit connection between the dwarves and the humans, resolving another question in the adventure. The crystals might only last for a certain amount of time when they are removed from their caves, so there would be a desperate need for trade between the humans and the dwarves. Maybe Aurilian cultists would be trying to extinguish the crystals. Maybe they put pressure on the dwarves to cut off trade. (Or cut a deal with the Duergar to interfere with the crystals via some chardalyn powered engine.) Lots of adventure possibilities here for first-tier PCs as they grow toward the bigger challenges. [/QUOTE]
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Community
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*Dungeons & Dragons
A brief rant about Rime of the Frost Maiden, farming, logistics, and ecology
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