Gilladian
Adventurer
What sorts of minor rule effects would you impose on PCs venturing into an ancient evil area that is still so saturated and cursed that it HAS visual and physical side-effects? These are 1st level PCs, so I don't want to be too severe.
This is a place that was an evil temple, but is now just ruins. There are still evil traps/monsters lingering, and I want things to be really creepy. I've already decided on the following:
+1/-1 to all cause/cure spells cast
no recovery of spells if they sleep IN the ruins because of bad dreams and no connection to their god
+1/-1 to all command/turn undead rolls (but the cleric has the plant domain and her command plants will work fine)
any "good" spells will be penalized (DCs are all 1 worse, any beneficial roll reduced by 1, durations halved, etc...)
Any other effects you'd impose, rules-wise?
This is a place that was an evil temple, but is now just ruins. There are still evil traps/monsters lingering, and I want things to be really creepy. I've already decided on the following:
+1/-1 to all cause/cure spells cast
no recovery of spells if they sleep IN the ruins because of bad dreams and no connection to their god
+1/-1 to all command/turn undead rolls (but the cleric has the plant domain and her command plants will work fine)
any "good" spells will be penalized (DCs are all 1 worse, any beneficial roll reduced by 1, durations halved, etc...)
Any other effects you'd impose, rules-wise?