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Gothic Horror In The Rain
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<blockquote data-quote="Kinak" data-source="post: 6133401" data-attributes="member: 6694112"><p>Speaking as a GM for a group that just went through several levels worth of rain, they were <em>very</em> glad when they finally cleared it up.</p><p></p><p><strong>Business</strong></p><p>I'd include a lot of net- and trap-fishing along with the lichen and mushrooms. If you like a little Lovecraft in your Gothic Horror, fishermen praying to dark powers can quickly lead to cultists and interbreeding with the god's servants.</p><p></p><p>I'm not sure how well rice would do, but your players probably won't either. Cranberries are another good plant in boggy conditions. You'd have to stretch things for peat (it regenerates pretty slowly), but it would solve any fuel problems they might have.</p><p></p><p><strong>Adventure</strong></p><p>The dwarven ruins are a nice touch, I think, as are Kamakaze Midget's ideas about the forest. Giant carnivorous plants don't get nearly enough play and fungal monsters can exist outside the Underdark.</p><p></p><p>As for the cause, if you have cultists worshipping a dark god, that'd work out, but I'd use that more as a red herring.</p><p></p><p>How about, in the deepest levels of the dwarf fortress, there's a series of elemental gates that used to power their city and forges. They're <em>supposed</em> to be in balance, but it's been a long time. To stop the rain, you'd either need to find some way to rebalance them (by strengthening the other three gates) or destroy the whole contraption (swallowing the city and town above it into an earthquake).</p><p></p><p>The trick would be keeping that entire quest from being a dungeon crawl, but you can put the ritual and items needed out in the world. Like, an item tied to the earth gate might be in use at the biggest mushroom farm in town, making the challenge more about weighing options and roleplaying than necessarily dungeoncrawling.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6133401, member: 6694112"] Speaking as a GM for a group that just went through several levels worth of rain, they were [I]very[/I] glad when they finally cleared it up. [B]Business[/B] I'd include a lot of net- and trap-fishing along with the lichen and mushrooms. If you like a little Lovecraft in your Gothic Horror, fishermen praying to dark powers can quickly lead to cultists and interbreeding with the god's servants. I'm not sure how well rice would do, but your players probably won't either. Cranberries are another good plant in boggy conditions. You'd have to stretch things for peat (it regenerates pretty slowly), but it would solve any fuel problems they might have. [B]Adventure[/B] The dwarven ruins are a nice touch, I think, as are Kamakaze Midget's ideas about the forest. Giant carnivorous plants don't get nearly enough play and fungal monsters can exist outside the Underdark. As for the cause, if you have cultists worshipping a dark god, that'd work out, but I'd use that more as a red herring. How about, in the deepest levels of the dwarf fortress, there's a series of elemental gates that used to power their city and forges. They're [I]supposed[/I] to be in balance, but it's been a long time. To stop the rain, you'd either need to find some way to rebalance them (by strengthening the other three gates) or destroy the whole contraption (swallowing the city and town above it into an earthquake). The trick would be keeping that entire quest from being a dungeon crawl, but you can put the ritual and items needed out in the world. Like, an item tied to the earth gate might be in use at the biggest mushroom farm in town, making the challenge more about weighing options and roleplaying than necessarily dungeoncrawling. Cheers! Kinak [/QUOTE]
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