Quasqueton
First Post
Help me come up with ideas for making adventure in a swamp more interesting, and more "swamp-like," than just having a different wandering monster chart.
What environmental things make a swamp adventure different than say travelling through a normal forest, or boating on a lake?
My first thoughts are bugs - swarms of little vermin biting the skin, getting in the eyes, and spreading diseases. How can this be worked in game mechanics? Should their be distraction penalties? A minor Fort save each day to avoid a disease? How do swamp animals avoid this aggravation and danger? Maybe having a natural armor bonus (+1 or better) protects the swamp creatures?
How to mechanically model the extreme humidity and moisture of a swamp? Some swamps are hot, some are cold, but all are wet. Is there something in the core rules that could "enforce" the problems with keeping things dry without having to create a new mechanic? If a new mechanic is needed, what should it be?
What other hazards and effects would adventurers find in a swamp, besides new monsters? Quicksand? How to work this mechanically into the environment?
I want to have the PCs really *feel* they are in a swamp, but I don't want to just punish them to the point of making the adventure unfun. How can a swamp adventure be different than a forest adventure beyond the monsters encountered?
I'd appreciate any help on this.
Quasqueton
What environmental things make a swamp adventure different than say travelling through a normal forest, or boating on a lake?
My first thoughts are bugs - swarms of little vermin biting the skin, getting in the eyes, and spreading diseases. How can this be worked in game mechanics? Should their be distraction penalties? A minor Fort save each day to avoid a disease? How do swamp animals avoid this aggravation and danger? Maybe having a natural armor bonus (+1 or better) protects the swamp creatures?
How to mechanically model the extreme humidity and moisture of a swamp? Some swamps are hot, some are cold, but all are wet. Is there something in the core rules that could "enforce" the problems with keeping things dry without having to create a new mechanic? If a new mechanic is needed, what should it be?
What other hazards and effects would adventurers find in a swamp, besides new monsters? Quicksand? How to work this mechanically into the environment?
I want to have the PCs really *feel* they are in a swamp, but I don't want to just punish them to the point of making the adventure unfun. How can a swamp adventure be different than a forest adventure beyond the monsters encountered?
I'd appreciate any help on this.
Quasqueton