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<blockquote data-quote="Greenfield" data-source="post: 6250977" data-attributes="member: 6669384"><p>I put it in spoilers because I wanted to hear other people's solutions, rather than simply discuss my own.</p><p></p><p>Our game world is a Greco-Roman setting and mythology. Maybe I/we should consider the mythology and cosmology of that world.</p><p></p><p>Volcanic vents that were approachable by people were often considered to be passages to the Underworld, as in the realm of Hades/Pluto.</p><p></p><p>The name Thermopylae translates literally as "Hot Gates", for example, and contains hot sulfur springs.</p><p></p><p>So, do we separate underworld passages from volcanic activity?</p><p></p><p>The island that the name "Volcano" came from is called "Vulcana" (it was for sale a few years ago IRL), and was said the the site of Vulcan's forge. (The god of smiths, not Spock's home world).</p><p></p><p>Obviously then, I was doing it wrong. As far as the mythology/cosmology of the ancient world, volcanoes were associated with gods, the next life, and supernatural power. Mechanical methods of opening and closing passages and vents are completely out of place. (Thanks Umbran, for making me think this through).</p><p></p><p>That suggests divine or fiendish activities, with Elemental associations running a close second.</p><p></p><p>The gods have an "enemy of my enemy" sort of alliance going with hell at the moment. At least, the lawful gods do. The common enemy is the abyss. </p><p></p><p>That leaves chaotic gods, or those who think they can use use abyssal forces and powers to their own ends, then deal with them later.</p><p></p><p>We've played up an Illumian Cabal as the mortal agents behind the chaos, as part of a competition to see who can rule the world. (Advancing to a leadership position is one common trait attributed to Illumians in general, in Races of Destiny, so this kind of fits.)</p><p></p><p>Illumians as "mortal agents" doesn't preclude some immortal sponsor using them. They're canny enough to know that any deal with a Demon, be it a common fiend or one of the princes, is good and valid only as long as it serves the fiend's interest. </p><p></p><p>So to fire up a volcano it would take the power of a deity or a major demon. Deity manipulating mortals dealing with demons? Demons scheming with mortals to manipulate gods? Mortals playing demons and deities off against each other? However you play this sort of thing, it's got "grand epic tale" painted all over it. Which doesn't help me at all with the immediate issue.</p><p></p><p>So, starting from the other end...</p><p></p><p>Deep inside the mountain is a fissure that goes down forever. Lava oozes from walls in slow-motion waterfalls. Inscribed on the walls of the crater, all around this fissure, are symbols arcane, divine, and daemonic. The fissure rumbles with a sound deeper than thunder, and a solid column of toxic smoke pours up from below. </p><p></p><p>Guardians and wards of variosu types are appropriate, as are traps. Poison saves once a minute are appropriate. So are Con checks. Suffocation rules apply on a failed Save. Anyone entering needs some form of protection against poison, or a good Fort save, to even make it inside. Heat resistance is good, more than a simple <em>Endure Elements</em> can give. Some kind of air supply is essential.</p><p></p><p>And that's just to get in the door. <He he he...></p></blockquote><p></p>
[QUOTE="Greenfield, post: 6250977, member: 6669384"] I put it in spoilers because I wanted to hear other people's solutions, rather than simply discuss my own. Our game world is a Greco-Roman setting and mythology. Maybe I/we should consider the mythology and cosmology of that world. Volcanic vents that were approachable by people were often considered to be passages to the Underworld, as in the realm of Hades/Pluto. The name Thermopylae translates literally as "Hot Gates", for example, and contains hot sulfur springs. So, do we separate underworld passages from volcanic activity? The island that the name "Volcano" came from is called "Vulcana" (it was for sale a few years ago IRL), and was said the the site of Vulcan's forge. (The god of smiths, not Spock's home world). Obviously then, I was doing it wrong. As far as the mythology/cosmology of the ancient world, volcanoes were associated with gods, the next life, and supernatural power. Mechanical methods of opening and closing passages and vents are completely out of place. (Thanks Umbran, for making me think this through). That suggests divine or fiendish activities, with Elemental associations running a close second. The gods have an "enemy of my enemy" sort of alliance going with hell at the moment. At least, the lawful gods do. The common enemy is the abyss. That leaves chaotic gods, or those who think they can use use abyssal forces and powers to their own ends, then deal with them later. We've played up an Illumian Cabal as the mortal agents behind the chaos, as part of a competition to see who can rule the world. (Advancing to a leadership position is one common trait attributed to Illumians in general, in Races of Destiny, so this kind of fits.) Illumians as "mortal agents" doesn't preclude some immortal sponsor using them. They're canny enough to know that any deal with a Demon, be it a common fiend or one of the princes, is good and valid only as long as it serves the fiend's interest. So to fire up a volcano it would take the power of a deity or a major demon. Deity manipulating mortals dealing with demons? Demons scheming with mortals to manipulate gods? Mortals playing demons and deities off against each other? However you play this sort of thing, it's got "grand epic tale" painted all over it. Which doesn't help me at all with the immediate issue. So, starting from the other end... Deep inside the mountain is a fissure that goes down forever. Lava oozes from walls in slow-motion waterfalls. Inscribed on the walls of the crater, all around this fissure, are symbols arcane, divine, and daemonic. The fissure rumbles with a sound deeper than thunder, and a solid column of toxic smoke pours up from below. Guardians and wards of variosu types are appropriate, as are traps. Poison saves once a minute are appropriate. So are Con checks. Suffocation rules apply on a failed Save. Anyone entering needs some form of protection against poison, or a good Fort save, to even make it inside. Heat resistance is good, more than a simple [I]Endure Elements[/I] can give. Some kind of air supply is essential. And that's just to get in the door. <He he he...> [/QUOTE]
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