the Jester
Legend
Well, I had a forest fire adventure once. But the kicker was that a pc had set the fire! The party had just split up in anger, with all the halflings leaving the rest, and GOING UPHILL... and one of the halflings snuck off and lit a fire... which rapidly spread, and grew, and, y'know how fire goes uphill...?
Sadly, only one of the halflings survived, but at least it wasn't the pyromaniac.
Well, what can you do...
I agree with the advice above: keep things moving. Natural disasters are hard to fight; you can try to control weather or whatever, but if you aren't pretty high level it becomes a fight to survive, not to triumph. (In the forest fire adventure, there were many falling, burning trees, smoke inhalation saves, etc. etc.) Your tank fighter is useless. The most useful pcs are likely to be rangers and druids, or other spellcasters or rogues with the right skills.
A natural disaster should be scary as hell to the people caught in it. All the side stuff (burning tower, open the gates, rescue the child) is a tiny fragment of what's going on. There's an old Rom comic where Rom and Alpha Flight face off with a broken dam and then spend the next issue dealing with the devestation caused by their failure. Natural disaster adventures should (imho) always have a "heavy" feeling to them; you can't just stab a drought. You can't fireball a tidal wave. They're not easy to survive, much less overcome.
Sadly, only one of the halflings survived, but at least it wasn't the pyromaniac.

I agree with the advice above: keep things moving. Natural disasters are hard to fight; you can try to control weather or whatever, but if you aren't pretty high level it becomes a fight to survive, not to triumph. (In the forest fire adventure, there were many falling, burning trees, smoke inhalation saves, etc. etc.) Your tank fighter is useless. The most useful pcs are likely to be rangers and druids, or other spellcasters or rogues with the right skills.
A natural disaster should be scary as hell to the people caught in it. All the side stuff (burning tower, open the gates, rescue the child) is a tiny fragment of what's going on. There's an old Rom comic where Rom and Alpha Flight face off with a broken dam and then spend the next issue dealing with the devestation caused by their failure. Natural disaster adventures should (imho) always have a "heavy" feeling to them; you can't just stab a drought. You can't fireball a tidal wave. They're not easy to survive, much less overcome.