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Old 09-26-2020, 06:00 AM   #1
Anders
 
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Default [DF] "Sinkhole of Evil"

Ravenloft has this concept called a "sinkhole of evil" - a place tainted by evil deeds which strengthens and attracts evil things. The Overlook Hotel (The Shining, Doctor Sleep) may be an example from literature. How would you portray such a thing in Dungeon Fantasy, apart from making it High Sanctity for Evil?
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Last edited by Anders; 09-26-2020 at 07:38 AM.
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Old 09-26-2020, 07:22 AM   #2
martinl
 
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Default Re: [DF] "Sinkhole of Evil"

Evil things get a few levels of Lower Purpose, based on how evil they are.

...wait, you're just describing something that attracts evil, not strengthens it. I don't think you really need rules for that, unless you want evil PCs. Just say it happens.
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Old 09-26-2020, 07:37 AM   #3
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Default Re: [DF] "Sinkhole of Evil"

It also strengthens evil things. Will amend my post.

Maybe increased chance of wandering monsters? Easier to cast some of the nastier spells?
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Old 09-26-2020, 09:15 AM   #4
johndallman
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Default Re: [DF] "Sinkhole of Evil"

Quote:
Originally Posted by Anders View Post
It also strengthens evil things. Will amend my post.
Lift the concept of Basic Abstract Difficulty from Action? Most of the dungeon is BAD 0, but sinkholes have BADness +1, +2 or more?
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Old 09-26-2020, 11:55 AM   #5
Anthony
 
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Default Re: [DF] "Sinkhole of Evil"

Hm. Call it a 'dungeon'? A supernatural seepage of evil seems like a reasonable explanation for why dungeons exist.
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Old 09-26-2020, 12:38 PM   #6
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Default Re: [DF] "Sinkhole of Evil"

In addition to high sanctity for ‘evil’ clerics, you could also use aspected mana to give a bonus to casting any necromancy, demonology, or other ‘evil’ spells you define. You could also give any truer evil creature in the area the benefits of a bless spell.
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Old 09-26-2020, 01:27 PM   #7
Dalin
 
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Default Re: [DF] "Sinkhole of Evil"

Some sort of regeneration or fast healing for evil creatures could be a fun side effect.
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Old 09-26-2020, 01:46 PM   #8
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Default Re: [DF] "Sinkhole of Evil"

Associate each 'Sinkhole' with a Disadvantage that has a self-control roll, probably based on whatever evil act originally tainted the place.

Characters and creatures with the disadvantage get a bonus to any vaguely associated skill rolls while they're there to some rolls, based on their self control roll: +1 for (15), +2 for (12), +3 for (9), +4 for (6), or +5 if they've totally given into it. Treat it like a Talent bound to a location and with its level tied to how strongly you've given in to the particular evil it represents.

For example, a corrupted casino might give anyone with Compulsive Gambling (15) a +1 bonus to Acting, Fast-Talk, Gambling, Games, Sleight of Hand, etc. rolls, and anyone with Compulsive Gambling (9) a +3 bonus, etc. A corrupted arena might give anyone with Bloodlust (12) a +2 bonus to combat rolls. And so on.

Probably apply this bonus to thematically appropriate spells and powers, too.

Over the long term, anyone or anything that lives there will probably pick up at least the (15) version of the disadvantage to fit in, and it might get worse over time.

It probably draws people that already have the disadvantage to it. Maybe requiring a self-control roll against the disadvantage to not visit it briefly while passing through, and/or to willingly leave once there. So someone with Bloodlust that fights in the aforementioned evil arena might have to roll Bloodlust's self-control to leave: failure means they stay, instead, at least for one more fight.

Something like that?
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Old 09-26-2020, 09:25 PM   #9
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Default Re: [DF] "Sinkhole of Evil"

These are all great ideas. Keep them coming!
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Old 09-26-2020, 11:54 PM   #10
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Default Re: [DF] "Sinkhole of Evil"

There's a game element called "Sinkholes of Evil" in Adventurer Conquerer King. They vary, but tend to be high sanctity for Evil (and low for Good) or high mana for Necromancy, and undead in them get bonuses and can spontaneously arise from dead bodies. It's pp. 251-252 of the main ACKS book.
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