[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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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. |
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? |
Re: [DF] "Sinkhole of Evil"
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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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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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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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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? |
Re: [DF] "Sinkhole of Evil"
These are all great ideas. Keep them coming!
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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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Re: [DF] "Sinkhole of Evil"
The Hellmouth from the TV show Buffy the Vampire Slayer could also be an inspiration.
> A gate to an hell dimension and of course a seal to be protected/broken/... deep in a dungeon > Dark prophecies about the place > It would be the place of choice to conduct dark rituals If using RPM, any quirks on a spell cast there should have an evil taint. Same with all magical critical failures. If using powerstone, fully draining one and allowing it to recharge fully within the Sinkhole could give it a evil-themed quirk. A penalty to self-control rolls could be in order too. |
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Could also be the way that living Weirdness Magnets and beings with similar disadvantages (Demon Magnet? Evil Sanctity Enhancer?) are handled in-setting: choosing or compelled to take up residence somewhere away from civilization, where the problems and strangeness that they bring cannot trouble their neighbors. EDIT: Now I feel kind of tempted to design a dungeon on this theme. If I do, don't expect it to happen fast. Also, I think Paranormal Waste Repository may be somewhat relevant to this discussion. |
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