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Natural Disasters, utility spells, and you


Suggestions/House Rules/Homebrew


I've started wondering if anyone here has ever had a session wherein the adventurers are supposed to help rebuild something. That is, your adventurers come across post-Katrina New Orleans or something similar. Their job will be to help with the local protection, but might also include helping farmers replant crops, rebuilding buildings, and other mundane tasks.

What types of utility spells might come in handy here? Are there many to help rebuild an area devastated by natural disaster and war? And would anyone care for that type of an adventure, where the 'monsters' are diseases, starvation, and so on?

Qadira

Not in pathfinder, but in other games i have played. players can make a huge difference. The ability to travel to get help, resources, explore for a lost artifact that can help...

On these scenarios we instructed and lead more than did the work maybe focusing on one big project our selves. Like building a well, a terra former, or a power generator.

I can see a wizard and cleric being a huge help, the other classes would be more grunt work...unless they had a handy skill.

Edit: it would be funny too see the wizard who can melt a dragons face suddenly be powerless because he didnt pick any useful spells.

Anything that can move earth, create large amounts of material, cure disease, remove fatigue, create workers and skilled labor, long term buffs....


GeneticDrift wrote:

Not in pathfinder, but in other games i have played. players can make a huge difference. The ability to travel to get help, resources, explore for a lost artifact that can help...

On these scenarios we instructed and lead more than did the work maybe focusing on one big project our selves. Like building a well, a terra former, or a power generator.

I can see a wizard and cleric being a huge help, the other classes would be more grunt work...unless they had a handy skill.

Edit: it would be funny too see the wizard who can melt a dragons face suddenly be powerless because he didnt pick any useful spells.

Anything that can move earth, create large amounts of material, cure disease, remove fatigue, create workers and skilled labor, long term buffs....

*nods* Well, I thought it would be sort of amusing and a bit humbling for the various classes who rely on battle skills a lot. Even when it comes to directing labor, there's always local lords or ladies to deal with, and corrupt or incompetent leaders would be harder to deal with than a horde of hobgoblins. You can't just kill the local lord because he's a jerk.


Pathfinder Campaign Setting, Companion, Maps, Roleplaying Game Subscriber

I had a character who made great use of mass Ant Haul.


Dungeon magazine had a few adventures along these lines, most notably one taking place in the city of L'Trel.

Characters can first be of use helping restore order, preventing looting and rioting and property destruction, and fighting slavers or odd cults that might spring up. Characters of any level can do these jobs, lower level characters working closely with local militia and police while higher level characters can handle more specialized and independent missions like tracking and busting cults.

After that is taken care of, other skills come into play. This works best if characters have some points in non-adventuring skills like carpentry, blacksmithing, etc. Fighter types can lead work gangs, unskilled types helping with rubble clearance while skilled ones can help plan demolitions and rebuilding, oversee teams shaping new building materials, etc. Clerics and healing types can work not only in hospitals directly healing but also using their healing skills on sanitation patrols and inspections around the place (assuming the people of the world understand that sewage and dirty cookery is linked to disease). Clerics and bards could use Diplomacy to help people in crisis, calm tempers before they get out of hand, or other skills to simply keep people motivated or at least minimize depression and the like. Rogues might be able to work with either the police to root out black markets and other unsavory activity or work with the city leaders planning logistics, trade, etc.

Wizards can do a lot, with the right spells. Floating Disk can move a lot of material around. Fabricate can safely tear down a damaged building or help put up a new one. If they are brought in from an outside source and the people aren't too squeamish, skeletons can be used as untiring basic laborers (zombies are too slow, repulsive and possibly traumatic if someone sees a zombie that resembles a lost loved one). Any skills such as engineering would also be a big help toward the rebuilding.

Now, this doesn't require lots of roleplaying of endless little scenes. Just assume the characters are doing their duty over time and now and then work something in specifically for them. Maybe one day the rubble clearers find survivors/undead/a nest of wererats or the like. Maybe a plague begins to break out and the healers need to stop it. Perhaps a construction project runs into trouble and the PCs need to save the day. Of course, the PCs could also be on call as an elite strike team. Supposed some malcontents are fomenting riots. The militia handles the crows while the PCs and come police do a snatch and grab of the leaders. Maybe a large gang of bandits or monsters are active in the area and need to be put down, ditto with slavers. Those could be thrown in to break up the monotony of weeks or months spent recovering and rebuilding after a major disaster.


Thane36425 wrote:

Dungeon magazine had a few adventures along these lines, most notably one taking place in the city of L'Trel.

Characters can first be of use helping restore order, preventing looting and rioting and property destruction, and fighting slavers or odd cults that might spring up. Characters of any level can do these jobs, lower level characters working closely with local militia and police while higher level characters can handle more specialized and independent missions like tracking and busting cults.

After that is taken care of, other skills come into play. This works best if characters have some points in non-adventuring skills like carpentry, blacksmithing, etc. Fighter types can lead work gangs, unskilled types helping with rubble clearance while skilled ones can help plan demolitions and rebuilding, oversee teams shaping new building materials, etc. Clerics and healing types can work not only in hospitals directly healing but also using their healing skills on sanitation patrols and inspections around the place (assuming the people of the world understand that sewage and dirty cookery is linked to disease). Clerics and bards could use Diplomacy to help people in crisis, calm tempers before they get out of hand, or other skills to simply keep people motivated or at least minimize depression and the like. Rogues might be able to work with either the police to root out black markets and other unsavory activity or work with the city leaders planning logistics, trade, etc.

Wizards can do a lot, with the right spells. Floating Disk can move a lot of material around. Fabricate can safely tear down a damaged building or help put up a new one. If they are brought in from an outside source and the people aren't too squeamish, skeletons can be used as untiring basic laborers (zombies are too slow, repulsive and possibly traumatic if someone sees a zombie that resembles a lost loved one). Any skills such as engineering would also be a big help toward the rebuilding.

Now, this doesn't require lots of...

Cool! This all makes sense. I had imagined giving encounters with various organizations or groups of marauding pillagers and such. The primary mission would be the rebuilding, but there would be a lot of the other things as well. I imagine that a Druid would also be helpful in these circumstances too. Given the area would be a large city, there could easily be wererats or undead who decide to come out. The only thing I'm not certain of is the nobility or other folks in positions of power. There are some who would certainly take advantage of the situation or even make thing worse with unreasonable or insensible laws.


I'm glad to see that was useful for you.

A Druid could do many of the healer type jobs and might even be able to talk certain animals into acting as spies to help look for trouble.

The leadership of the city probably would impose martial law for a time. Just how harsh that would be would depend on what the city was like before the disaster. A good city might arrest looters while and evil city might impale them a live as a warning to others, though even a good city might use a few hangings of rabble rowsers and such as a warning as well.

The elites would also follow their alignments. The good ones would help without seeking (much) reward aside from the good reputation they would build and might even spend their own money to help those in need. Evil ones might help out too but with nefarious ends in mind. Only the dumb ones would do anything blatantly obvious, but some surely would fall into that category, because if they got caught, public sentiment would be solidly against them. Then again, if they were charismatic or had pull they might get away with it. It is also possible they will carry on with their vendettas and schemes, perhaps competing via charity to build their power base to arranging for an "accident" to happen to a rival family member.

Aside from that there could be price gouging, theft, the black market, etc. Prices certainly would go up at first and that's not necessarily bad. What I mean here would be if the city was giving out rations for free and someone gathered up a lot, or stole from city stocks, and sold them. You might also see charlatans or even real healers from less scrupulous gods charging a fortune for their services.

Back on track. New laws could be an issue, again depending on the general alignment of the city, influenced by the loss of any major players and how chaotic things get. The greater the chaos, the harsher the laws the people will tend to tolerate. So it is possible that the leadership could pass some harsh and/or bad laws, even good aligned leaders.

Anyway, it is an interesting scenario to play. I myself used the "Hot Day in L'trel" adventure many times and solutions from different groups was something to watch.

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