We're either a week out from another delve in Felltower, or a month or more out. There is a scheduling-related gap coming up so we'll see if we're exploring the badlands of Michigan or the crew is heading into the depths of Felltower.
Let's assume it's the latter.
If so, we've got some research that's been discussed:
- How to deal with or bypass the "evil door" that guards the Black Library.
- Sending a PC with Streetwise into the slums to try to find the hidden entrance to Felltower that rumor places there.
Researching the lenses has come up, but still, they haven't found much of any clues about how to use them and little has come back from asking about it before.
With the orcs having been dealt a serious blow, it's likely the PCs will stop attacking the orcs directly for a time. "Finishing off" the orcs will be tough - there are many, many more of them - but another attack might be a good way to try to penetrate through to even more important folks (at least as one player opined.)
With them out of the way, the PCs can do some deeper delving. The problem still remains that the PCs are relatively weak for the areas left unexplored, and the areas best known to hold treasure are also those best known to hold monsters capable of wiping out the group - the beholder, the huge dragon, the draugr, the Lord of Spite, possibly the deeper giant fantastic staircase (GFS) . . . .
Several gates are unknown, several more leads places that are known but no one is yet ready to try and unravel - the "air gate," the "fire gate," the "jester gate," the "jungle gate."
So as I see it, there are three broad groups of options:
- clear out a known "danger pocket" or deal with a known enigma
- go through a gate to unknown dangers
- explore deeper (the staircase, some of the paths leading past the "Lord of Spite's Apartment Complex."
That is at least how I'd group them - old, unknown puzzle, new paths.