Updates to Felltower in anticipation of next week's game.
Volunteers?
For quite a while, no one had delved into Felltower. Those that did, returned battered and usually no better off. But the last group came back talking about beating up some beetles and taking home a nice payoff. That's the kind of thing that makes volunteers show up.
As usual, volunteers tend to be the kind of guys you wouldn't pay for. Wizards who may or may not actually cast spells, like Ken Shabby. One-armed swordsmen. One-eyed archers. No-morals semi-human thugs. Folks as dangerous to you as they are to the enemy, and/or themselve.
But my players love them, so we'll see a few more of them if this keeps up.
Rumors
All rumors are true, even the false ones. Like a Nostradamus prediction, they get contorted around until they match what happened, or what happened gets contorted around until it matches the rumor.
Either way, I wrote a bunch of rumors.
Restocking
Very little. I think I'd benefit from a more systematic, roll-based approach. For now I eyeball it and do some randomizing, but I wonder if I could generate a system based on my stocking system that would tell me what moves into Felltower, and what moves out, and just modify the dungeon based on that each time? Hmm . . .
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