Now that I have a firmer idea of how Daggerford is set up, and how it is settled into the nearby environs, I realized that the map of Moridis' Halls would work much better if I flipped it east to west, so that the sewer entrances were in the southwest corner, and the more remote entrances could be northeast of the town proper. I cleaned up the map just a smidge, inverted all of my concealed and secret door markings, and went back to an unkeyed master to work from. I had about a third of this stocked, and now I'm back to the drawing board (almost literally), but it's okay. I have some other ideas for things I'd like to do with some of these areas anyay, and I want to make the dungeon a bit more robust in general. This entire section was really the living and working areas of the D'Ro, with some of their upper prison pens, offices, and minor facilities. Their more experimental, magical shenanigans were on the second level, so while I an hint at such things filtering up from below, much of this is a straight-up dungeon crawl largely populated by undead and vermin that have wandered in from above. The D'Ro themeselves have largely relegated their mad works to levels 2-3, generally abandoning this area. However, I do know that at least three young dragons, all considered too weak by their mother Moridis, have been cast aside into these upper halls. All three have motivation to either get into their mother's good graces or at least muck up her projects, so all three could provide role-play and interactivity beyond waiting for heroes to kill them and loot their lairs.
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