k-wright

it's a dodheckahedron

  • they/she

ttrpgs with a side of game dev. back of napkin worldbuilding


Thus begins the descent of Doddot Dimorc, who never understood why her career as an ambassador to the orcish union failed to thrive.

Room - The Stairwell

The stairwell is made of sturdy, hewn stone. Warmly lit sconces lead the way back up to the surface. Both end abruptly at the entrance to the cave along with other signs of development, giving way to the organic bulge of natural cavern walls. A small set of circular stairs bring this threshold into stark relief. They are ringed not once, but twice by phosphorescent runes. The cavern has been warded for generations.

With a deep breath - and sharp exhale, that cave air will take some getting used to - Doddot crosses the threshold. The runes flare up before going out entirely.


Resources

  • Resources - 20/50
  • Trade Goods - 20/50
  • Soldiers - 5

World Notes

  • Doddot Dimorc - The ostensible protagonist mining the caves beneath her family hold. A bit dim herself.

Takeaways

  • The illustrative style and theming calls for a bit of a brighter tone, I think. I'm hoping to tap into creepy as well. We'll see how it shakes out.
  • Reading through the manual, it's looking like rooms can change substantially over the course of a game. Some things will be set in stone (ba-dum-tiss) but room contents can be built, destroyed, and otherwise changed. I think this means I'll be doing pen for immutable objects, and pencil for interim contents. Once the game is over, I can ink out the rest and then decide whether or not to colourize. I do think I'd like to play with finer ink work, in trying to keep with the 'story book' style of the illustration.

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