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<blockquote data-quote="MerricB" data-source="post: 6208598" data-attributes="member: 3586"><p>Cool. My style is now almost completely improvised (with notes used when they revisit areas). I tend to use the old method of stocking rooms when they're entered: roll 2d6: 1-2 monster, 3 trap, 4 special, 5-6 nothing with the other die indicating treasure.</p><p></p><p>Last session, the first special I rolled was made into a room where a white-haired giant sat, roasting large chestnuts. He was pretty grumpy (the door depicted a grumpy face) and shooed away the characters after they disturbed him. All well and good.</p><p></p><p>The second special was a room where a happy, white-haired giant sat, eating ice-creams; he offered some to the players and three accepted... only then to discover they were poisoned! Two of the PCs went down (including the 9th level magic-user). After the others defeated him in combat, they realised that the characters were still just alive... but would die within 10 minutes (too short a time for them to return to town). Working on a guess, they returned to the first giant, and fed the dying characters the chestnuts, which revived them!</p><p></p><p>The trick is that although I'd decided immediately that the chestnuts would revive the poisoned PCs once I'd decided upon the ice-creams, I had no idea there was another giant when I improvised the first room: it was just a potential room for interaction. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6208598, member: 3586"] Cool. My style is now almost completely improvised (with notes used when they revisit areas). I tend to use the old method of stocking rooms when they're entered: roll 2d6: 1-2 monster, 3 trap, 4 special, 5-6 nothing with the other die indicating treasure. Last session, the first special I rolled was made into a room where a white-haired giant sat, roasting large chestnuts. He was pretty grumpy (the door depicted a grumpy face) and shooed away the characters after they disturbed him. All well and good. The second special was a room where a happy, white-haired giant sat, eating ice-creams; he offered some to the players and three accepted... only then to discover they were poisoned! Two of the PCs went down (including the 9th level magic-user). After the others defeated him in combat, they realised that the characters were still just alive... but would die within 10 minutes (too short a time for them to return to town). Working on a guess, they returned to the first giant, and fed the dying characters the chestnuts, which revived them! The trick is that although I'd decided immediately that the chestnuts would revive the poisoned PCs once I'd decided upon the ice-creams, I had no idea there was another giant when I improvised the first room: it was just a potential room for interaction. :) Cheers! [/QUOTE]
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