World Hooks
Choosing a hook for your campaign world is the most important blah blah blah roll some dice.
Oh, is that what that 1 is supposed to be? Good superscript there. Off to a great start.
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No, not 6+7=13, d6>4 so 7+8=13.
An unusual religious situation exists. Perhaps priests venerate the elements instead of anthropomorphic deities (Athas, the world of the DARK SUN setting, is a good example of this), or there may be a faith or religion that is so powerful it dominates a region or the entire world.
To me, that's not enough to base an entire world around, so I'm going to do it again. The text mentions doing this two or three times and looking for an interesting mix.
25-34 - Sites of Interest (d8)
1 - Caverns
The principal adventure sites for the campaign are natural caverns. Mineral wealth or monster lairs may be the chief interest of the heroes.
Well, OK then. Cave Churches. I'll see what we come up with for the rest, next time.
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