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« on: March 09, 2011, 09:19:45 pm »
You might do better with a map and a printout of the legends.
Use the map for movement, and use a likely legend to describe what the players see for the engravings. Exactly what is engraved where is unlikely to matter. I imagine you'll do a better job of picking topical stuff than the RNG does. As far as 'what's the stuff that's in the square' in terms of items, players are unlikely to care about the general stuff (rock bracelets and whatnot), so it's better to give a general 'dwarven crafts are strewn about the room' than a laundry list of items in each square. Especially when you pre-age everything (swords are rusty, crafts are beaten up, basically it's useless). From a cinematic storytelling point of view, allowing your players to pick up any non-valuable item at any point encourages creativity on their part. As far as the actual valuable stuff goes, I would say run a kobold filter over the fort. Anything valuable and not nailed down or hidden should be gone, or moved into the hoard of a creature living in the fort. As it stands, the effects of abandonment are more akin to a tornado than years of animal/thief traffic.
I see you mention that your players look for loopholes in order to catch you out. My advice? Find better players.