Tuesday, April 16, 2019
Thinking out loud about Procedural Generation
So maybe the room count is established, then the graph gets linked up. Then instead of the random rolls for each room, roll up separate lists of room labels, retaining the whole object for each, and a list of monsters (or blanks) and traps (or blanks) and quirks (or blanks) and hooks (or blanks). Sort the lists by monster theme tags and level total, or room theme and inner or outer. Then draw off of these as decks, starting by placing the entrance and several edges away the boss room or boss rooms, which should also be spread apart if of different factions. Then deal out inner room labels in rooms adjacent to boss rooms and outer labels for the entrance and adjacent rooms, and then remaining inner rooms around similar theme inner rooms and outers to fill in the gaps. Some sort of shuffle and draw might place creatures, traps etc, as objects, only rendering out to strings at the end, so the final result is editable by the DM using the tool.
This is still more ideas than implementation, but I think something along these lines could move DunGen the next step along towards making coherent, useful procedurally generated dungeons with less tweaking needed between generation and worthwhile playability. It's concrete enough for me to start thinking more clearly about implementing it.
Another, back of the mind thing I've been thinking about is doing classic multi-level dungeons, from midi to mega size, with built in side views, themes for different levels, and linking entrances/exits that jump you from one level map to another. This would probably make more sense to do after a rebuild along the lines above, but keeping it in mind, while working up what goes into a level.
Thursday, March 21, 2019
Warding Undead - adding partial effect to the Turn Undead roll
So, how long does warding last? That depends on how strong you want it to be and how much mechanics are worth keeping track of. The simplest answer is one combat round. Next might be 1D6 rounds, or a round plus at the cleric's next action, there is a new roll, that either resolves the condition or continues the ward. There could be rolls against WIS or CHA to maintain concentration each round, or when damaged by an undead, or other finer grained mechanics.
I think I would go with this: the cleric can maintain the ward until choosing to reroll for resolution or damaged by one of the warded undead. While maintaining the ward, the cleric can attack but not cast spells.
Wednesday, March 20, 2019
The Temple of Zozer
Most of the spiderkin started out as "spiders" but when I looked at it, they needed sentient agency, so the spiderkin were born. Zozer and his religion started out by rationalizing and expanding on some vague hooks. The hooks got religious themed because the preponderance of random rooms that weren't caverns happened to be religious theme rooms.
On the tip of a peninsula stands the crumbling ruin of a lighthouse and in the caverns beneath, an ancient temple of the god Zozer who traveled the sky in his skyship. The temple is desecrated and overtaken by a Spiderkin cult (think lesser ettercaps, mostly level 1, led by a mad science inclined wizard). Some unlucky mushroom men got captured by the Spiderkin and a few who escaped and are trying to get out completely are on the wandering monster table. They might talk the PCs into rescuing their comrades from the wicked experiments of Vvixx. There are a couple of ways here to draw Zozer's attention and one way to make a distant magical travel to another place for a sequel scenario.
channel 1: Spiral staircase down to 3: Fane
rope climb 8: Pentagonal room to 3: Fane
crawlway 2: Bridge in cavern to 7: Curtained cavern
archway 13: Stockroom to 3: Fane
narrow hallway 6: Fortified cavern to 8: Pentagonal room
empty room 12: Stream to 2: Bridge in cavern
barrel vault 5: Fane to 2: Bridge in cavern
secret tunnel 4: Cave crossed by stream to 1: Spiral staircase down
subterranean river 11: Laboratory to 3: Fane
subterranean river 14: Cave with pool to 2: Bridge in cavern
long tunnel 10: Chamber to 6: Fortified cavern
corridor with collar of spikes trap to deter the seabear 15: Lair to 1: Spiral staircase down
passage blocked by huge corpse 9: Chapel to 4: Cave crossed by stream
door 6: Fortified cavern to 7: Curtained cavern
stream 14: Cave with pool to 4: Cave crossed by stream
winding subterranean river 2: Bridge in cavern to 3: Fane
spiked door 10: Chamber to 14: Cave with pool
Wednesday, February 6, 2019
Tuesday, October 23, 2018
More Cohesive NPC Groups in DunGen and DunMap
Here's what I put in this morning.
When generating a group of NPCs, build a virtual hand of cards.
Start with one Fighter card, since simple combatants are the baseline in old school D&D.
Roll a D8 and draw that number of virtual class cards to match rolls on the old random NPC class collection. This makes up the hand of class cards for this group, a subset of the whole class collection, biased towards fighter, and possibly biased towards another class or classes.
For each NPC, the class is a random draw from the hand of classes. So now it is more likely to make groups that are a wizard and guards or some clerics, a bard, and guards, and similar groups with more than one of the same class, rather than all looking like balanced random PC parties.
Let me know what you think.
Sunday, October 21, 2018
DunGen & DunMap content update
Saturday, October 20, 2018
Updating my Dungeon Generation Tools
In the past month I have put in a lot of time on DunGen, DunMap, and Hiring Hall.
Hiring Hall got extended to have an option to do hirelings for Astonishing Swordsmen and Sorcerers of Hyperborea. Though it needs another pass to round out the occasional classed NPCs, particularly bringing up their abilities to the minima for their classes.
DunGen and DunMap got a major lift in the handling of notes, with separate editable fields for things that were all being lumped in the notes field. This is the first step in a UI rebuild that should make it a lot better for the case of saving, editing, and running dungeons.
DunMap got an important bug fix to allow it to load the map images of imported dungeons, so it can properly work like DunGen and allow at least some movement from one computer to another. This is also a first step towards allowing some sort of remote save, maybe by storing your dungeons in your Google Drive or Dropbox, so you can access them from other devices, without making them dependent on a server run by me.
Today I finally finished a long planned feature to extend the theme to the little descriptive details for things found in rooms. Now these are tagged like room types, so if you choose the fort and palace theme, you won't get the weird, horrible stuff tagged with the creepy theme. I'll start adding more again, now that I have them all tagged.
Then I did a few passes at squashing bugs that had snuck in while I was making the UI and content changes mentioned above. Maybe fixed half the outstanding bugs?
Thursday, September 20, 2018
Barbarians of Genebackis
Saturday, December 2, 2017
Stressed Spell Casting
| Cause of Stress | Amount of Stress |
|---|---|
| Not having the spell prepared | 1 (2 if spell level > 3 ) |
| Not having the spell slot for it | spell level/2 |
| Cast a spell from your list and level range that you have seen but do not have in your book/preparable repertoire | 2 |
| Each armor step beyond sorcerer's Armor Allowed | 1 |
| Being struck for damage during the cast and not aborting | 1 |
| Casting anything besides touch attack/melee escape spells in melee contact | 1 |
| Cast a spell over your highest spell slot level | 2 + 2/level over |
| Ritual casting - extended time and materials | -1 |
| Using a scroll from outside of your school, for a spell shared by your school | 1 |
| Using a scroll from outside of your school, for a spell not shared by your school | 2 |
| Casting using a scroll beyond your level | 1+ |
| Roll | Effect |
|---|---|
| 01-20 | Escaped without harm |
| 21-30 | Spell fizzles |
| 31-35 | Add a level of Stress to all casting until well rested |
| 36-40 | Wipe out preparation of one spell (the attempted one first, if prepared). |
| 41-45 | Wipe out energy of one spell slot(the attempted one first, if slot was used, else highest available). |
| 46-49 | Knocked down |
| 46-49 | Destruction of minor or consumable magic item on caster (1st) or friend |
| 52-55 | Attract the unwanted attention of a nearby magically sensitive creature |
| 56-58 | knocked back 10 feet per level of spell |
| 59-61 | Destruction of an item in hand |
| 62-64 | Stunned for one round |
| 65-67 | DCC Generic Spell Misfire (5-6, pg 120) |
| 68-70 | Attract the unwanted attention of all nearby magically sensitive creatures |
| 71-73 | Save vs or Stunned for one turn |
| 74-76 | Experience point loss - 1D4 x 5% of highest level |
| 77-79 | DCC Minor Corruption (5-3, pg 116) |
| 80-82 | Take 1D6 psychic damage per level of spell |
| 83-84 | Attract the unwanted attention of a powerful but potentially remote magically sensitive being |
| 85-86 | Roll on the madness table, effect lasts 1D6 days |
| 87-89 | Take 1D6 damage to a random attribute |
| 91-94 | DCC Major Corruption (5-4, pg 118) if arcane or Deity Disapproval 5-7 if divine (chaotic or evil divine could be either) |
| 95-97 | Destruction of a significant magic item on caster or friend |
| 98-100 | The spell gains/replaces a Mercurial Magic effect (DCC 5-2, pg 111) |
| 101-102 | Gate in an inimical demon of level equal or up to 2 higher than caster, within 30' of the caster |
| 103-105 | Destruction of a most significant magic item on caster or friend within 30 feet |
| 106-109 | DCC Greater Corruption (5-5, pg 119) arcane; deity disapproval, worse of two rolls, if L/G/N divine; C/E divine could be either |
| 110+ | Attract the (potentially ongoing) attention of an inimical divine being. In this campaign that might mean Cthulhu awakens, and starts disturbing the caster's dreams, sending minions, and eventually showing up itself. |
So, Bilzor the Magician, at first level, has cast his one prepared sleep spell for the day, and his party is being overrun by bandits. He tries to save the day by casting another sleep spell, but his only spell slot is drained. He rolls a 47 and has the choice of loss of a minor magic item or attracting the attention of a nearby magically sensitive creature. He picks the item, and since he has a Potion of healing and a level 1 spell scroll, the GM dices and the potion bottle shatters. Had he picked the attention, he gets a creepy being watched feeling, and the DM consults his notes and decides the Ixian witch a level deeper in the dungeon feels the emanations of the reckless spell, and gets a glimspe of Bilzor in her mind's eye, and a general sense of where he is, and might come hunting for him or is at least alerted, can make preparations, like dispatching a minion to spy, and is not surprised by the party for the next day.
Later in the fight, the party's fighter goes down, Bilzor is beset by a pair of bandits, casts a further sleep spell, and is struck by one of them before he gets it off. This time, he'll have 3 Stress, for overcasting beyond his slots, melee, and being injured while casting, and will be adding 10 to each of three rolls. With a 16 first roll that would have succeeded without backfire in the first instance, he now has a 26 result, and the sleep spell fizzles or he has additional Stress for any further casts until he can rest for the day. He chooses the Stress so his spell might go off. The second stress roll of 77 becomes 87 and he declines the permanence of DCC major corruption and takes a 3 point hit to his CHA after followup rolls, the DM decides these points will recover at one per week. The third roll of 52 becomes 62 and he is stunned for a round, declining the DCC misfire table. Bilzor might survive to recover that CHA if the spell puts all his enemies to sleep.
Sunday, November 26, 2017
Putting on my DM Hat Again with Astonishing Swordsmen and Sorcerers of Hyperborea
The Plan
I got the second edition book for Astonishing Swordsmen and Sorcerers of Hyperborea a couple weeks ago via the Kickstarter. I've had the first edition boxed set for a few years, but never got around to actually running it. This time I intend to give it a whirl.So, after reading a lot of it, and putting together a few starting characters that'll probably see service as pregens or NPCs, I decided this morning that the way to actually make myself focus is to put out the call. Here's my initial post on G+ and Facebook:
"So I'm thinking about setting up to try running AS&SH on Roll20. Potential interest? No time picked yet, but I'd aim to have a starter scenario ready in about a week and do the schedule matching dance along the way. In person is also possible if SF Bay Area people are interested."
Given the positive initial response, I got started today on a scenario. There's now enough that I could run it in a pinch, and time to polish it a bit. Now I have to fit it onto the campaign map and flesh it out some.
Sound fun? Leave a comment. Maybe start rolling up a character. The Rules PDF is on still on Black Friday to Cyber Monday sale at http://www.drivethrurpg.com/product/221806/Astonishing-Swordsmen--Sorcerers-of-Hyperborea-Second-Edition?term=astonishing+sword&test_epoch=0

