Tuesday, October 28, 2014

Room Generator Description

Explanation/changelog for the Strigastadt room generator:

I originally wrote this tool to populate a vast complex of mostly deserted rooms in a single keep of the sprawling castle-city Hexenghast, but now it is intended to describe my own take, Strigastadt. Rooms have been re-purposed many times over the life of the castle, with strange stairs and halls calling to mind the labyrinthine Winchester Mansion. Intended as an above-ground megadungeon, the rooms should be unpredictable and laid out according to an inscrutable plan.

Use: the generator only makes room descriptions, so it is assumed you are working off / will make a map of buildings with floor-plans.

Notes:
Floors per HD indicates how many floors adventurers will have to climb before the average monster raises in HD.
Some rooms modify those above, such as those with stairs.
Rooms marked with asterisks should go on or near the edge of the structure (for venting smoke, waste, birds, or whatever).
Some of the largest rooms should probably have appropriate rooms assigned via swapping (fighting pits, altars, etc), but whatever.

This is a work in progress! I intend on increasing the number of rooms, descriptors, and creatures, etc.


Changelog:
Updated 5/24: Added randomly-generated dragons that are murder-machines. The generator is based on one made by E.G. Palmer here. Also added a ~30% potential for each lair to have another type of monster cooperating with it.

Updated 5/22: According to a suggestion from the 1e DMG, numbers of monsters now scale upwards when they appear on higher levels than they are first encountered. So, feverlings appearing on level 1 have their standard encounter rate, but on level 2 appear in twice as large numbers. We'll see if this is terrible! They also yield proportionally larger treasure hoards, so at least there's that.

Updated 5/21: Added proper creature hoards (much more treasure now), more room dressing. Due to massive b/x suggested treasure hoard values I've set the default to being 0.5x value for them. Magic items still need to be added, but placeholders are there now (it'll say 1 scroll or whatever).
The "lair hoard chance multiplier " is based on the suggested LL treasure stocking. It says base 50% chance, but I have it scaling based on number of creatures rolled, so rolling max # of creatures results in 100% chance hoard, rolling half # creatures results in 50% chance, etc. Default is 1.5x chance because reasons.

Updated 5/12: Added weapons, halls

Updated 4/30: Added more rooms, descriptors. Made some descriptors more common and put a chance in for multiple descriptors. Added in more frequent exit-generation (spiral staircases, trapdoors, etc). Also made a format change so that there's no spaces and the wandering monsters come last, since this facilitates how I'm using it. If y'all prefer the old way, let me know!

Updated 4/24: Implemented multi-floor generation, several more configurable values, made some traps have a minimum floor level. Also added in spellbooks and whatnot, and added the feverling description generator to the tool.

Updated 4/20: Added doors being locked/stuck, etc.

Updated 4/18: Added in trap generation.

Updated 1/1/15: Added in bonebeetle related items.

Updated 11/13: Made improvements to the treasure troves so they're pretty alright, but still need polishing. Made some creature tweaks and stuff.

Updated 11/2: Made treasure troves more interesting, but still have a long ways to go. A substantial percentage of adventurers' profit will be made off of snuff mulls.

Updated 10/29: Added treasure troves, some furniture worth. Treasure guidelines are aimed at replicating Labyrinth Lord values, but kinda smoothed out. Also I'm using a silver standard because LotFP. % Unguarded treasure rooms is the chance a room is to be an unguarded treasure room. Since monsters don't leave treasure yet, it's really currently just % treasure rooms.

Updated 10/28 again: Added a bunch of monsters (mostly using Labyrinth Lord stats). The checkboxes allow you to select the relative proportion of each category, except that the "naturals" have more entries so will be like twice as frequent as others on the same setting. By the by, the feverlings and shaggamaws are re-skinned goblin and ogres respectively, which I'll get around to describing eventually.

Updated 10/28: Added lair generation and wandering monsters. Very few monsters so far so lower levels are an unrelenting tide of tiny spiders. Floors per HD is how many floors it takes for the most common creatures to move up a HD (2 is good).
Like this but indoors

Sunday, October 26, 2014

Farm Tools




Well after seeing the wonderful weapon list on Middenmurk, I thought I’d make my own version for fun and drawing practice. I thought it’d be neat to include the stat information right on the page, so everything you’d need would be at hand without look-ups. I think it'd work better if it was more densely packed and the title was left off - pretty sure folks would figure out which one was the farm tools table without it.

I’m intending to do a few more tables for actual weapons, and one or two for armor. This particular table I’m imagining using for the “funnel” of zero-level characters, arming bands of peasants, or equipping humanoids who have recently raided farmsteads. The open pit saw in particular isn’t something a rational human would use (it requires two people due to its size) but it’d fit a creepy band of humanoids well. Kinda amusing until they manage to get in a hit and saw someone up.

One neat thing about tables like the Middenmurk one is that you can do a die drop to randomly equip folks. Use the number on the die for quality, if you’re into that. I guess that might mean a disproportional number of open pit saw users for my table, but every setting has its quirks right? :)

Note: I pretty much only used “A Museum of Early American Tools” as a reference for the tools. Which places the time period 1700-1880 or something, so if you or your players are particular about stuff like that in your medieval games someone might notice I suppose. I suspect most folks won’t.

The weapon descriptor rules I’m using (modified from Middenmurk of course):
Unwieldy: -2 to hit
Penetrating: +2 to hit versus medium or heavy armor
Hook: +4 to trip attempts
Jointed: Ignores shields, hit yourself on natural 1
Light: First strike, -3 to hit versus medium or heavy armor
Ponderous: Strikes last in a round, can't have first strike
Tiny: Usable while grappling
Small: Usable one-handed
Medium: Usable one-handed, but is unwieldy if so
Large: Two-handed
Enourmous [sic]: Needs two people, why are you using this

Some can be applied multiple times - I used the “!” on the maul to denote doubly penetrating for example, or if you used an already unwieldy medium weapon in one hand, it'd stack and be a -4 to hit.

Weapons get first strike versus folks using weapons more than one category lower in size. I thought about all smaller categories, but I think that’d come up too often and slow down play.
First strike, by the way, is getting to hit an attacker first, which uses up your turn if you choose to do it.

Weapon quality (1-10): On a natural one, add a notch to your weapon. Roll a d6. If that number plus the number of notches is greater than weapon quality, it breaks. Fighters can remove the most recent notch on a single weapon by using a whetstone or whatever while in camp for the night. Just the most recent one. Getting notches after the first makes the old ones permanent, they each cost 20% of weapon worth to repair.

I was considering using a d4 for rolling for breakage so you could reduce the number of different quality ratings, but honestly I despise rolling d4s.

Saturday, October 25, 2014

Bargrish the Beautiful

Unrelated to Strigastadt - but I felt like sharing. I joined a Labyrinth Lord campaign yesterday and enjoyed illustrating my doubtlessly short-lived character. Behold, Bargrish the Beautiful! Before he could even introduce himself he was assaulted by rats and contracted a disease - but gained some tasty snacks in recompense.


Introduction

Just a quick note of introduction - My name is Matthew, and I've created this to have a place to set down my ideas about gaming and to house my generators. My first order of business is fleshing out ideas regarding a Hexenghast-esque dungeon-delve campaign set in the city Strigastadt. The idea has wedged itself in my imagination - I hope I will be able to do it justice.

Anyhow, I hope you enjoy your visit here! If you have feedback, please don't hesitate to drop me a line.

Strigastadt inspiration -


Art of the eminent Ian Miller

Friday, October 24, 2014

Strigastadt Room Generator


For an explanation see here.



Lairless monsters multiplier: 
% Unguarded treasure rooms: 
Unguarded hoard value multiplier: 
% Lairs: 
Lair hoard chance multiplier: 
Lair hoard value multiplier: 
% Rooms trapped: 
% Doors stuck/locked: 
Number of buildings: 
Floors per building: 
Rooms per floor: 
Floors per HD: 
Max lairs per floor: 
Ignore these two: Number of rooms: 
Floor to generate: 
Interesting hoards: