plundering Dragonlance: fear is the shepherd

September 6th, 2013

At one point in Dragons of Autumn Twilight, the heroes encounter a black dragon, and, under the influence of its fear aura, scatter like the comically low-level PCs that they are. Some of them make for a mysterious temple, in which they may face even more sinister threats.

Except they don’t. It turns out to be a Good temple filled with plot-advancing blessings. But there was an opportunity there to really put the screws to the players.

A dragon (or another monster, or a magical effect) that causes fear can be used to herd players in a direction that they really don’t want to go. Imagine if the heroes had peeked into the temple, and seen eldritch creepiness and wrongness of all sorts. As they try to leave, the dragon pops up. Characters who fail their saving throws are under movement constraints: their movement must take them farther from the dragon, if there is such a path available. Characters who pass their saving throw might still think it’s a good idea to move away from the dragon.

Movement away from the dragon inexorably draws the PCs closer to the entrance of the evil temple.

The really frustrating thing here is that the DM doesn’t move the PCs into the temple; they go themselves. Their options are limited to standing to face the dragon and entering the temple under their own power.

Here’s another fear-based DM trick inspired by the dragons of Dragons of Autumn Twilight:

So terrible, so agonized was the scream that Tanis dug his fingernails into his palms to keep from adding his own voice to that horrible wail and revealing himself to the dragon.

The PCs are hiding in the dark from a monster. (Maybe this is one of these encounters that is a little too tough to face head-on.) The monster has a fear-based attack that imposes penalties on the PCs: maybe attack penalties, maybe movement penalties.

The monster has another attack, used for locating cowering prey. It can attack the minds of anyone within a certain radius and make them scream in terror. It uses the scream to home in on its victim.

Here’s an odd note: in the original game module, we find this text: “The dragon wears a ring of darkness which projects up to a radius of 100′.” ON WHAT?

Dungeon Robber 1.3: bugfixes, named pets, teleportation magic

September 3rd, 2013

There’s a new version of the Dungeon Robber game!

Good news first:

  • I tried to make an old school game, but I just couldn’t do it, guys. Level drain is now REVERSIBLE. If a vampire or succubus drains a level, you can go home and (for a hefty fee) get your levels back.
  • The Wizard College now has a teleporter that sends you to a random room in the dungeon. If you’re willing to risk appearing on a random level from 1 to 10, you might be able to skip some early dungeon levels.
  • You can name your pets and henchmen. Furthermore, their names are on the screen below their portraits. Click on the name to change it.

    And now the bad news:

  • Heroes have less HP: fighters and clerics get 1.5 HP per level (or 2/level with high Con).
  • No more 1-HP dragons: while all monsters still have 1d6 HP, a monster’s minimum HP is equal to half their monster level. Thus, a level 8 Hill Giant has 4, 5,or 6 HP.

    Now a long list of assorted bugfixes and minor changes:

  • I tried to fix the persistent issue with disappearing savegames. I try to save games using two different methods (Flash and HTML5); if these savegames ever differ, a popup asks you which one you’d like to use. Let me know if savegames continue to disappear.
  • Got rid of the 404 error that happened when you tried to load a savegame.
  • In Advanced mode, you can choose your high stat.
  • Clarified who can use items: dungeon robbers, thieves, and clerics with high Wis can use cleric scrolls. Dungeon robbers, thieves, and wizards with high Int can use wizard scrolls. Item descriptions and vendor trash acts accordingly.
  • Added a Quit key in town that saves and takes you to the loading screen.
  • Fixed a major memory leak by trimming the text log after 250 lines. You won’t be able to scroll back and see your entire adventure, but the gme shouldn’t lag so much after long play sessions.
  • Slightly altered fishing likelihood and added some messages in bottles.
  • Ready/Equip appears correctly next to items.
  • When you are teleported 100 miles from the dungeon, you spend your food to walk home as indicated in the text.
  • Animate Dead scroll references the graveyard.
  • Food and cure wounds spells don’t heal your skeleton.
  • Your skeleton always starts with 4 HP – you don’t need to reroll your skeleton over and over.
  • Super strength caused by mystical red mist dissipates when you go to town.
  • The lime-green color for treasure text has been muted.
  • If you don’t have a container, coins fall out of your pocket half as often as before.
  • If you retire as prince, the smithy is unlocked, if it isn’t already.
  • Charming a wounded monster retains their HP damage.
  • You now get XP for killing a creature with a spell. But don’t worry about the XP too much, since you only get token XP for slaying monsters; it’s all about treasure.
  • It’s now possible to use an item at a dead end.
  • When you go home, you automatically turn your coins into GP.
  • Put in a tooltip explanation for heavy burden.
  • Assorted text fixes and clarifications.

    As usual, I still have a list of buxfixes and features I haven’t got to yet. Let me know if you find that I’ve added new bugs; if any of my buxfixes didn’t work; or if you find any new issues.

    PLAY THE GAME!

  • plundering Dragonlance: the stag sturm can see

    August 30th, 2013

    At one point in Dragons of Autumn Twilight, Sturm, wounded and weak, sees a white stag leading him into the forest. No one else can see the stag. This is worthy of imitation in a D&D game.

    For one thing, the divine stag hunt is a great literature trope, and every D&D player should get to be a part of it at some point. Second, a lot can be done with the idea of a path that’s only visible to some people. My blogofholding buddy Rory’s campaign world has a desert that can only be crossed with a madman as your guide. I like the fact that, as with Sturm, only a damaged guide can see the path.

    What about this for a dungeon: an invisible, branching path across a chasm: only characters who are at half hit points or less (bloodied in 4e) can see the path. Other characters must follow in the footsteps of their wounded allies, or risk falling into the chasm.

    Sure, if people are willing to smack themselves with swords, everyone can bloody themselves and pick their way ably along the path. But when they reach the inevitable combat halfway along the bridge, it will be inconvenient to have everyone starting at half hit points. (Maybe the combatants are also invisible except to bloodied PCs?)

    PCs might walk by such a path many times and never know it until they happen to get damaged by a dangerous encounter or hazard. Or they may have heard rumors that the Bloody Path only appears for those close to death, and may purposely seek it.

    A path or guide might appear only to PCs suffering from other effects besides bloodied. Blind is an obvious one. Immobilized or paralyzed could be interesting. Sleepwalking could be fun.

    what dreams may come (until interrupted by baby cries)

    August 26th, 2013

    We just had a baby! This is Jane. Here she is, looking like she’s a DM about to run her first TPK (in, I suspect, the Temple of the Frog).

    Since this baby seems to be taking up a lot of my time, there may be occasional interruptions in this site’s schedule of blog posting and Mearls adventure updates. I also have a big list of fixes I’d like to make to the Dungeon Robber game. I’d like to get a new release out this week – we’ll see if I can do it.

    OK, enough excuses. Here is some D&D content that’s directly inspired by my being a new parent. More precisely, it’s inspired by the new-parent state of sleep deprivation in which weird images, dreams, and hallucinations are only an eyeblink away.

    Here’s a pair of crazy helmets that popped into my head at 4 in the morning while I was closing my eyes for some sleep:

    And here are the D&D rules that I made up for them as I was drifting off:

    ANIMAL HELMS: The generals of a powerful D&D empire each wear unique animal helms. Each helm is forged in the likeness of two animals, on the left and right side, each of which can be detached. A detached animal becomes a full-sized version which can perform one specific mission. If an animal is killed, a baby animal appears on the side of the helmet. It grows up and is ready to perform its service after a year and a day. While one animal is detached from the helm, the AC protection of the helm-wearer’s armor is reduced by 1 (minumum 0); if both are away, the AC is reduced by 2. If the helm is removed, the summoned animal returns to the helm.

    IBIS HELM: The ibises on either side of this helm can deliver messages. When detached, an ibis flies unerringly towards the person you name, whispers a message of any length, and then flies back to you with their response. The ibis can reach anyone in the world as long as they’re outside. If the target is inside a building, the ibis will circle the building for up to 24 hours before returning. The bird flies above the clouds at 100 miles an hour. It has AC 14 and 1 HP.

    ELEPHANT HELM: As soon as it is detached, an elephant rampages forward at 30 feet per round. Anyone in its 10-foot-wide path must make an easy dexterity check or be trampled for 2d20 damage. Buildings take 1d4 damage. The elephant continues forward, or smashes at obstacles, until it is recalled by the helm-wearer (at which point it rampages back, trampling anything in its path again). It has normal elephant stats by edition. Each elephant can be summoned once per day and heals 5 HP per day.

    WOLF TOWER: Here’s a bonus illustration of – a cool magic shield? a family coat of arms? I dunno.

    plundering Dragonlance: how to make first level characters seem awesome

    August 23rd, 2013


    “Ast tasarak sinwalan krynawi,” Raistlin murmured, and then moved his right hand slowly in an arc parallel to the shore.

    Tanis looked back toward land. One by one the goblins dropped their bows and toppled over. […]

    “What did you do to them?” asked Tanis […].

    “I put them to sleep,” Raistlin hissed through teeth that clicked together with the cold. “And now I must rest.” He sank back against the side of the boat.

    Tanis looked at the mage. Raistin had, indeed, gained in power and skill.

    OK, Raistlin had gained in power and skill since when? Exactly what level was Raistlin when Tanis used to adventure with him? Sleep is a FIRST LEVEL SPELL. If Raistlin wasn’t high enough level to put goblins to sleep, what was he casting back then? Cantrips?

    Later on:

    Caramon was even snoring. The kender remembered Raistlin’s sleep spell and figured that was what the draconians had used on his friends.

    I guess every draconian is also an unusually promising student whose power frightens even the mages of the High Tower or whatever it is called.

    plundering Dragonlance: how not to do dwarves

    August 16th, 2013

    “Bah!” Flint snorted. “If a gully dwarf can open this, I can open it. Stand aside.” The dwarf elbowed everyone back, plunged his hand into the water, and heaved. There was a moment’s silence. Flint grunted, his face turned red. He stopped, straightened up with a gasp, then reached down and tried again. There wasn’t a creak. The door remained shut.

    Dwarves are often treated without dignity. As far as I remember, Gimli wasn’t a comic-relief character in the Lord of the Rings books, but movie Gimli fared much worse. The repeated dwarf-tossing jokes in the movies had to be a low point of… well… anything. Just a universal low, low, low point.

    Flint gets pretty much the same deal as Gimli. He actually gets tossed a couple of times during the course of Dragons of Autumn Twilight. He’s hilariously short. In his very first scene, much comic hay is made of the fact that he can’t see over people’s heads, and he has to ask his companions what’s going on!

    As is ancient dwarven tradion, Flint has a phobia: as Gimli fears forests, Flint fears water. At one point, when he hears a lake is nearby, he actually runs in the other direction. He’s also allergic to horses. He can’t catch a break, travel-wise.

    I wonder if Mr. T is a dwarf? Sure, he’s tall, but he’s burly, bearded, and has an irrational fear of a means of transportation that causes comic inconvenience to his party.

    plundering Dragonlance: whistling in the dark

    August 12th, 2013

    I read a Dragonlance novel when I was a wee lad, and I didn’t think much of it (putting me on the other side of the gender divide, I guess). My memory is that Tanis spent a lot of time standing on battlements brooding about his half-elven nature, the kender was irritating, and Sturm was a big dull dud. Now, I loved knights acting on punctilious points of honor, so Sturm should have been right up my alley, but I couldn’t like him. Maybe it was the moustaches.

    (Dragonlance experts: Did Tanis ever actually stand brooding on battlements? I have a very specific memory of battlements.)

    Raistlin I liked, up to a point — and that point was True Neutral. I was a sanctimonious child and couldn’t really get into an evil antihero.

    Recently I decided to reread Dragons of Autumn Twilight. I’m finding that I like it more now than I did as a kid. There are some things done well, and the writing isn’t as bad as I remember (or I’ve read a lot more bad writing in the meantime). As a novel, it’s decent. As D&D adventure material, though, it’s inspiring. Not surprising, since the first book is, I understand, basically a novelization of an adventure module.

    Even if you’re not using the Dragonlance campaign setting, there are some pretty good DM tricks in Dragons of Autumn Twilight – just remember to file off the serial numbers. Chances are, at least one of your players read these books as kids.

    I’ll probably write a couple of posts about Dragonlance tricks for non-Dragonlance campaigns. Here’s one:

    goblin whistles

    What are those sounds?” Goldmoon asked the knight as he came up to her.

    “Goblin search parties,” Sturm answered. “Those whistles keep them in contact when they’re separated. They’re moving into the woods now.”

    This is cool, and a little spooky. A DM could add some atmospheric dread, I think, by using whistles to indicate that the PCs are being hunted. It could either be used, with frightening effect, as the signature of a pack of some horrifying hunting monsters, or used, as here, to spice up the lowly goblin. It’d be best used repeatedly: you’ll get some tension out of the first escape scene punctuated by whistles, but a session or two later, when the PCs think they’re safe, and they hear that whistle again: that’s your payoff.

    This trick would work best with a DM who could actually whistle. “You hear a whistle” doesn’t have the same effect.

    dungeon robber 1.2: savegames that save! relocate your robber! More inventory slots!

    August 8th, 2013

    This is a bugfix release of Dungeon Robber, but I couldn’t resist throwing in more functionality.

    People have been reporting their savegames disappearing, which is bad news. When I was a kid, I didn’t mind my Legend of Zelda save disappearing from the gold Nintendo cartridge, because it meant I got to play more Zelda. But these days I like my savegames to, you know, save. I’d been using the built-in Flash data-saving feature: I’m still using that, but I’m also backing up savegames to HTML5 storage, so each one can act as a backup if the other fails.

    Not paranoid enough for you? I also added a “save settings” feature on the loading screen where you can physically make a copy of your Dungeon Robber savegame and save it into a text file or email it to yourself. This lets you import/export your character between multiple computers, and also lets you make sure your fully unlocked town will last forever.

    I’ve also added a way to reset your game, if you want to start over from the days when your village had no buildings and your graveyard was empty.

    Note: There’s one text error I’ve noticed: in the IMPORT feature, it claims that importing a game will delete the current game. That’s not true: in fact, you can’t import a game over an existing one. You’ll have to torch your village first, before you can import. I’ll update the text when I get home.

    I’ve also added a little News section to the loading page, and a link to buy the poster, now that some people are playing the game who don’t follow my blog or kickstarter.

    Finally, I’ve made it a little easier to delve down into the dungeon depths. I’ve added 4 inventory slots to every character. That means that you can load up on all the equipment you want and still have room in your pack for the occasional Jacinth of Estimable Beauty or other dungeon treasure.

    I still have a long list of bugs to be fixed in an upcoming patch! If you find any new bugs, email me at paul at blogofholding!

    Play Dungeon Robber version 1.1! Fan art! Kings crowned!

    August 5th, 2013

    Lots of Dungeon Robber progress was made this weekend, in terms of recordbreaking, bugtesting, and coding!

    I’d like to thank everyone who submitted bugs. You guys kept me busy this weekend, and you found lots of things I might never have found on my own. There’s a new version up: if you want to see the changes, or haven’t tried it yet, or the server was down while you tried it before:

    PLAY DUNGEON ROBBER NOW!

    To make sure you have the latest version, look for “version 1.1” on the bottom right. (Hopefully you guys don’t crash the server this time. I looked into hosting it on the cloud, but changing its URL might have meant deleting everyone’s savegame, and I didn’t want to do that. If you can’t get in, wait an hour and try again.)

    What’s new in this version? We’ll get to that below. First of all, I want to congratulate the first player to become KING: Nathaniel Doherty! Long live King Nathaniel I!

    I’d also like to thank the second player to become King, Edwin Porteous-Coté, who takes away the record for the most bugs discovered. And check out his kingdom! So many buildings!

    Even cooler, check out this Dungeon Robber fan art: an awesome comic series from Shane Hosea:

    Will Simon ever find riches? How about a blind cave fish? Read the rest of Simon’s adventures!

    I was also happy to get a good mention by Rodney Thompson, one of the 5e designers and the guy behind Lords of Waterdeep. I’m glad the official D&D guys don’t mind me messing around in their sandbox.


    OK, now on to the bugfixes I promised!

    Here’s what’s fixed in version 1.1 of Dungeon Robber:

    * Fixed a number of problems with Armor Class, attack and damage bonuses stacking with multiple items. I know, usually that doesn’t get fixed in a game until 3rd edition, but I’m ahead of the game.
    * Prices are now listed for henchman-hiring measures at the inn. Who knew placards were so expensive!
    * Removed the duplicate listing for room exits.
    * Fixed a bunch of errors causing “undefined” items in the inventory.
    * Killing monsters with items like the Wand of Magic Missiles gives you XP.
    * Put in a tooltip in character creation telling you the requirements for a character class.
    * Fixed various spelling errors and incorrect text.
    * Elevators and other traps descend the proper number of floors, and make you lost.
    * When you enter a shop, your money is changed to gold.
    * If you have exactly 10 GP, you can rest.
    * You can now heal henchmen with spells and food even when you’re healthy.
    * You can turn left by hitting either L or T, so that you can do the most common dungeon exploration tasks with your left hand.
    * You can buy items in a store over #9.
    * Fixed scroll of animate dead and potion of quickness, which weren’t getting used up.
    * Fixed Sanctuary spell, which wasn’t ending.
    * Fixed a problem where high-level henchman portraits weren’t disappearing.
    * Fixed an issue where the boring beetle didn’t get highlighted in combat (it’s easy to overlook the boring beetle)
    * Fixed issues where nonviolent outcomes in the Coliseum would cause problems (just like in ancient Rome)

    SOME OF THE BUGS I PLAN TO FIX NEXT VERSION:
    * Some situation I haven’t identified can cause a henchman’s name to be “undefined”.
    * There have been reports of monsters not getting their turn occasionally.
    * A few savegames have disappeared. This is my highest priority bug.

    This was meant to be a strictly bugfix build, but I did add a few little things: new treasures like a Jacinth of Estimable Beauty and a ewer (can you believe I almost missed an opportunity to include ewers in a game?) I also added Iron Rations, which are a convenient way to buy food in 10-packs.

    I have lots more stuff I’d like to add to this game, but since we’re just around the baby’s due date, there’s no timeline for new features! Bugfixes come first!

    OK, that’s it! If you fire up Dungeon Robber today, let me know what new bugs I’ve introduced and which bugfixes didn’t take! And thanks again for playing, reporting bugs, reading my blog, and kickstarting my project!

    And here’s the link again:

    PLAY DUNGEON ROBBER NOW!

    Happy birthday! Dungeon Robber web game is now available!

    August 2nd, 2013

    It’s my birthday today, and here’s my gift to my readers and kickstarters: the Dungeon Robber video game beta is now available!

    PLAY DUNGEON ROBBER!

    I’ve talked before about this game. To recap, it’s a free Flash web game, a final bonus reward to cap the Random Dungeon Generator Kickstarter. It uses the original D&D rules to construct random dungeons and then lets you send in characters to die.

    As you may have noticed, I have a tendency to contract featuritis. I always end up jamming a few more things than I planned in all of my projects. As I’ve mentioned before, that’s how this game ended up with pets, extra classes, and the textbook sign of feature creep, a fishing minigame. Well, since then, I’ve added new weapons (including D&D classics like the bastard sword), new treasures, new class abilities, new town buildings, and, based on many hours of alpha testing, new conveniences.

    Here’s one: Dungeon dead ends, the curse of any randomly-generated labyrinth, are now semi-safe locations where you can eat food, rest and recover a spell or two, and even send a henchman back to town to sell some of your inventory-clogging vendor trash. All of this comes with a risk. While you’re sitting in the dead end, munching your iron rations and keeping watch down the hallway, you might be ambushed from behind by a monster passing through a secret door.

    I’ve also implemented every trick and surprise in the original 1979 random-dungeon charts, including ones which are vanishingly rare. If you happen to find a magic pool that grants wishes in the dungeon, email me and let me know, and tell me what you wished for and how it turned out.

    This game has a lot of moving parts, and it’s sure to be buggy. I’d like to hear about any bugs you hit. Also let me know what parts are fun, what parts aren’t, what you found confusing, and what grisly end met your 2nd level Dungeon Robber who somehow found himself on level 7 of the dungeon. My email is paul at blogofholding.com.

    And finally, some challenges to you: I’ve been playing this game, in some version or other, for months, and I have never become King. And on the perma-death Advanced mode, my record is even worse. I’ve never made it to level 5, Knight. If you break my records, let me know.

    PLAY DUNGEON ROBBER!