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!

the month door

July 29th, 2013


For all of Mira’s assurances, nothing was simple about entering the cavern, in Farideh’s opinion. First, there was a climb up a nearly sheer rock face, the stream that seemed to trickle out the broken door pouring down on her head. She hauled herself up onto the narrow ledge behind Mira, not wanting to consider how they would get back down.
Lesser Evils by Erin M. Evans

One of the things I liked about Mike Mornard’s old-school dungeon crawl was that there was a significant cost to entering the dungeon each time. You had to negotiate past a mad wizard on each trip. This encouraged you to stretch your resources, which made things a little more tense.

You can’t come up with a gimmick like that for every dungeon, of course. But you can come up with a gimmick like that for a LOT of dungeons.

In the passage above, the difficulty is simply a dangerous climb to the dungeon entrance. That’s not bad at all. (In the book, there’s also time pressure on the dungeon excursion – another classic.)

Another way to increase the dungeon-entry cost is to institute, not a fixed cost, but a lottery. Every time you open the door, there’s a visible risk. In the simplest case, there’s a wheel-of-fortune roulette wheel on the door, and it spins every time you open the door. If you get double zeroes, something bad happens. Maybe a trap is spring, or maybe the dungeon just collapses, leaving you unharmed but burying any treasure you hadn’t looted yet.

Free-associating from the idea of an ancient roulette wheel, I’m thinking of one of those round calendars like the Mayan calender.

The Mayan calandar has 20 months – convenient for D&D random number generation! But luckily, a 12-month calendar comes with its own die as well.

In fact, I have a d12 with the months on it, just begging for its own house-rules subsystem. Maybe this is it!

In order to open the door, you have to spin the stone calendar disk on the door. We’ll associate a god or demon with each month. The evil god, or the scariest demon, is associated with January (or a roll of 1 on the d12).

We could further tie the dungeon to the die roll: based on the season you roll, the dungeon is altered. If one god is associated with lightning, then lightning crackles down the hallways and powers otherwise inoperable machines. Or maybe it’s based on the season. If you roll a spring month, the dungeon walls are covered with climbable ivy: some new areas are now accessible. In winter, snow and ice coat the floors, and you need winter clothes to avoid exposure damage. In summer, it’s hot, and the dungeon’s pools and rivers are dried up, revealing treasures and secrets. Fall? Well, fall is a time of death and decay. So, business as usual in the dungeon.

my funny dice

July 22nd, 2013

Most DMs have a couple of funny dice and a couple of weird houserules to go with them. This is a tradition that goes back to Gary Gygax. In the First Edition DMG, he says,

The author has a d6 with the following faces: SPADE, CLUB, CLUB, DIAMOND, DIAMOND, HEART. If, during an encounter, players meet a character whose reaction is uncertain, the card suit die is rolled in conjunction with 3d6. Black suits mean dislike, with the SPADE equalling hate, while red equals like, the HEART being great favor. The 3d6 give a bell-shaped probability curve of 3-18, with 9-12 being the mean spread. SPADE 18 means absolute and unchangeable hate, while HEART 18 indicates the opposite. CLUBS or DIAMONDS can be altered by discourse, rewards, etc. Thus, CLUBS 12 could possibly be altered to CLUBS 3 by offer of a tribute or favor, CLUBS 3 changed to DIAMONDS 3 by a gift, etc.

I’ve read the DMG a couple of times and I didn’t notice that passage till recently. The dice sound cool – similar to crown and anchor dice but better because they have a sort of bell curve built in, with some suits more common than others. (For that reason, they seem like they’d be pretty useless for most card-game purposes.) I haven’t found these dice in an eBay search, but I’ll keep looking. Funny dice like these – dice with no official game rules attached – beg to be used, and so they stretch the fabric of the rules. The big tent of D&D becomes just a tiny bit bigger to accommodate them.

I already have a couple of my own funny dice and their accompanying funny-dice rules.

The danger die: I have a red die with a skull and crossbones on one side. In random-monster, random-complication, or random-unfortunate-event situations, I hand it to a player and say “Roll the danger die. Roll anything you want but don’t roll the skull and crossbones.” Over the course of our recent Isle of Dread playthrough, the players have come to fear the danger die.

The dragon die and the dinosaur die I have a d6 with a dragon on one face. When inside a dragon’s territory, I’d have a player roll the danger die and the dragon die for every random monster check. On various occasions, the dragon die resulted in either panicked flight from, or victorious conquest of, the legendary black dragon from the recent Legends and Lore column. I also have a d6 with a different dinosaur on each face, That saw occasional use on the Isle of Dread. Outside of the Isle, I have a feeling that the dragon die is going to get rolled a lot more.

My dice box is the tin for a peg game called “Yachting: An Exciting Game.” “Y:AEG” is almost worthless as a game, but it came with two cool dice: a d6 with a lighthouse on one side, and a d8 with the cardinal and intermediate directions: North, Northwest, etc. I use these dice all the time.

The weather die: I don’t always roll for random weather each day, but our Isle of Dread campaign featured a druid whose lightning storm spell was much more powerful in stormy weather. Every morning, he’d ask, “What’s the weather today?” and I’d hand him the weather die. (6 means an appropriate-for-climate storm, and the 1/lighthouse means calm and possibly fog.) The result was that there was a lot more weather in the game than I’m used to; and the characters spent a lot more time slogging through mud than they were probably used to. I liked the added layer of detail from checking the weather, and I like that the mechanics of the druid spell makes the weather relevant to one of the characters, and thus, the group.

The direction die: A d8 direction die is built into 1e D&D game rules (both for wind speed and for “grenade-like missiles”). You’re supposed to use 1 for north, 2 for northeast, etc. It’s nice to have the directions right on the die. As a group, we don’t throw a ton of grenades, but we tend to play a lot of naval adventures, so this die gets used all the time.

Little d6es: I don’t always have the energy to go digging for appropriate miniatures for every encounter. About half the dice in my dice box are from a colored assortment of mini d6es. They’re a great mini substitute, and the colors and pips are good for marking factions and hit points. The high point for the mini d6es was during our gonzo epic-level 4th Edition battle against Tiamat. Handfuls of white, black, red, green, and blue d6es each stood for dragons of the appropriate color.

Other dice: I’ve got plenty of other weird dice still waiting for their opportunity to come into their own. I’ve occasionally used the pig die (when the PCs were searching for wild game, and as a stand-in mini for a particularly tough and fat evil cultist) but I haven’t found use for the unicorn, letter, month, or Tower of Gygax die yet. I’m gonna hold on to them all though. A funny die is a house-rule generator. I’m sure all these dice have a use. I just haven’t figured it out yet.

tree of wisdom and other hazards

July 15th, 2013

My random forest monster chart includes a bunch of plant monsters, and in the Mearls sidebar game we ran into most of them. Here are the details of the dangerous flora of my elven forest.

Tree of wisdom: This dangerous willow tree is also called a Tree of Death. Elves may seek it in moments of crisis.

Glowing pollen sifts from the tree. Its dim golden halo can be seen 200 feet away at night or 20 feet during the day. There are humanoid and animal bones under the tree, and there may also be treasure (1 chance in 3) and/or passive living creatures (roll d6. 1: normal animal, 2: magical animal, 3: humanoid, 4-6: none).

If you go beneath the tree’s leaves, you feel peaceful and happy. You must make a Wisdom check/save (against enchantment) any time you try to leave the tree, initiate combat, or stand up. If you fail the save, you sit beneath the tree and won’t willingly perform any actions for an hour.

When you first sit down, and after every hour sitting under the tree, you have some spiritual breakthrough (DM: come up with a wise-sounding epigram!) and gain 30 XP.

After six hours spent beneath the tree, you make a death/Will/Wis saving throw (depending on edition). If you succeed, you permanently gain a point of Wisdom. Furthermore, you gain serenity and resolution about a sorrow or dilemma you’re facing. From now on, this tree has no effect on you. If you fail the save, you die.

Red bell ring: – All the trees around a clearing are hung with red bell-shaped flowers. If any creature larger than a fox passes into the ring, or touches a bell, all the bells ring (stealth and invisibility has no effect). The ringing of the bells forces a wandering monster check, prevents surprise, and wakes sleepers (including magical sleepers). Red bells are easy to spot unless you are hurrying.

Cobra vine: You’ve ventured from the path and are wandering through the elven forest. As your foot touches the ground, 2 glowing eyes snap open on an otherwise normal-looking vine. It instantly readies an action to strike (it has the stats of a poisonous snake), at anyone within 10 feet who moves or attacks it. You can try to move out of range slowly enough not to trigger it (5 consecutive rounds of easy dex checks, moving one foot per turn) or try to dodge/attack it (it gets the first attack) or someone outside the range can throw something large enough to distract it (you can escape while it’s attacking something else).