Wednesday, May 4, 2011

New, Improved Monsters from the Fiend Folio That Start With E

I still hold the opinion that the Fiend Folio must be slain such that it may be reborn in mine own image or whatever. So: to it...

E.

Elemental Princes of Evil

A little more elegant than "Princes of Elemental Evil" but it still sounds half-literate. Anyway, no need for all this Gygaxian symmetry (there's five of them anyway) we just need to remember:
-there's some big monsters
-they're Princes
-they have elementy-powers
-they're Evil
In true Deities and Demigods fashion, the implication is mostly that what these august entities do is wait at the end of dungeons to shoot you with rays and punch you, and that idea needs lots of help, but you are wily and wise and a Prince of Fire is totally work-withable, so I'm just going to work on how they look here.

Cryonax. (The Cold one.)I like the name...he is a 15' tall tentacled yeti which sounds pretty great except it just sort of makes him a Demogorgon wannabe so instead he is this icy fellow with a polar worm on his icy shoulder...(click upon him and his fellows to enlarge them)Imix. (The Fire one.) The Prince of Burning Things appears as an 18' pillar of fire whichOhmygod, hold on...ugh...sorry, I was almost bored to death there. Whew. Anyway, yeah, right, pillars of fire are only interesting in the Bible. So I decided he's curly pointy screamy salamandery guy on top of a volcano.Ogremoch. (The Earth one.) Anything beats looking like sad dough. Let's say he's like a big mountain monster.Olhydra (the Water one) and Yan-C-Bin (the Air one) look like blobs of their respective elements and have names that look like what's left on the floor after pasting together a ransom note. I hereby dub this 40' tall rotting fish and extraneous-eyed bird Alladra and Ancibin and declare them superior...
Elf, Drow

If all your players are girls who have at one point or another been paid to take off their clothes while "Closer" is playing you pretty much have to have them in the game and you have no choice so no use worrying about it. Word. (Which is "Drow" backwards.)

Enveloper
Truth in advertising here in the Fiend Folio (at lest until we get to Eye Killer). Basically it's like Rogue from X-Men only instead of being hot and trashy and streaky it got designed during the same sleep-dep-and-Pilsbury binge that produced Ogremoch. I have changed him from one blobby sad fat foe into smaller organisms that crawl and corrupt and join up like mad plasm. It combines blobbing over your weapon-hands with a choke attack. It's one of those your-friends-should-probably-notice-what's-going-on-halfway-through-and-help-you-out monsters, so horror and painful slowness are important elements here.

Ettercap
More proof that the Fiend Folio authors were sucking down the Jim Shooter-era Marvel Comics, the ettercap is Spider-Man, only as a dumb generic goblinoid. Kinda pointless in a game that already has nine hundred types of giant spiders and is going to have driders in a few years. As Steve Ditko could've told them, there is no point in combining people parts with spider parts unless you can make the result look totally fucked......an ettercap is what happens when the giant spider manages to lay eggs in a halfling's brain. The web comes out of its mouth.

Eye Killer
It neither is a killer eye nor does it kill eyes. But then that's Native American names for you--Joey Running Deer isn't a deer nor does he run with deer. I don't think. Is it a Native American monster? I think I read that somewhere (maybe in the Marvel Comics where they had recently appeared when the Fiend Folio was published...).

Anyway the original Folio killer is a batsnake in a game that needs neither more bats nor more snakes. This one is a worm with bat wings and a claw around its mouth that it uses to pull your eyes out. Yes, the game needs more claws, worms, and deoculization.

Eye of Fear and Flame
"The nature of the deeds will vary but they will be uniformly evil". I will not attempt to fix that which is not broke.

Tuesday, May 3, 2011

Redoing the Fiend Folio: the D-list

Still rethinking and redrawing everything in the Fiend Folio. D is for click to enlarge these here pictures...

The Dakon isn't too complicated, but, really, it doesn't need to be. It's an intelligent, lawful neutral ape. There are about a million more interesting things you could do with an ape.

Anyway, now the truth can be told: the Dakon are actually monkeys and they're chaotic evil. They can be distinguished from ordinary monkeys by the fact that they cannot see a pig without being compelled to ride backwards on it.The Dark Creeper appears at first to be merely one more product of ____(whatever DMs turned their game into the Fiend Folio)___'s perverse inability to just use a fucking goblin once in a while, but the mechanics behind them are actually interesting--their aura blots out light sources, and when slain they explode in a blinding flash. So much better than just being invisible.

The only problem is you don't want your players going "oh another thing that looks like a person only shorter and uglier and with some bizarre aversion to levelling up" So here's my take: everybody talks about Dark Creepers, but, like Grues in Zork, no-one has ever seen or described one.

"Oh, the Caverns of Grool! Go thee not hence--Dark Creepers abound! In the night they come, creeping darkly! Fearful and felonious are they!"
"Dark Creepers? What are they?"
"Horrible night creatures!"
"Yeah but..."
You'd have to make their darkness power a little better and more fairy tale. And make up some crazy shit when they PCs touch them. "Oh, the hideous rending teeth! The mournful curve of their unfathomable shinbones!"

Same for their built-in boss-species, the taller, svelter, explodes-fireball-force-when-killed Dark Stalkers...
Now the obvious problem with the Death Dog is the Hellhound, not to mention the Hound of Ill Omen, the Moondog, and the Barghest. And Cerberus, who has 3 heads, while the Death Dog just has 2.

But I just can't ignore a two-headed dog. First: because this, second: because "two-headed dog" is one of those things that homicidal maniacs see when shown rorschach blots and so can be used by shrinks to separate people trying to fake a not-mentally-fit-to-stand-trial defense apart from genuine psychopaths (and people who read this blog), third: because I love saying "two-headed dog".

So here's my way around this example of Gegenstandsverdoppelnde:
Ever notice how no matter how many dog-monsters they make it's always the same dog?
So, the keeping of Death Dogs--now renamed simply Two-Headed Dogs or Red Temple Dogs--is a bizarre affectation popular among upper class women in Vornheim. Their owners consistently and inexplicably demonstrate the following maladies:

-an inability to talk about anything other than their dogs,
-an inability to notice any problems associated with their dogs--be these ailments, behavior problems, injuries, or the fact that they have two fucking heads

Oddly enough, keepers of Red Temple Dogs do often give their dogs two names (often wildly inappropriate ones), and use them indifferently, though they seem to be wholly unaware of this.

The animals themselves are indeed deadly, though they refuse to hunt in packs.

Next up is the Death Knight, and the only real problem with the death knight is that it's hard to make a picture anywhere near as cool as the original.
The mechanics are a hot mess--fireball? Wall of Ice? Really? Is not the cold and unyielding kiss of a harsh ebon blade administered by unfeeling fingers of glowy bone not enough? But you can probably handle that on your own.

Pretty much exactly the same goes for Lolth...
...(and you gotta wonder, she summons a Type I demon and she has a 55% chance of failure. Who's that guy? "Oh yeah, I told her I was busy." Whatever, dude. The Envenomed Empress of All That Weaves called and you went. You're on her speed dial under "guy who gets me soup".)

On the other hand, the Denzelian is as mad a spasm of uselessness as has ever answered "Nil Nil Nil" to the Lake Geneva Standard Monster Manual Interestingality Inventory. Sayeth Jeff: " A super-slow non-hostile slime monster whose only function is carving tunnels around metal deposits. Sure, I could write some sort of scenario involving competing mining interests and a stolen denzelian egg, but I'm not sure I really want to." Yeah, mining is even mentioned in the entry. Mining is right after farming, pretending you are a mormon and having a relationship requiring even more talking than one(s) your in in real life on my list of things that get put in games for reasons I only dimly understand.

My denzelian hack is this: the beast...

-can only tunnel straight down,

-does so about as fast as the Alien's blood does in the Ridley Scott one,

-is intelligent,

-is chaotic neutral,

-eats gold,

-understands and can telepathically communicate in the common tongue, and

-has a metabolism allowing it to dissolve d2 levels of dungeonrock per 600 gp of gold it eats.

-it can live in condensed form in suspended animation a specially-prepared alchemical container for up to three years, awaking only to feed on sheets of gold leaf once a week.
If you can't do anything with that, it's time to hang up your DM spurs.

Styx Devil. COMESailaWayCOMEsailaWAYComeSAAAILAWAYWITHMEEEEE. Ummm, sorry...
"Their main task is to search for souls to take back to Geryon, but from time to time they will tour the Material Plane with intent to destroy all humans they meet."
This second bit would be an awesome job description if it wasn't what everybody else in the Fiend Folio was also doing. It's like saying "Yeah, we know 'Styx' means something in like, mythology, but also this is a monster".

Its encounter schtick is it casts an imprisonment spell and you defeat it with a holy word. So fighting it is one moving part less exciting than playing rock-paper-scissors.

Anyway in my infinite wisdom and desire to turn a South Park subplot into a monster hook I have decided that actually the thing is that the Styx devil strikes only those who are resurrected, reincarnated, et cetera while they are in the underworld. Its power is it can implant a message (an incantation, an invocation, a song about sailing etc.) in a victim's mind. If the victim hears a trigger phrase (usually the first word or two of the text) s/he must then speak the entire message.
Devil Dog. The problem with the Devil Dog is the Hellhound, not to mention the Hound of Ill Omen, the Moondog, and--stop me if you've heard this one before. Seriously, statwise it is almost exactly a hellhound.

We need a total overhaul.So-called "Devil Dogs" or Black Temple Dogs are intelligent, bipedal, and about 4 feet tall. They act exactly like the Cat in Bulgakov's Master and Margarita. Wait, what, you don't want to have to read Master and Margarita just to use a monster? You've already read 128 pages of crap like the Devil Dog, what harm is 300 pages of classic Russian magical realism gonna do you? Hell, read wikipedia instead: "He has a penchant for chess, vodka and pistols." There you go, nerd.

Dire Corby. Oh the sucking. Luckily I have a fast out all ready to go: it's not dire, it's just a corby and its a subhalfling-sized flightless crowman that sneaks around dungeons trying to steal PCs stuff while they sleep.Disenchanter. Hey! Let's make them fight skinny snuffleupagus! Vice Magazine can totally get back in my good graces after their anti-threesome propaganda by doing delightfully cynical, disillusioning and childhood-shattering interviews about how much pure-strain Kandahar mary jane TSR was smoking during the late-70s-early-80s period.

However the word "disenchanter" is good. And the magic-removing mechanic is totally monsterable. And I have always wanted to turn my dim and unconsciously anthropomorphized memories of the cover art for the game "Enchanter" (which I never played) into a picture.
So this is a disenchanter. He's a kind of mad antimagic zealot cleric. Hitting him with a magic weapon drains it of power and gives the powers it once possessed to him. Available in female as well.

Doombat: the doombat's not so bad on paper, the only thing is your party is probably already facing regular bats, giant bats, lots of things with bat-wings and the occasional vampire so it needs more of its own thing than "shrieking and tail barbs" to not just be a rerun. Taking my cue from the fact that Doombat sounds like a name an overconfident megalomaniac idiot wizard would make up ("FLEE BEFORE THE LEATHERY FURY OF MY DOOMBATS!") I decided it was one of those crazy alchemist inventions.So the Doombat is not gothic and so is not just a repetition of the horror-bat theme, but Kirbyesque and awesomestupid. The claw is for when the alchemist needs them to Fly My Pretties off somewhere and grab something. It also would make a really nice tramp stamp.

Dragon, Oriental: I spent way too much of my youth earning sodapop money drawing white trashy tattoo flash to have any enthusiasm for drawing every one of the Folio's boring and underdifferentiated oriental dragon variations (Earth, Water, Coiled, Spirit, Celestial and Carp), plus, the idea of this project is that I am making these monsters usable in my game--and the fact is dragons are way too fun to spoil them by using more than one or two per campaign. So I'd be lying if I said thought I'd ever get around to using all these.

However, I will use the names. An asian campaign is not an asian campaign without government officials and wise men constantly referring to obscure and unseen Dragons of the Wind Gate and what-all constantly.
Dragonfish: "Dragonfish are 2' long, mottled brown flatfish" THEN WHY ARE THEY IN MY GAME??? Dragonfish? Dragonfish? That is not a dragonfish, that is a fucking flounder with stalagmites. This is a fucking dragonfish:...it can stay poisonous.

Dune Stalker:
Big eyed naked ghoul-man who kisses you in the desert and so then you die. Creepy enough, bad picture. So I did a new picture:Next up: Ettercaps and Eye Killers and Princes of Elemental Evil.

Monday, May 2, 2011

Female Characters Done Right: FemShep

Mandy......and Vivka...
...on the costume options for the female Shepard (the main character you first-person shoot as) in Mass Effect 2.
Viv: I can see the point of her outfit since she's a commander of a military unit, but as a girl who likes girls I am appalled. Jack's is skimpy and Miranda's is totally skimpy, but you can't play as them...(that's Miranda ass)(below is Jack)
...why can't hers be skimpy too?

Mandy: Miranda's way hot--the one outfit you unlocked is great.

Viv: There should at least be an option you can unlock if you beat the game.

Mandy: The fact that they let you customize your battle armor is at least a bit better, but the thing that bothers me about it really is that they didn't change the sort of Cerebus pseudo-military uniforms for the women at all--which I can sort of see as utilitarian and fair but I don't want to run around in the same uniform as the men --at least give her something less bulky and manlike, when you see her moving around she looks like a guy, her hips don't move like a woman's hips.

Viv: Another thing: as a person who likes cosplay, I like Rikku's outfit in Final Fantasy, it's cute and sexy but it's got layers and they show her stomach and...

But look at Shepard she's got this frumpy outfit--like I like the Evangelion plugsuits, they were form fitting but utilitarian...

Mandy: In real life having women's military outfits be as similar to the men's as possible makes sense but this is a fantasy game.

Viv: Am I the only one who thinks its weird you can give her scars, but not change her boob size? Or at least give her shorts over pants?

Mandy: Or like a pencil skirt suit and big boots?

Viv: That would be way hot.


Oh, Wait, While I Write Up The Fiend Folio D's...

Y'know who's great? Cyclopeatron. I recommend reading his blog. I love, for example, this post he did about creepy animal-head-person art...Also, it's nice to know there are other people rolling in Southern California, even though they seem to draw on an entirely different player pool than I do (see #5 here).

He also has an excellent beard.

Friday, April 29, 2011

Untested Collapsible Encounter Method

Here's a dungeon generator. It's fast-ish and requires less prep than a real dungeon but still requires some, but the main advantages are it's very reusable and will tend to produce dungeons that make some sense, with the danger and reward increasing as the PCs move further in...

You'll need to think of 8 monsters, put them in line from least scary to most scary (scariest is 8, wimpiest is 1), or in a rough hierarchical order from boss down through lieutenants, soldiers and finishing with vermin (at 1).

Optional step: Think up 8 traps and put them in order from least to most scary. If you can't think of any or don't have time, use the standard array (poison gas, needle trap, pit trap) and just arrange them so that Trap 8 does the most damage and Trap 1 does the least (you could go: d4, d6, blind, d8, d10, d12, d20, save or die, for example).

Optional step: Think of 8 treasures and do the same. If you don't have time to do this step, just go from like 10 gp to 800 gp or whatever is scaled appropriately.

Optional: Think of 8 locks and do the same. If you don't have time, assume lock 8 just takes the longest and makes the most noise and lock 1 is the easiest.

Now take a look at the graph (I have filled in some sample monsters and treasures on the right of the graph and have left traps and locks off).(click to enlarge all these)
This will all be explained, so hold on.

First: It works like this: the farther the PCs get from the entrance to the dungeon (in rooms or levels, but most of the time it'll be in rooms) the (usually) fiercer the opposition and (usually) greater the reward.

(This makes sense: this is the point of buildings, from a fortification standpoint--the boss hides away with his loot and puts layers of underlings between himself/herself and any entrances, or the fearsome beast keeps its pile of bloody bones in a cave far from hunters and other predators and the other animals lurk at a respectful distance to scavenge leftovers. Also, the further the PCs go from the entrance, the more likely they are to go where no looters have gone before.)

(Note also there are spikes in the graph making it so that the "front door" is likely to be defended as are the sort of mid-zone "living areas".)

When DMing any room, you look along the bottom for however many rooms you are from the entrance to the dungeon. (Let's say you're 3 rooms away. Keep in mind PCs may not know all the entrances to the dungeon.) Follow the vertical line up from there and you'll see that it intersects a green line representing monsters, a blue one representing locks, a red one representing treasure, and a pink one representing traps. When you intersect, look left (the numbers 1-8 down the right are just for reference later.)

For each room, roll 4d4--one die for each element. (For maximum speed use 4 different colors matching the graph colors but whatever.) (oh, hold on, ignore any line that's waaaay at the bottom below -3, that means you don't have to roll a d4 for that thing cause there's no chance of getting it) and add the modifier indicated for that element on the left. For example, in room 3, the trap modifier (pink) is minus one.

Then you get a number. If it's zero or below, that thing is not present in the room. If it's a positive number, then the room contains a thing of that type and level of awesomeness/toughness/scariness etc. Like if you rolled a 3 for traps and the mod was -1, then you'd have a 2 which means this room contains Trap 2, your second wimpiest trap.

Here's a bigger one for a bigger dungeon using a d10 instead of a d4--meaning you have to think up 20 monsters instead of just 8.
This method might be a tad cumbersome (4d4 for every room), like I said, I haven't tried it--however, I see advantages:

-It produces dungeons that make sense and does so relatively quickly.

-It is re-usable. If you're running a sandbox campaign, there is always the chance the PCs will run off to loot some theoretically-fortified locale or obscure ruin that you haven't written yet. If you can think of 8 types of inhabitants that might be in such a place, you've got a dungeon.

(obviously this method doesn't generate layout, I generally go by the "assume the room's square and has d4 exits" method if I have to pull a dungeon out of my ass)

-The only other way to produce results like this would be to write percentage charts for each room--i.e. room 8 has a 30% chance of monsters, a 60% chance of traps--PLUS have a second chart making it so you'd roll on a slightly different encounter chart the further you get from the entrance. i.e. in this method, the array of possible monsters near the ends is different than the array in the middle and it's all done on one chart.

-This does not have to produce linear dungeons--no matter which way the PCs go, as long as they're getting far away from their lines of escape they are going to get to something. If you do this long enough and re-write your encounter chart at intervals, you might end up with an interesting factional dungeon.

-This "graph" method can also be used for other kinds of encounters in a slightly different way.

Look at the graph again.: Assume the 4 colored lines all represent different kinds of wilderness encounters (green is a regular monster, pink is npcs, red is some inert, found locale, and blue is weather, f'rinstance) the numbers along the bottom represent "days from nearest settlement".

Now on each day you have a different chance of meeting different things and the further you get from civilization the greater the hidden rewards, the fiercer the beasts, etc. (Though you could alter the graph to make NPC encounters less common as you get further from civilization and make the weather curve less steep--after all, bad weather is often more likely near settlements since they are often closest to the water.)

Likewise imagine the colors represent different kinds of urban encounters (thieves, soldiers, animals, etc.) and the numbers along the bottom represent the median income of the neighborhood. Rather than a series of encounter charts where beggars are rife in Cheapside by unheard of in Thistlewood Lane (seriously ever notice it takes half an hour to figure out who you're encountering in the City State of the Invincible Overlord?), you can just write one table 1-20 and put beggars at the bottom of it.
________

So, all you need to make your own is 4 pens and a piece of graph paper. That's good, right?

Or, if you're a computer programmer: there you go. This is probably how some computer games work already.
____

Now I personally have a list of groups or types of baddies in my campaign, with notes like this:

Villain(s): Hex king
Lieutenants: Eyes of fear & flame
Grunts: Caryatids, skeleton
Around: gloomwing moths
Trap regime: Creepy black fairy-tale like a music box that prevents magic so long as it plays
Treasure: Old magic and art
Schemes: Some kind of pact with Nephilidia

Villain(s): Insect gods (En-Gorath, Hammurabi, etc.) Chasme
Grunts: Githyanki, Jackalmen
Tough guys: Giant bugs, CIFALgangers
Trap regime: Ancient Egyptian-style curses & mechanical traps
Treasure: Gold, insect magic, blood gems
Schemes: Destroy Slaads

I have 20-some of these: groups of monsters that are on the same "team". If the PCs unexpectedly burst into a stronghold I can randomly pick a faction (or maybe I know from context whose it is), plug the notes into the graph and hey, that's enough dungeon until the PCs have left or the session ends and I have time to figure out what's really going on down there.

Thursday, April 28, 2011

100 Dungeon Encounters And Why They're Happening

(help finish this table and contribute to the just-get-me-through-that-first-room random dungeon generator explained yesterday)

1-No encounter per-se but the entrance the PCs came in through becomes unusable. Because the inhabitant is a crazy sadist.
2-No encounter per-se but the entrance the PCs came in through becomes unusable. Because of natural cave-in or decay.
3-No encounter per-se but the entrance the PCs came in through becomes unusable. Because ____
4-No encounter per-se but the entrance the PCs came in through becomes unusable. Because_____
5-No encounter per-se but the entrance the PCs came in through becomes unusable. Because________
6-A complex device (not necessarily dangerous). Because this is where they store it.
7-A complex device (not necessarily dangerous). Because it is important to the workings of the dungeon.
8-A complex device (not necessarily dangerous). Because this room has been forgotten.
9-A complex device (not necessarily dangerous). Because_____
10-d4 soldier-type monsters. Because they're performing a routine security sweep of this room.
11-d4 soldier-type monsters. Because they're undead and you've awakened them by entering this place.
12-d4 soldier-type monsters. Because ______
13-d4 soldier-type monsters. Because _____
14-d4 soldier-type monsters. Because _______
15-d4+1 soldier-type monsters. Because they're guarding what's past this room.
16-d4+1 soldier-type monsters. Because ____
17-d4+1 soldier-type monsters. Because _______
18-d4+1 soldier-type monsters. Because ________
19-3d6 soldier-type monsters. Because they live in this room.
20-3d6 soldier-type monsters. Because ________
21-A brute-type monster. Because it wandered in here looking for food.
22-A brute-type monster. Because the inhabitants keep it here as a "guard dog".
23-A brute-type monster. Because_____
24-A brute-type monster. Because _____
25-A brute-type monster. Because_____
26-A brute-type monster. Because_____
27-A brute-type monster. Because _______
28-A brute-type monster. Because ______
29-A brute-type monster. Because______
30-A brute-type monster. Because ________
31-A schemer-type monster. Because it heard the PCs come in and is investigating.
32-A schemer-type monster. Because it has an offer for the PCs.
33-A schemer-type monster. Because ______
34-A schemer-type monster. Because ______
35-A schemer-type monster. Because _______
36-A schemer-type monster. Because ______
37-A wizard. Because s/he's lost.
38-A wizard. Because of a magical accident.
39-A wizard. Because she wants to steal something from the PCs an use it as a spell component.
40-A wizard. Because _________
41-A wizard. Because ________
42-d6 vermin-type monsters (or a swarm). Because this area is gross and forgotten.
43-d6 vermin-type monsters (or a swarm). Because this area is a garbage dump.
44-d6 vermin-type monsters (or a swarm). Because this is a high-traffic area but the inhabitants aren't very clean.
45-d6 vermin-type monsters (or a swarm). Because ________
46-d6 vermin-type monsters (or a swarm). Because ________
47-d6 vermin-type monsters (or a swarm). Because _______
48-d6 vermin-type monsters (or a swarm). Because_________
49-d6 vermin-type monsters (or a swarm). Because _______
50-d6 vermin-type monsters (or a swarm). Because ______
51-d6 vermin-type monsters (or a swarm). Because ______
52-A weird-type monster. Because the inhabitants keep it here as a guard.
53-A weird-type monster. Because it smells food.
54-A weird-type monster. Because it was accidentally summoned and escaped.
55-A weird-type monster. Because ______
56-A weird-type monster. Because _______
57-A weird-type monster. Because ______
58-A weird-type monster. Because _______
59-A weird-type monster. Because ________
60-d4 automatic guardian-type monsters. Because there is something of value here.
61-d4 automatic guardian-type monsters. Because there was once something of value here.
62-d4 automatic guardian-type monsters. Because _______
63-d4 automatic guardian-type monsters. Because ________
64-A party not unlike the PCs. Because they are trying to loot this dungeon.
65-A party not unlike the PCs. Because they were prisoners and are escaping.
66-A party not unlike the PCs. Because ________
67-A party not unlike the PCs. Because _______
68-A party not unlike the PCs. Because _________
69-An apparently harmless NPC. Because s/he's lost.
70-An apparently harmless NPC. Because s/he is secretly a dangerous doppleganger/thief/demon.
71-An apparently harmless NPC. Because __________
72-An apparently harmless NPC. Because ________
73-An apparently harmless NPC. Because ______
*74-An injured creature. Because one of the nearby traps hurt it.
*75-An injured creature. Because it was just in a fight with something fearsome in a nearby room.
*76-An injured creature. Because _________
*77-An injured creature. Because ________
*78-An injured creature. Because _________
79-The whole room is a trap. Because the architect was a crazy sadist.
80-The whole room is a trap. Because the inhabitant is a crazy sadist.
81-The whole room is a trap. Because it was the only way the inhabitants could think of to guard against large numbers of foes invading simultaneously.
82-The whole room is a trap. Because _________
83-The whole room is a trap. Because ________
84-The whole room is a puzzle. Because the architects were trying to allow only certain kinds of people/creatures in.
85-The whole room is a puzzle. Because the architects were, by human standards, insane.
86-The whole room is a puzzle. Because the the behavior of the room play some role in a bizarre religious ritual.
87-The whole room is a puzzle. Because _________
88-The whole room is a puzzle. Because _________
*89-A confrontation between two creatures or kinds of creatures. Because there is a war going on down here.
*90-A confrontation between two creatures or kinds of creatures. Because one party was trying to steal from the other.
*91-A confrontation between two creatures or kinds of creatures. Because these two factions both live down here and their truce is uneasy.
*92-A confrontation between two creatures or kinds of creatures. Because _______
*93-A confrontation between two creatures or kinds of creatures. Because _______
*94-Creature(s) in a room which has a bizarre physical layout. Because of a recent natural or magical disaster.
*95-Creature(s) in a room which has a bizarre physical layout. Because the inhabitants here are weird and like it that way.
*96-Creature(s) in a room which has a bizarre physical layout. Because the architect was possessed of an intelligence unimaginable to humans.
*97-Creature(s) in a room which has a bizarre physical layout. Because________
*98-Creature(s) in a room which has a bizarre physical layout. Because______
*99-Creature(s) in a room which has a bizarre physical layout. Because______
*00-Creature(s) in a room which has a bizarre physical layout. Because________

*For these results, roll a result from 10-69 on this table to determine creature type: 1d6 for the first digit, 1d10 for the second digit.

In the end, there will, of course, be separate tables for "random brute type monsters", "random weird-type monsters" "random puzzle rooms" etc. supplementing this table.

The rest of this table is to be filled in by Gygaxian democracy. Please do chip in and leave a comment with a rationale for an encounter or two or three in the comments.

Wednesday, April 27, 2011

100 Dungeon Doors And Why They're There

(Preamble you can skip)

You're DMing. The PCs go down into a dungeon. But you don't have one...

So...Random dungeon generators. Some basic principles (using the categories I made up here):

Fast, easy-to-use, complete random dungeon generators do exist. Mostly on-line. However: these dungeons are either totally random (Room 1: Gnolls! Room 2: Ghosts!) or have elements taken from a list of thematically similar elements (Room 1: Ghosts! Room 2: Spectres!).

Fast, easy-to-use, complete random dungeon generators for dungeons that make some sense and are kinda original do not.

(Randomly picking from a list of pre-existing dungeons is not usually an acceptable solution because:
1-it takes just as long to prep a pre-existing scenario as think up one, and
2-if you liked a module enough to have prepped it, you'd probably have put it somewhere on the map by now)

Slow, easy-to-use, incomplete/inspirational random dungeon generators do exist. These are essential DM-prep aids and are not designed to be reliably and repeatedly used to improvise during a game.

Fast, easy-to-use, complete random dungeon generators for dungeons that make sense and are kinda original (that is: fast breeding generators for dungeons) are probably, in the abstract, impossible to make, since making a whole dungeon fast would require a computer, doing it so it makes sense would require literary creativity beyond the power of a computer, and doing it with random rationales instead of derived ones would essentially make it incomplete since the DM would still have to make the pegs fit the holes and figure out how A led to B in order to make the dungeon make sense.

Therefore:

The best we can probably do, to give the DM a during-the-game random dungeon generator for dungeons that make some sense is a sort of half-measure.
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Here's my idea for such a half-measure:

A dungeon generator that functions as a simple, complete generator for all the elements of a single dungeon room (the first one the party enters) but also gives reasons for everything in that room being the way it is. These different reasons can then be used by the DM to understand what's going on in the rest of the dungeon and populate its rooms accordingly, at least until the session's over and the DM has time to prep again.

The principle here is that giving a DM an incomplete generator for a whole dungeon in the middle of a session doesn't help, but sort of giving him/her a "Drip-feed" of information one piece at a time,w hen needed, will help him/her slowly improvise a dungeon.

The generators do not have to cover all possibilities for what could happen in a dungeon room, just a wide enough range for that first room. Assume the real creative heavy-lifting will still have to be done by the DM some point down the line. This generator is just that first dose of morning caffeine.

If this seems a little vague, hod on, because I get real specific soon...
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There are basically four parts to a dungeon room:

-Encounter: The major thing that is in the room. A monster, a puzzle, a device, whatever. Some rooms don't have these, obviously.

-Exits: usually doors or doorways, these are things you have to deal with to get in or out of the room.

-Decor: What it looks like and incidental furnishings, including light sources, etc.

-Layout: Physical size and shape of the room.

I am gonna assume that if we can generate Encounters and Exits and reasons for them, then the Decor and Layout have a good chance of being strongly implied by one of the reasons we got for the Encounters and Exits. (Like: if we figure out the room has a cursed altar, then we know we've probably got candles and maybe pews, etc. and the room's kinda big.)

So: Encounters, Exits, and reasons for them and nothing else. To make things easier we're going to assume this first room:

1) Has an encounter (it'll give the DM time and fuel to start imagining the rest of the dungeon)

and

2) Has exits in the form of doors (i.e. this first room will not be one of those "apparent dead ends but actually the exit is through the yellowish puddle on the floor" rooms)

Exits are easier so we'll do that first, we'll do encounters another day:

In the rationales for these results, I'm going to use the following terms...

Architects: whatever culture or individual built the place in the first place
Inhabitants: whatever cultures or individuals live there now
Intruders: individuals (like the PCs) who just came down into the dungeon recently to loot it or whatever

Assume each room has whatever portal the PCs came in through plus d4 others. Since this is just the first dungeon room, I'm going to assume the exits are all just doors (i.e. the possibility of a dead end). Roll once for each door or once, period, and apply the result to all the doors.



So, 100 Dungeon Doors And Why They're There:

1-Trap, primitive/simple. Because intruders are looking for something in here and rigged it up because they don't want to be disturbed.
2-Trap, primitive/simple. Because the inhabitant culture is primitive/simple.
3-Trap, primitive/simple. Because the mechanism is old and no longer works as well as it used to.
4-Trap, primitive/simple. Because ____________
5-Trap, primitive/simple. Because____________
6-Trap, primitive but magical. Because intruders who have a magic-user with them are in here and don't want to be disturbed.
7-Trap, primitive but magical. Because the inhabitant culture is primitive but has shamen/priests.
8-Trap, primitive but magical. Because it was designed to keep out vermin or children, not tough guys like the PCs.
9-Trap, primitive but magical. Because _________
10-Trap, primitive but magical. Because_________
11-Trap, sophisticated (mechanical). Because the architect culture was sophisticated and was protecting something of value.
12-Trap, sophisticated (mechanical). Because the architect culture was of a species that would not need to use the door the way a human would.
13-Trap, sophisticated (mechanical). Because the inhabitants hide something of value behind the door.
14-Trap, sophisticated (mechanical). Because ________
15-Trap, sophisticated (mechanical). Because __________
16-Trap, sophisticated and magical. Because the architect culture was protecting something of value.
17-Trap, sophisticated and magical. Because an inhabitant is a crazy wizard.
18-Trap, sophisticated and magical. Because the architecture is alive.
19-Trap, sophisticated and magical. Because __________
20-Trap, sophisticated and magical. Because _________
21-Locked, ordinary lock. Because the inhabitants didn't think anyone would ever come down here.
22-Locked, ordinary lock. Because the inhabitants are too primitive to do any better.
23-Locked, ordinary lock. Because, to the inhabitants, this is an ordinary place with nothing terribly valuable in it.
24-Locked, ordinary lock. Because the real heavy locks are later down the line.
25-Locked, ordinary lock. Because__________________
26-Locked, serious lock. Because the inhabitants are protecting something of value.
27-Locked, serious lock. Because the inhabitants are xenophobes and this place is forbidden to outsiders
28-Locked, serious lock. Because the inhabitants are sophisticated and this is just normal for them.
29-Locked, serious lock. Because ___________
30-Locked, serious lock. Because ___________
31-Locked, magically. Because the inhabitant includes a wizard.
32-Locked, magically. Because this room contains something of special value.
33-Locked, magically. Because a recent emergency int he dungeon has caused an inhabitant to go around and magically lock as many doors as possible.
34-Locked, magically. Because _______
35-Locked, magically. Because _______
36-Locked, puzzle lock. Because the architects designed this place only to admit certain types of individuals.
37-Locked, puzzle lock. Because one inhabitant is crazy.
38-Locked, puzzle lock. Because it wasn't designed as a puzzle lock but the original mechanism
has sort of fallen apart over the years and now is tricky to deal with.
39-Locked, puzzle lock. Because_____
40-Locked, puzzle lock. Because ____
41-False door. Because the architect(s) was(were) eccentric.
42-False door. Because the inhabitants have some ritual reason for needing them
43-False door. Because a spell was recently unleashed in the dungeon that multiplies the facades of things.
44-False door. Because ______
45-False door. Because ______
46-Doorless archway. Because there used to be a door here but it rotted away.
47-Doorless archway. Because this was a residence.
48-Doorless archway. Because the inhabitants removed the door in order to make it into a residence.
49-Doorless archway. Because this was designed as a temple.
50-Doorless archway. Because ____
51-Ornate but unprotected. Because this used to be a temple.
52-Ornate but unprotected. Because this area is dangerous and has been abandoned by most of the inhabitants.
53-Ornate but unprotected. Because ______
54-Ornate but unprotected. Because _____
55-Ornate but unprotected. Because_______
56-Ordinary unlocked door. Because to the inhabitants, this is an ordinary place.
57-Ordinary unlocked door. Because the lock has been broken by recent intruders.
58-Ordinary unlocked door. Because inhabitants have abandoned this place.
59-Ordinary unlocked door. Because the front entrance was someplace the PCs already somehow passed and nobody expected intruders to get this far.
60-Ordinary unlocked door. Because __________
61-Secret door, mechanically hidden. Because the architects hid something of value here.
62-Secret door, mechanically hidden. Because the inhabitants hid something of value here.
63-Secret door, mechanically hidden. Because this room was a prison.
64-Secret door, mechanically hidden. Because _______
65-Secret door, mechanically hidden. Because ______
66-Secret door, magically hidden. Because the architects were magical and hid something behind it.
67-Secret door, magically hidden. Because the inhabitants hid something behind it.
68-Secret door, magically hidden. Because an intruder has magical abilities and is behind it somewhere and does not want to be disturbed.
69-Secret door, magically hidden. Because _______
70-Secret door, magically hidden. Because _____
71-Door concealed behind stuff. Because intruders are behind it and don't want to be disturbed/discovered.
72-Door concealed behind stuff. Because inhabitants forgot about the room and have piled stuff up in this room in front of the door.
73-Door concealed behind stuff. Because this room is semi-abandoned and full of crap.
74-Door concealed behind stuff. Because _____
75-Door concealed behind stuff. Because _____
76-Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because it's old.
77-Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because the inhabitants know never to use this door and so use it as a sort of intruder alarm.
78-Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because recent fighting int he complex has fucked it up.
79-Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because __________
80-Accidentally/organically "trapped"--the architecture falls apart in a dangerous way when you attempt to open this door. Because ______
81-Locked but key is in this room. Because the next room is a prison cell.
82-Locked but key is in this room. Because an inhabitant dropped it.
83-Locked but key is in this room. Because only an intruder would be dumb enough to enter the next room and it's a sort of trap.
84-Locked but key is in this room. Because___________
85-Locked but key is in this room. Because_________
86-Door is alarmed or alerts nearby inhabitants/intruders. Because they are tough but not great at making locks and traps.
87-Door is alarmed or alerts nearby inhabitants/intruders. Because it was hastily thrown together by intruders.
88-Door is alarmed or alerts nearby inhabitants/intruders. Because intruders want to shadow the PCs and take their stuff.
89-Door is alarmed or alerts nearby inhabitants/intruders. Because the inhabitants want intruder to come in for some reason,but also want to know when they're in here.
90-Door is alarmed or alerts nearby inhabitants/intruders. Because_________
91-Door has a broken trap. Because it's old.
92-Door has a broken trap. Because it was poorly made by primitive inhabitants.
93-Door has a broken trap. Because it was recently sprung by intruders.
94-Door has a broken trap. Because ________
95-Door has a broken trap. Because ________
96-Door has a broken lock. Because the architects once kept something of value here but the inhabitants took it long ago.
97-Door has a broken lock. Because intruders just picked it.
98-Door has a broken lock. Because a beast just destroyed it.
99-Door has a broken lock. Because the inhabitants are primitive and suck at making locks.
00-Door has a broken lock. Because _________

I leave the remaining results up to Gygaxian Democracy. Write the number of your rationale in the comments and I will add it to the final table.




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Naturally, the final generator will also include separate tables for "12 sophisticated mechanical traps", "12 puzzle locks", etc. etc. as well as some examples of possible "architect cultures" and "inhabitants" etc.

The final version of these tables should probably be done as cards or Vornheim-style drop-die charts so that you can get several results fast.