Tuesday, 13 June 2017

More Moldvay

It was where I started, though as I may have mentioned before, I was in the weird position of having the Moldvay Basic and Mentzer Expert sets, which was fine except in a few rather trivial cases. It made organisation a bit difficult at times but never mind.

Anyway, looking again at the Moldvay B52 dungeon-stocking table, I wonder if it might be simplified a little? OK not everyone loves percentage dice, but I'm pretty sure the dungeon-stocking table could be turned into a single roll.

Before I go on though, I should probably explain something that seems really obvious to me but other people don't seem to 'read' into the table. Where Moldvay has his original chart resembling this:

Roll for Monster/Trap/Special:

1-2          Monster
3             Trap
4             Special
5-6          Empty

and then roll for treasure on a matrix:

Roll         Monster              Trap       Empty
1              Yes                      Yes         Yes
2              Yes                      Yes         No
3              Yes                      No          No
4-6          No                        No          No

... it seems obvious to me that that chart is grouped '1-2 - Monster', '3-4 - Trap/Special (50% chance of each)', '5-6 - Empty'. This has one very important consequence: I've always assumed that in the second part where the 'Treasure' roll is made for 'Trap' rooms, it should be read as 'Trap/Special'. I have no actual evidence for that - just both logic and elegance. It fits better if there aren't categories you're generating in the first part that don't apply to the second part, and it's neater if the 'spare' 1/6 category is grouped with the other 1/6 category, rather than one of the others, which are both 2/6. But there is no actual precedent for regarding a 'Special' room as being analogous to a 'Trap' room as far as I know. If you don't want to do things that way, then the data will look slightly different. 'Special' rooms, with no other determinant, will be a 1/6 category on its own.

Anyway, that aside, at present the table produces 36 possible outcomes, which I think look like this:


Chart 1

First roll            Second roll                         No. occurrences               Approx %
1.                              1 – Monster;      1 – Treasure                       1
2.                              1 – Monster;      2 – Treasure                       2
3.                              1 – Monster;      3 – Treasure                       3
4.                              1 – Monster;      4 – No treasure                  1
5.                              1 – Monster;      5 – No treasure                  2
6.                              1 – Monster;      6 – No treasure                  3
7.                              2 – Monster;      1 – Treasure                       4
8.                              2 – Monster;      2 – Treasure                       5
9.                              2 – Monster;      3 – Treasure                       6                                         17
10.                          2 – Monster;      4 – No treasure                  4
11.                          2 – Monster;      5 – No treasure                  5
12.                          2 – Monster;      6 – No treasure                  6                                          17
13.                          3 –Trap;             1 – Treasure                       1
14.                          3 –Trap;             2 – Treasure                       2                                           6
15.                          3 –Trap;             3 – No treasure                  1
16.                          3 –Trap;             4 – No treasure                  2
17.                         3 –Trap;             5 – No treasure                   3
18.                         3 –Trap;             6 – No treasure                   4                                         11
19.                         4 – Special;        1 – Treasure                        1
20.                         4 – Special;        2 – Treasure                        2                                           6
21.                         4 – Special;        3 – No treasure                   1
22.                         4 – Special;        4 – No treasure                   2
23.                         4 – Special;        5 – No treasure                   3
24.                         4 – Special;        6 – No treasure                   4                                         11
25.                         5 – Empty;         1 – Treasure                        1
26.                         5 – Empty;         2 – No treasure                   1
27.                         5 – Empty;         3 – No treasure                   2
28.                         5 – Empty;         4 – No treasure                   3
29.                         5 – Empty;         5 – No treasure                   4
30.                         5 – Empty;         6 – No treasure                   5
31.                         6 – Empty;         1 – Treasure                        2                                           6
32.                        6 – Empty;          2 – No Treasure                  6
33.                        6 – Empty;          3 – No treasure                   7
34.                        6 – Empty;          4 – No treasure                   8
35.                        6 – Empty;          5 – No treasure                   9
36.                        6 – Empty;          6 – No treasure                 10                                         28


A colourised version which might be easier to understand looks something like this:



Chart 1a

First roll              Second roll                        No. occurrences           Approx %
1.                               1 – Monster;       1 – Treasure                       1
2.                               1 – Monster;       2 – Treasure                       2
3.                               1 – Monster;       3 – Treasure                       3
4.                               1 – Monster;       4 – No treasure                  1
5.                               1 – Monster;       5 – No treasure                  2
6.                               1 – Monster;       6 – No treasure                  3
7.                               2 – Monster;       1 – Treasure                       4
8.                               2 – Monster;       2 – Treasure                       5
9.                               2 – Monster;       3 – Treasure                       6                                    17
10.               2 – Monster;       4 – No treasure                     4
11.                           2 – Monster;       5 – No treasure                   5
12.               2 – Monster;       6 – No treasure                     6                                   17
13.               3 –Trap;              1 – Treasure                          1
14.               3 –Trap;              2 – Treasure                          2                                     6
15.                           3 –Trap;              3 – No treasure                   1
16.                           3 –Trap;              4 – No treasure                   2
17.                           3 –Trap;              5 – No treasure                   3
18            .   3 –Trap;              6 – No treasure                    4                                     11
19.                           4 – Special;         1 – Treasure                       1
20.                           4 – Special;         2 – Treasure                       2                                      6
21.                           4 – Special;         3 – No treasure                   1
22.                           4 – Special;         4 – No treasure                   2
23.                           4 – Special;         5 – No treasure                   3
24.                           4 – Special;         6 – No treasure                   4                                    11
25.                           5 – Empty;          1 – Treasure                        1
26.                           5 – Empty;          2 – No treasure                   1
27.                           5 – Empty;          3 – No treasure                   2
28.                           5 – Empty;          4 – No treasure                   3
29.                           5 – Empty;          5 – No treasure                   4
30.                           5 – Empty;          6 – No treasure                   5
31.                          6 – Empty;           1 – Treasure                       2                                      6
32.                          6 – Empty;           2 – No treasure                  6
33.                          6 – Empty;           3 – No treasure                  7
34.                          6 – Empty;           4 – No treasure                  8
35.                          6 – Empty;           5 – No treasure                  9
36.                          6 – Empty;           6 – No treasure                10                                     28


We can see that there are in fact only 8 different possibilities, which have a chance of occurring somewhere between 6% and 28% (my rough figures actually add up to 102, but I'm prepared to call that 'within engineering tolerances'). Getting rid of the unnecessary data (the 28 entries that are repeated) makes the chart looks this:


Chart 2

First roll              Second roll                    No.                 Approx %           Σ %
                                                                   occurrences
1-2 – Monster;    1-3 – Treasure                6                     17                       17
1-2 – Monster;    4-6 – No treasure           6                     17                       34
3 –Trap;              1-2 – Treasure                2                       6                       40
3 –Trap;              3-6 – No treasure           4                      11                      51
4 – Special;         1-2 – Treasure                2                       6                       57
4 – Special;         3-6 – No treasure           4                      11                       68
5-6 – Empty;       1 – Treasure                   2                        6                      74
5-6 – Empty;       2-6 – No treasure          10                     28                    102


As I'm attempting to turn this into a percentage chart I have to dispose of the 2% margin of error. My instinct is to take it from the largest (and intrinsically least-interesting) category, 'Empty; No Treasure'. The change from 28% to 26% is less significant than most other possible changes (only 2 changes of 17% to 16% would be less significant) but also, rooms coming up 'empty, empty' aren't as interesting as any other category. I don't think dropping the probability from 28% to 26% while fractionally boosting the other percentages is doing violence to the table.

Turning the 8 possibilities into a chart using those percentages looks like this:


Chart 3a

01-17                     Monster; Treasure
18-34                     Monster; No treasure
35-40                     Trap; Treasure 
41-51                     Trap; No treasure
52-57                     Special; Treasure 
58-68                     Special; No treasure
69-74                     Empty; Treasure
75-100                   Empty; No treasure



And that is it - the essence of the Moldvay room-stocking charts in one handy block.

Unless I've done something stupid with the maths or reading the chart... and I guess given the caveat above about my reading of 'Trap/Special', you could just read "52-57  Special; Treasure ... 58-68  Special; No treasure" as "52-68 Special (DM's choice)". But I prefer my way.



Did I mention, I really hate how Blogger formats things...?


Sunday, 11 June 2017

Time well-spent and time wasted - the Moldvay Dungeon-stocking tables

I could have just gone and found my copy of Moldvay. That's what I'm after, particularly, page B52, the dungeon-stoking tables and advice. But, instead, I'm on the net with about 11 tabs open looking at the Nine and Thirty Kingdoms, the Society of the Torch, Pole and Rope, Ode to Black Dougal, Dungeon Fantastic, and the Lands of Ara. As well as google text and image pages and a page for downloading the non-art version of Labyrinth Lord. All of which is great of course, they're some fantastic blogs with loads of interesting insights into how and why we game and what makes it interesting/fun/easier/more unexpected, but...

I actually just looked for my copy of Moldvay. It took me less than a minute to find it, and now I'm going to do what I was going to do more than hour ago - start the bloody room-stocking!

This is the gist of what I was after - now formatted with numbers in case I want to randomly determine traps or whatever, and more generally put into the way I tend to note things... (pity Blogger doesn't like Word formatting but hey-ho).

Moldvay Basic (B52) 

This is a two-step process:

1-2        Monster
3          Trap
4          Special
5-6        Empty

and then roll for treasure on a matrix:

Roll      Monster            Trap      Empty
1          Yes                   Yes      Yes
2          Yes                   Yes      No
3          Yes                   No        No
4-6        No                    No        No


Room Traps:
1.     Poison Gas: save v poison or die
2.     Fog: looks like poison gas, but harmless
3.     Pit: 1d6 DAM /10’ fallen
4.     Ceiling block falls: Save v Turn to Stone or take d10pts DAM
5.     Pendulum blade from ceiling: d8pts DAM
6.     Chute: no DAM, slide to next level down

Treasure Traps:
1.     Poison needle: save v poison or die
2.     Spring-fired darts: d6 darts for d4 DAM each
3.     Flash of Light: save v spells or be blinded for d8 turns
4.     Poison snake: see SNAKE in monster descriptions
5.     Spray: sprayed with an unknown liquid that attracts Wandering Monsters; double chance for d6 hours
6.     Illusion: anything, often a monster (as Phantasmal Force)
           
Specials
1.     Moaning room or corridor
2.     Room turns or sinks while the door locks
3.     Illusionary stairs or corridor
4.     Shifting blocks to close off corridor
5.     Trap door to tunnels
6.     Alarm that summons special monster
7.     Taking statue
8.     Magic pool whose waters have strange effect
9.     Magic gate to another part of the dungeon
10.  Flying weapons which attack only if disturbed

Unguarded treasures
Dungeon Level              Silver pieces*    Gold Pieces      Gems   Jewellery          Magic Items
1                                  d6x100             50%                  5%       2%                   2%
                                                            d6x10               d6        d6                    Any 1
2-3                                d12x100           50%                 10%     5%                   8%
                                                            d6x100             d6        d6                    Any 1


*Note that SP will always be found in unguarded treasure, and other items are given in terms of the die rolled to determine the number present


... and that's it, Part 8, E (Stocking the Dungeon). Only took me marginally longer to type than to find, though I had copied the first part of the table from this post at Dungeon Fantastic so thanks for that.

EDIT: Oh, I am a silly sausage... here are the room determinations...


Determinations (Rooms 1-33, including 10a):

1.     3,4 – Trap, no treasure
2.     6,6 – Empty, no treasure
3.     4,2 – Special, treasure
4.     1,2 – Monster, treasure
5.     1,4 – Monster, no treasure
6.     4,1 – Special, treasure
7.     6,3 – Empty, no treasure
8.     1,6 – Monster, no treasure
9.     5,1 – Empty, treasure
10.  2,3 – Monster, treasure
11.  6,4 – Empty, no treasure
12.  3,5 – Monster, no treasure
13.  6,6 – Empty, no treasure
14.  6,6 – Empty, no treasure
15.  2,6 – Monster, no treasure
16.  4,6 – Special, no treasure
17.  4,6 – Special, no treasure
18.  4,3 – Special, no treasure
19.  3,3 – Trap, treasure
20.  2,2 – Monster, treasure
21.  2,1 – Monster, treasure
22.  2,2 – Monster, treasure
23.  5,3 – Empty, no treasure
24.  6,6 – Empty, no treasure
25.  6,4 – Empty, no treasure
26.  1,3 – Monster, treasure
27.  5,3 – Empty, no treasure
28.  3,6 – Trap, no treasure
29.  5,6 – Empty, no treasure
30.  5,2 – Empty, no treasure
31.  3,5 – Monster, no treasure
32.  6,2 – Empty, no treasure
33.  5,2 – Empty, no treasure
34.  6,6 – Empty, no treasure








Nope, no matter what I do I can't get it to format properly. Never mind, it still makes sense.

Friday, 2 June 2017

A minor mystery solved

A couple of months ago, posting about the material I'd found in a box in the loft, I mentioned a Dwarf called Tholinn and his magic hammer. I think I've tracked down the source (though the spelling in the probable source is 'Tholin').

I've been reading Raymond E Feist's Magician, which is (in essence) a story of how a young man grows up and develops his magic powers while becoming involved in the great events of his time, Which I'll grant you could describe a lot of fantasy stories.

In this novel, there is a character called Dolgan, who is a Dwarf chieftain. About a third of the way into the book, Dolgan finds a magic hammer, that belonged to a Dwarven hero called Tholin, in an underground location connected with dragons.

My 'hammer of Tholinn' is a magic hammer, previously belonging to a Dwarf-hero called Tholinn, that is to be found in an underground location connected with dragons (the entrance to the dungeon is dominated by a colossal dragon statue). I think the close connection in conception is pretty strong evidence that I had Magician in mind when writing the notes. The extra 'n' was possibly a typo, or maybe etymologically I wanted to get a bit further from 'Tholin/Thorin' (which I'd regard as being philologically equivalent). But I think the typo, or perhaps 'scribal error' (as these were hand-written notes) is probably more likely. I think, when I wrote the notes, I possibly didn't have the book in front of me and was going from memory of what I'd been reading. And having perpetrated the error, I'd likely just keep doing it (it occurs a couple of times in my notes), as I didn't necessarily ever compare manuscripts.

I have at least started reading Magician before. In mid-1993, I borrowed it from one of my house-mates, who was a friend from college and also a big fantasy and sci-fi fan. I gave it back unfinished some time later - so when a couple of months ago (about the same time as my original post two months ago) I saw a second-hand copy in a charity sale, I bought it, thinking 'ah, a second chance to finish that!'.

So that would suggest that the notes were written in or after the summer of 1993. Not long after, as 'Tholin(n)'s dragon-connected magic hammer' was it seems a fresh enough idea in my mind to require no explanation whatsoever. Possibly not immediately as I might have forgotten how to spell 'Tholin' (though that's not conclusive, I might have been just too lazy to check the spelling in the book). So my guess (using other evidence, like handwriting - I know this wasn't done when I was 15 for instance) of 'about 1992' is not so bad - 'mid-late 1993' is now my guess for this.

I like the symmetry of  coming back to the dungeon (at least partly-) inspired by Magician at the same time as starting to re-read the book. It made finding the reference to 'the hammer of Tholin' seem like a real discovery - a reference to my own forgotten (or at least legendary) past!

Wednesday, 3 May 2017

Abyssal Realms II

The outline maps are finished and I've knotted them together.

The map is pretty peculiar, but I'm happy with it. It's also vast. It occupies approximately one 24-mile hex, Travel in the white tunnels (on a black background), due to rockfalls and other hazards, is at 4 miles a day except where otherwise noted (eg area 5Q it's faster due to straight well-made tunnels); travel in the beige tunnels (on the lilac background), which are generally less well-travelled, is at 2 miles a day, It would take about 11 days to cross the map from above Area 2 to below Area 6 - if one was trying to avoid the 42 encounter areas I've set up and only travel through the corridors (which of course have a bunch of wandering monsters, some unique to the zones that the PCs will travel through and some generic to the entire cave system).


I've also started on some other maps and plans - for example, this is a typical Serpentman dwelling found in the environs of 1D (colloquially known as 'Snaketown'):



I've written some notes about the Serpentmen of Snaketown too:

...Serpentman culture is very unlike most human cultures. Serpentmen (and Serpentwomen) have very different ideas of privacy to humans for example, and will clean themselves, expel bodily waste and copulate in public with no qualms. They will usually eat in private however, and commonly wear voluminous hoods to cover themselves should it be necessary to eat in a public place. Serpentmen do not have banquets: eating in company is generally a very intimate affair reserved for mates and close confidants.
Serpentmen regularly shed their skins; this activity is also considered private. By extension, removing clothing in public is frowned upon. All beings in Snaketown are expected to remain in the same state until they are in private. It is perfectly acceptable to change one's clothes often, as long as no-one sees the process of changing. It is however considered bad form to remark on changes in appearance. To Serpentfolk, the fiction that appearance is immutable (and therefore that what someone looks like now is how they have always looked, even if they changed their appearance five minutes ago) is very important.
Also, the thought of sleeping in the open is both terrifying and shameful to them. Public sleeping (once a being has reached maturity) is a sign of degeneracy and members of the community are encouraged to kill any adult (whether Serpentman or not) who is found sleeping in public. Sleeping quarters in Serpentman homes are usually the parts most remote from the entrance and public reception areas. Only their treasure-rooms (sometimes concealed behind a secret door or trapdoor from the innermost and highest-status sleeping quarters) are better-hidden than their bedrooms...

Those cultural rules should get the PCs in trouble with the rulers of Snaketown pretty sharpish I should think.

I've also used my black-white-red-green-blue-yellow d6 as a Serpentman Faction Randomiser. Cyclopean Deeps has 5 'factions' of Serpentmen (these factions are something like a cross between a caste and a cult), which are the White-Red-Green-Blue-Yellow Factions. I added another, Black, and rolled to see which faction is dominant in 'Snaketown'. I shall be consulting the Serpentman Faction Randomiser further in due course but at least I have found a (somewhat limited) use for it.







Sunday, 30 April 2017

Underground hexcrawls

Started yet another megadungeon-style project: but this one is actually more like an underground hexcrawl. It has the provisional title of 'Abyssal Realms', and may or may not be accessible from Silvergate if and when any players venture far enough...

The design philosophy has been inspired by several things.

First, a few weeks ago, I was on holiday and happened to find a games shop that had a sale on various things, especially books. Twenty minutes later I had three new purchases, coming to the grand total of £5.50. One of these, for a whole £3, was a Swords & Wizardry book called Cyclopean Deeps Vol 1, by Matthew J Finch and published by Frog God Games. This details (the first half of!) a high-level underground setting (much deeper than standard dungeons) called... the Cyclopean Deeps, obviously. It has underworld factions and politics, cities and quests (there's a strong probability the PCs will end up as bounty hunters in the dark under the Underdark). It's effectively set up as a hexcrawl, with somewhat limited options for travel (because not every location has a tunnel in every direction. More a node-point exploration I suppose). So that was what made me think I could do something in a similar vein.

Secondly, I happened on a link to Build A Dungeon From Me. I haven't been in a while,  but there's been no new content since April 2015 anyway: but the principle I think is great (I wish I had a good way of setting up a similar feature for this blog), and I randomised some images and wrote notes on what was produced - 20 images that produced two points of interest for each of 10 underground zones.

Extending that principle I then google-searched images for 'Fantasy Monsters' and 'Dungeons' and 'Enemies' and a few other search terms, then randomised the results to produce further images, in order to generate more encounters, NPCs and locations. I tacked these on to the 10 zones I had already established, to produce denser concentrations of encounters. Some surprising things came up - more Giant Tortoises (really, more like Titanic Tortoises) than I'd expected (so I need to write some rules for titanic underground tortoises), the odd armoured bear (who is now an armoured Bugbear) and a few NPCs and monsters are somewhat inspired by John Carter and Dejah Thoris, Rydia and the Iron Golem from Final Fantasy, because that's what my random images were.

Much of the donkey-work of coming up with random NPCs (actually very few are 'random', they're juxtapositions of elements from various sources) came from these sites: Generator 1 Generator 2 (from donjon, a long-term randomiser of choice!) and Generator 3. Between them I managed to find enough descriptions, sets of stats and bits of history/personality to keep me happy.

The third main inspiration was Swords & Stitchery - I often go there to marvel in the weirdness of a Lovecraftian/Howardian/Clarke Ashton Smith take on D&D, and sometimes copy random tables and such-like. I wanted the Abyssal Realms to have something of that feel, so along with the more 'normal' elements (see titanic tortoises, above...) I decided to use a few of the random tables - especially those relating to the collapsed Hyperborian civilisation. Now, parts of the Realms have references to the Atlantean Crown Jewels, sky-ships, Great Old Ones and who-knows what else?

I've been sketching the maps more or less roughly. There's no real detail yet, just different zones and some connections between them. Most of the inhabitants from this first pass have been established now (I've done the first 8 zones now, the other two should be finished soon) and then the real work comes in filling in all the missing details... I've painted with a very broad brush but it's just an outline of the Abyssal Realms at the moment. Putting flesh on the bare bones I think will take quite a while...

Sunday, 9 April 2017

Different dice

I have a lot of dice. Mostly they're pretty normal. I have buckets of d6s - most numbered 1-6, a few with other sets of numbers (generally something like 1-1-1-2-2-3) and a few are Warhammer direction dice. I have a fair number of d4, d8, d12 and d20s. Even more d10s (some of them are numbered 10-20-30-40-50-60-70-80-90-00, some are d20s with duplicated numbers), as I have a bunch of games that use d%.

I also have some dice from games I don't even own any more. One I think came from a game I had when I was a kid called 'Slam'. It's a d6 with colours on it:
Black
Blue
Green
Red
White
Yellow

Another is a d6 with letters (I don't know what the game is, it may have turned up in a random dice assortment off ebay):
B
E
S
T
U
*
Schematics of the dice

I've often wondered about what sort of random tables I could concoct to use these dice. When it comes down to it they are just d6s so I could use them for anything that normally uses a d6 but change the numbers for colours or letters... but that's a bit unsatisfying I think. A normal number-die after all has both its discrete numbering, and a linear progression - not only does it count 1, 2, 3, 4, 5 and 6 separately, it also counts 1, 1-2, 1-2-3, 1-2-3-4, 1-2-3-4-5, and 1-2-3-4-5-6. That's how numbers work. We know that 6 is more than the other numbers, we know that 1 + 2 = 3 and 2 + 3 = 5.

These dice don't do that as there's no logical progression to say that green is 'more' by a given quantity than white, or that E + S = U. They can, but only by giving the letters or colours arithmetical values, in which case, I may as well use two d6s. So, they will be better at determining one of six discrete entities, rather than anything that has a linear progression.
Linear progression of number dice: they have what I'll call 'discretion' (you can read the top line for 6 different entities) but also 'progression' (each entity can be read as the culmination of the others under it). The colour and letter dice only have discretion (they only have a top line). As a result the order of letters/colours is arbitrary (I use BESTU* because it's alphabetical, which is in itself arbitrary).

Five of the faces on the coloured die are the same as the classic Cluedo characters - if black is read as standing for Prof. Plum then it could represent all the characters. But as there are cards for the Cluedo characters anyway, it's difficult to see the necessity for a die. If I needed a random Cluedo character I could shuffle the pack and pick a Character card.

It might be a Dragon Generator - in Basic D&D there are six kinds of dragons, White, Black, Green, Blue, Red and Gold. The stats for dragons have a lot of linearity in them: there are progressions from easier to harder to hit in AC; from weaker to stronger in HD, and in Dam; in Saves; in Morale (this one is stepped but still progressive) and (in somewhat skewed fashion) in chances of talking or being asleep, or how many spells the dragon knows. However, there are some non-linear qualities. Dragons have particular habitats and breath weapons (Gold Dragons have two of these), so if it's a Dragon generator, it's also a terrain generator and a breath-weapon generator. The terrain types are Cold region, Swamp/marsh, Jungle/forest, Desert/plain, Mountain/hill, Anywhere (which I guess can mean either 'ubiquitous' or 'DM's choice', depending on context). The breath weapons each have two components, one for shape and one for type: they are Cone of Cold, Line of Acid, Cloud of Gas, Line of Lightning, Cone of Fire, Cone of Fire/Cloud of Gas (so the die could generate a result of 'cone, line, cloud, line, cone, cone/cloud', or 'cold, acid, gas, lightning, fire, fire/gas'). Effectively, the results table looks like this:

White - Cold region - Cone - Cold
Black - Swamp/marsh - Line - Acid
Green - Jungle/forest - Cloud - Gas
Blue - Desert/plain - Line - Lightning
Red - Mountain/hill - Cone - Fire
Gold - Anywhere - Cone/Cloud - Fire/Gas

These don't have to be limited to dragons, there's no reason the terrain types and breath weapons can't be separated from dragon-kind and used for something else. A terrain or region generator has wide applicability, for generating maps for instance. The breath-weapons could be spell or trap effects rather than the breath of something, or the attack modes of some other monster, an extra-planar entity or automatic defence system (perhaps for some D&D/pulp sci-fi mash up... Dungeons & Daleks maybe).

Not so sure if there's anything that could be usefully generated that has 6 states that equate to B-E-S-T-U-*. Bored, Excited, Stressed, Tired, Unhappy, DM's choice - an emotional state generator (somewhat weighted towards generally negative stuff). Bridge, Engineering, Sickbay, Transporter-Room, ??. ??? - a Starship Enterprise location generator (don't know what U would stand for, nor * for that matter - unless that's GM's choice too).

The combinations look like this, or some variant of these, but I'm not sure whether arranging them like this is really any help in understanding what they might mean.



Not sure at the moment how feasible it is to take this further but I'll keep thinking about it.


Friday, 7 April 2017

Returning to Silvergate

Right, looking through my Silvergate material, it seems that the stuff I have from my old folder will be OK to slot in to a couple of places. Yes, I can fit the 'new' material from my original megadungeon (henceforward, prefaced Mx, to distinguish it as a 'Megadungeon' level, rather than the original Silvergate material) into levels 1 and 1a with a little re-jigging, which will include adding more connections between M1 and M1a, as well as some connections towards Silvergate proper. Because there's an east-facing M1 entrance, and a north-facing M1a entrance (I've worked out what the cave in the 'back of cave' note was - I included it on one of my side-views), these are now going to be in the north-east of Levels 1 and 1a. Luckily, I used the same numbering technique for my two megadungeons 20-odd years apart (originally, I thought the megadungeon material was from around 1987, but I've re-dated it now I've had a really good look at it, and think it's probably from early 1990s rather than mid-late '80s - probably the '1992' I reported the other day is more or less accurate).

I do have some random Goblins and Orcs hanging about about on Levels M1 & M1a that don't necessarily 'belong' but I think I can live with that, especially if I can move other stuff around so other Orcs and Goblins (are there any Goblins? I can't remember any) are tending towards the north-eastern part of Silvergate. The 30+ Orcs I have detailed for the inhabitants of this area can become the main part of the (small) Orc-lair I had marked down for the 'Stirge Caves' area of Silvergate. Guess what's going to be living in the '(back of) cave'?

Level M2 I think still works and maybe can be peopled from the lairs for Silvergate I've already generated but haven't mapped. The old Level M4 map will perhaps have to be scrapped (it seems to be a composite of other maps from published sources) and I know all the usable 'Black Bone Orcs' material (which is mid-'80s, without a doubt) will be put on Level 4 - definitely not the Orcs' map, though, as it will need extensively reworking to make it usable and I think it's probably easier to start again. I will, as an exercise, try to fit the Black Bone material with the existing Level M4 map, and if I'm happy I might leave it. Otherwise, both maps will go and I'll start with a blank canvas.

I have a little puzzle that has occurred due to abandoning this material and then forgetting about it. I refer a couple of times to 'Tholinn' and his (? probably his) hammer in the megadungeon notes. I don't now know who 'Tholinn' is meant to be. Presumably, at the  time I was writing, Tholinn was a figure that didn't need an explanation. Some Dwarven ancestor, hero or god, I assume from context, but I don't know which. It's easy enough to pick one - chances are I'll make him the founder and first King of Silvergate, but it would be nice if I could recapture what my original idea was. If anyone recognises the name as a Dwarf deriving from another source, please do let me know! It may well help elucidate what I had in mind when I wrote it.

And then, and then, and then... will I actually get to run it? I've been toying with the idea of trying to find somewhere that will host an open gaming table. If I can, I might try out the upper levels on anyone who wants to try their luck.