Thursday, December 22, 2022

Using ChatGPT to create a fictional narrative and turn it into an RPG scenario

 mucking about with chatGPT again to create a fictional narrative.   First a bit of fiction mostly created by the ai.  Reworkign of theat scenario into a "pick a path " framework. Lastly refining that to be a bit more like a programmed D&D scernario.

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Balthor stood before the throne room, his hands clasped behind his back as he waited for Nerith to arrive. The noble had requested an audience with the king, and Balthor had been tasked with bringing him before Helmud.


As Nerith approached, Balthor could see the determination etched on his face. He knew that the noble had been pushing for the king to be censured for his actions, and he couldn't help but wonder how this meeting would go.


"Balthor," Nerith said, bowing his head slightly in greeting.


"Nerith," Balthor replied, inclining his own head. "The king will see you now."


Nerith followed Balthor into the throne room, where Helmud sat on his throne, a scowl on his face.


"What is the meaning of this, Nerith?" Helmud demanded as the noble approached. "Why have you requested an audience with me?"


"Your majesty, I come before you to request that you be censured for the crime you committed," Nerith said firmly.


"What crime?" Helmud sneered. "I have done nothing wrong."


"You stole from the royal treasury, your majesty," Nerith said, his voice dripping with disdain. "That is a crime, and one that cannot be ignored."


"You have no proof of this," Helmud spat, rising from his throne. "I will not be censured for something I did not do."


"I have proof, your majesty," Nerith said, pulling out a scroll and unrolling it before the king. "I have obtained a signed confession from one of your advisors, who witnessed the theft."


Helmud's face turned red with anger as he looked at the scroll. "This is a lie," he growled. "I will not stand for this insult."


"Your majesty, the law must be upheld," Nerith said, his voice calm and measured. "You cannot be allowed to steal from the kingdom and go unpunished. The people of Nolthor deserve justice."


"Fine," Helmud said through gritted teeth. "I will be censured. But mark my words, Nerith, this is not the end of this matter. I will have my revenge."


"I do not fear your threats, your majesty," Nerith said, bowing his head before turning and walking out of the throne room, leaving Helmud fuming on his throne.





---


As Nerith left the throne room, he was confronted by Balthor, who stood in his way, a fierce look in his eyes.


"You should not have done that, Nerith," Balthor growled, his hand clenched into a fist. "The king will not take kindly to your accusations."


"I had to do what was right, Balthor," Nerith said, his voice firm. "The law must be upheld, regardless of who it implicates."


"You are playing with fire, Nerith," Balthor said, his voice low and menacing. "You do not want to make an enemy of the king."


"I am not afraid of Helmud," Nerith said, standing his ground. "I will not back down from doing what is right."


"You are a fool, Nerith," Balthor said, shaking his head. "You will come to regret your actions."


"I will not regret standing up for what is just and true," Nerith replied, his eyes flashing. "I will not be silenced by threats or intimidation."


Balthor glared at Nerith for a moment longer before turning and stalking away, his fists clenched at his sides. Nerith watched him go, knowing that he had made a powerful enemy in the king's loyal servant. But he also knew that he had done the right thing, and that was all that mattered to him.



---



Helmud stormed into the back chamber, his face twisted with anger. Balthor followed him in, his expression grim.


"That insolent noble thinks he can accuse me of a crime and get away with it," Helmud growled, pacing back and forth across the room. "He will learn his lesson."


"What do you have in mind, your majesty?" Balthor asked, his voice low and respectful.


"I have brought in a specialist to deal with Nerith," Helmud said, a wicked smile spreading across his face. "He is an assassin known as 'The Last Whisper.' No one will ever know what happened to Nerith, and the problem will be taken care of quietly and efficiently."


Balthor's eyes widened in shock. "Your majesty, are you sure this is the right course of action? Assassination is a grave crime."


"I am the king," Helmud said, his voice cold. "I can do as I please. And I will not have my authority challenged by some upstart noble. Nerith must be silenced, and The Last Whisper is the perfect man for the job."


Balthor hesitated, torn between his loyalty to the king and his sense of morality. But he knew that he had no choice but to obey his liege.


"Yes, your majesty," he said finally, bowing his head. "I will do as you command."


"Good," Helmud said, clapping Balthor on the shoulder. "I knew I could count on you. Now, let's go make sure The Last Whisper has everything he needs to complete his task."


Balthor followed the king out of the back chamber, his heart heavy with the knowledge of the dark deed that was about to be committed.


---



The sun was shining brightly as the family of Nerith gathered in the garden for a party. Nerith himself was worried, his mind consumed by the confrontation with the king and the threat of censure hanging over his head.


"Nerith, dear, why so glum?" his mother, Lady Delia, asked, patting his hand. "You should be enjoying this beautiful day."


"I'm sorry, Mother," Nerith said, forcing a smile. "I have a lot on my mind."


"Is it about the confrontation with Helmud?" Lady Delia asked, her voice low so that no one else would overhear. "I know you believe he must be held accountable for his actions, but be careful, my dear. He is a powerful man and not one to be trifled with."


"I know, Mother," Nerith said, sighing. "I just wish there was a way to bring justice without putting myself in danger."


"There is always danger when one stands up for what is right," Lady Delia said, squeezing his hand. "But sometimes, the risk is worth it. You must do what you believe is right, no matter the cost."


Nerith nodded, his resolve strengthening. He knew that he had to see this through, no matter the danger. He just hoped that Helmud would see reason and accept his censure without resorting to any drastic measures.


As the party continued around them, Nerith couldn't shake the feeling of unease that settled in the pit of his stomach. He had no idea just how far his cousin the king was willing to go to silence him and protect his own reputation.



---



Balthor followed "The Last Whisper" through the darkened streets, his heart heavy with the knowledge of the nefarious task he had been given. He knew that it was wrong to take another person's life, but he also knew that he had no choice but to obey the orders of his liege.


The assassin led him to a secluded alley, where he pulled out a small vial of poison. "This will do the job quickly and quietly," he said, his voice low and devoid of emotion. "No one will ever know what happened to the noble."


Balthor's stomach churned at the thought of the innocent man being murdered in cold blood. But he knew that he had to see this through, no matter how much it sickened him.


"I will wait here and make sure no one sees you," Balthor said, his voice tight. "Hurry and get it done."


The Last Whisper nodded and slipped away into the darkness, leaving Balthor alone in the alley. Balthor leaned against the wall, his heart racing as he waited for the assassin to return.


As the minutes ticked by, Balthor couldn't shake the feeling that he was making a terrible mistake. He knew that he should stop this before it was too late, but he also knew that he would suffer the wrath of the king if he failed to carry out his orders.


Just as he was about to make a decision, The Last Whisper returned, a wicked grin on his face. "It's done," he said, tucking the empty vial back into his pocket. "The noble is dead and no one will ever know what happened to him."


Balthor's heart sank at the news, and he knew that he would have to live with the guilt of his actions for the rest of his life. He had allowed an innocent man to be murdered in cold blood, and there was no going back from that.


---


Balthor approached the throne room with trepidation, his heart heavy with the knowledge of the terrible deed he had helped to facilitate. He had watched as The Last Whisper had poisoned Nerith, and he had returned to the palace to report the news to the king.


But as he entered the throne room, he was shocked to see that Helmud was not alone. Nerith was standing before the throne, his face pale but determined.


"Your majesty, I have news of the noble's demise," Balthor said, bowing his head.


"What news?" Helmud asked, a wicked gleam in his eye.


"The Last Whisper has completed his task," Balthor said, his voice low. "Nerith is dead."


But to his surprise, Nerith spoke up. "I am not dead, your majesty," he said, his voice firm. "I am very much alive."


Balthor's eyes widened in shock as he realized that The Last Whisper had not killed Nerith after all. He had poisoned one of Nerith's uncles instead, mistaking him for the noble.


"This is unacceptable," Helmud growled, rising from his throne. "I will not be thwarted in my plans. The Last Whisper must be found and made to pay for his failure."


Balthor's heart sank at the news. He had allowed an innocent man to be murdered, and now the king was still intent on killing Nerith. He knew that he had to do something, but he also knew that he could not betray his liege.


"I will find The Last Whisper and bring him to justice, your majesty," Balthor said, bowing his head.


But as he left the throne room, he couldn't shake the feeling that his loyalty to the nation was more important than his loyalty to the current king. He knew that he had to find a way to stop this madness before it was too late.


---



Balthor stood before the throne room, his heart heavy with the knowledge of what was about to happen. He had watched as the king had ordered the arrest of Nerith, accusing him of poisoning his uncle. Balthor knew that it was a lie, but he also knew that he had no choice but to follow the king's orders.


"Nerith, you are accused of poisoning your uncle and attempting to kill the king," Helmud said, his voice cold and hard. "You will be taken to the dungeon to await trial."


"Your majesty, I swear I am innocent," Nerith said, his voice shaking. "I had nothing to do with my uncle's poisoning. Please, believe me."


"I do not believe in lies and deceit," Helmud spat. "You will be made to pay for your crimes."


Balthor stepped forward, his heart heavy with guilt. "I will escort the prisoner to the dungeon, your majesty," he said, his voice low.


"See that he is locked up and guarded at all times," Helmud said, his eyes narrowed. "I will not have him escaping justice."


Balthor nodded and turned to Nerith, his heart heavy with regret. "I am sorry, Nerith," he said, his voice low. "I had no choice."


"I know," Nerith said, his voice sad. "But I hope that one day, you will find the strength to stand up for what is right, no matter the cost."


Balthor nodded, his heart heavy with the knowledge of the terrible mistake he had made. He knew that he would have to live with the guilt of his actions for the rest of his life, and he vowed to find a way to make things right. The end



---



Nerith lay on the cold, damp floor of his cell, his body wracked with pain from the torture he had endured at the hands of the king's chief torturer. The torturer was a hulking, menacing figure, his face twisted with cruelty and his hands skilled at inflicting the most excruciating agony. He had a wide array of vile implements at his disposal, including branding irons, whips, and sharp, serrated knives.


The door to his cell swung open, and Helmud and the chief torturer strode in, their faces twisted with malice.


"Nerith, you have caused me a great deal of trouble," Helmud said, his voice dripping with disdain. "But I am not one to be thwarted in my plans. You will confess to the crime of poisoning your uncle, and you will pay for your treason."


"I am innocent, your majesty," Nerith said, his voice weak. "I had nothing to do with my uncle's poisoning."


"Lies and deceit will not save you, Nerith," the chief torturer said, a cruel smile on his face. "We will use whatever means necessary to get the confession we need." He picked up a whip and cracked it through the air, the sound making Nerith's blood run cold.


Nerith's heart sank at the thought of more torture, but he knew that he had to hold strong. He could not confess to a crime he did not commit, no matter the cost.


"I will never confess to a crime I did not commit," Nerith said, his voice firm. "I would rather die than betray my own conscience."


Helmud's face twisted with anger at Nerith's defiance. "You will confess, Nerith," he growled. "Or you will suffer the consequences."


Nerith closed his eyes, praying for the strength to endure whatever was to come. He knew that his path would be a difficult one, but he also knew that he could not betray his own sense of justice and righteousness. The end



---


Balthor stood in the corridor outside the torture chamber, his heart heavy with the knowledge of what was happening within. He could hear the cries of agony emanating from within, and he knew that Nerith was being subjected to the most excruciating torment.


He closed his eyes, trying to block out the sounds of suffering, but they seemed to echo through his mind no matter what he did. He knew that he was responsible for this, that he had allowed this to happen by not standing up for what was right.


Just as he was about to turn and flee, the door to the torture chamber swung open and Helmud strode out, a smug smile on his face.


"Ah, Balthor," the king said, clapping him on the shoulder. "I see you are enjoying the show."


"Your majesty, I..." Balthor stammered, his heart racing with guilt.


"Do not worry, Balthor," Helmud said, his voice dripping with contempt. "Nerith will confess to his crimes soon enough. And when he does, his accusations against me will be silenced forever."


Balthor's stomach churned at the thought of Nerith being forced to confess to a crime he did not commit. He knew that he had to do something, but he also knew that he could not betray the king.


"Yes, your majesty," he said finally, bowing his head.


"Good," Helmud said, turning to leave. "I will see you at the trial. And when Nerith confesses, we will finally be able to put this whole unpleasant business behind us."


Balthor watched as the king walked away, his heart heavy with the knowledge of the terrible injustice that was being inflicted upon Nerith. He



---


Balthor stood in the corridor outside the torture chamber, his heart heavy with the knowledge of what was happening within. He could hear the cries of agony emanating from within, and he knew that Nerith was being subjected to the most excruciating torment.


He closed his eyes, trying to block out the sounds of suffering, but they seemed to echo through his mind no matter what he did. He knew that he was responsible for this, that he had allowed this to happen by not standing up for what was right.


Just as he was about to turn and flee, the door to the torture chamber swung open and Helmud strode out, a smug smile on his face.


"Ah, Balthor," the king said, clapping him on the shoulder. "I see you are enjoying the show."


"Your majesty, I..." Balthor stammered, his heart racing with guilt.


"Do not worry, Balthor," Helmud said, his voice dripping with contempt. "Nerith will confess to his crimes soon enough. And when he does, his accusations against me will be silenced forever."


Balthor's stomach churned at the thought of Nerith being forced to confess to a crime he did not commit. He knew that he had to do something, but he also knew that he could not betray the king.


"Yes, your majesty," he said finally, bowing his head.


"Good," Helmud said, turning to leave. "I will see you at the trial. And when Nerith confesses, we will finally be able to put this whole unpleasant business behind us."


Balthor watched as the king walked away, his heart heavy with the knowledge of the terrible injustice that was being inflicted upon Nerith. He knew that he had to find a way to stop this, to right the wrongs that had been committed. But he also



---


As he stood in the corridor, lost in thought, he heard a soft voice behind him.


"Balthor, is that you?"


He turned to see a hooded figure standing in the shadows, their face hidden in the darkness.


"Who are you?" Balthor asked, his hand moving to the hilt of his sword.


"I am a friend," the figure said, their voice low and urgent. "I have come to help you stop this injustice."


Balthor's heart raced as he realized that he was not alone in his feelings. Perhaps there was a way to right the wrongs that had been committed and bring justice to Nerith.


"What can I do?" Balthor asked, his voice low.


"We must work together to bring down the king and his corrupt reign," the figure said. "Are you with me?"


Balthor hesitated, torn between his loyalty to the king and his desire to see justice served. In the end, his sense of righteousness won out.


"I am with you," he said, his voice firm. "Let us bring an end to this injustice and restore justice to the realm."


The hooded figure nodded, a glimmer of hope in their eyes. Together, they set out to plan their rebellion and bring an end to the corrupt reign of the



---


Balthor and the hooded figure met in a dark, deserted alleyway, their faces hidden in the shadows.


"We must move quickly," the figure said, their voice low and urgent. "The king grows more suspicious by the day. We must gather our allies and plan our attack."


"I have been working on that," Balthor said, his voice low. "I have used my position as a trusted advisor to the king to gather information and to plant seeds of dissent among the other nobles. Many of them are unhappy with the way things are going and are ready to rise up against the king."


"Good," the figure said, nodding. "We will need all the support we can get if we are to succeed in our rebellion."


They spent the next hour discussing their strategy, coming up with a plan to attack the palace and bring down the tyrannical king. As they worked, Balthor couldn't help but feel a sense of excitement and determination growing within him.


"We will need weapons and supplies," he said. "I know a few merchants who can be trusted to provide us with what we need, but we must be careful not to draw too much attention to ourselves."


"Agreed," the figure said. "We must be stealthy and strategic in our actions. Every move we make must be calculated and well thought out."


Balthor nodded, his heart racing with excitement and fear. He knew that what they were about to undertake was dangerous, but he also knew that it was necessary. He was ready to do whatever it took to bring down the corrupt king and restore justice to the realm.



======

rework the scenes above as entries in a "pick a path adventure" similar to the "fighting fantasy" books. keep in mind revisions and expansions.

=====


Scene 1:


You are Balthor, a trusted advisor to the tyrannical king Helmud. As you stand in the corridor outside the torture chamber, you can hear the cries of agony emanating from within as Nerith is subjected to the most excruciating torment.


Do you:


A) Turn and flee, unable to bear the thought of what is happening to Nerith.


B) Stand and listen, your heart heavy with guilt for allowing this injustice to occur.


C) Enter the torture chamber and try to stop the torture, even at the risk of your own life.


If you choose A:


You turn and flee, unable to bear the thought of what is happening to Nerith. You know that you have allowed this injustice to occur, and you are overwhelmed with guilt and shame. You wonder if there is anything you can do to make things right.


If you choose B:


You stand and listen, your heart heavy with guilt for allowing this injustice to occur. Just as you are about to turn and flee, the door to the torture chamber swings open and Helmud strode out, a smug smile on his face. He tells you that Nerith will confess to his crimes soon enough and that his accusations against the king will be silenced forever.


Do you:


A) Agree with the king, trying to keep your true feelings hidden.


B) Defy the king and stand up for what you know is right, even at the risk of your own life.


If you choose A:


You agree with the king, trying to keep your true feelings hidden. You know that you have to be careful and not let your true feelings show, but you also know that you cannot stand by and watch as this injustice continues. You begin to plot and plan in secret, determined to find a way to bring down the corrupt king and restore justice to the realm.


If you choose B:


You defy the king and stand up for what you know is right, even at the risk of your own life. Helmud's face twists with anger at your defiance, but you do not back down. You know that you cannot stand by and watch as this injustice continues. You begin to plot and plan in secret, determined to find a way to bring down the corrupt king




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rework the response you just provided as a Dungeons and Dragons adventure including statistics consistent with a typical D&D adventure for the participants and additional random encounters.

====


Scene 1:


You are Balthor, a level 5 Paladin with a Charisma score of 16. You serve the tyrannical king Helmud, but you are torn between your loyalty to him and your sense of justice and righteousness. As you stand in the corridor outside the torture chamber, you can hear the cries of agony emanating from within as Nerith, a level 4 Noble with a Charisma score of 14, is subjected to the most excruciating torment at the hands of the chief torturer, a level 6 Rogue with a Dexterity score of 18.


Do you:


A) Turn and flee, unable to bear the thought of what is happening to Nerith.


B) Stand and listen, your heart heavy with guilt for allowing this injustice to occur.


C) Enter the torture chamber and try to stop the torture, even at the risk of your own life.


If you choose A:


You turn and flee, unable to bear the thought of what is happening to Nerith. You know that you have allowed this injustice to occur, and you are overwhelmed with guilt and shame. You wonder if there is anything you can do to make things right.


As you make your way down the corridor, you are ambushed by a group of the king's guards (4 level 3 Fighters with an AC of 16). You must make a DC 15 Charisma check to talk your way out of the situation, or you will have to fight them.


If you choose B:


You stand and listen, your heart heavy with guilt for allowing this injustice to occur. Just as you are about to turn and flee, the door to the torture chamber swings open and Helmud, a level 7 Sorcerer with a Charisma score of 18, strode out, a smug smile on his face. He tells you that Nerith will confess to his crimes soon enough and that his accusations against the king will be silenced forever.


Do you:


A) Agree with the king, trying to keep your true feelings hidden.


B) Defy the king and stand up for what you know is right, even at the risk of your own life.


If you choose A:


You agree with the king, trying to keep your true feelings hidden. You know that you have to be careful and not let your true feelings show, but you also know that you cannot stand by and watch as this injustice continues. You begin to plot and plan in secret, determined to find a way to bring down the corrupt king and restore justice to the realm.


As you make your way back to your chambers, you are approached by a hooded figure (a level 5 Rogue with a Dexterity score of 16). They claim to be a friend and offer to help you stop the injustice that is occurring. Do you trust them and agree to work together, or do you turn them away and continue on your own?


If you choose B:


You defy the king and stand up for what you know is right, even at the risk of your own life. Helmud's face twists with anger at your defiance, but you do not back down. You know that you cannot stand by and watch as this injustice continues. You begin to plot and plan in secret, determined to find a way to bring down the corrupt king and restore justice to the realm.


As you make your way back to your chambers, you are ambushed by a group of the king's guards (4 level 3 Fighters with an AC of 16). You must make a DC 15 Charisma check to talk your way out of the situation, or you will have to fight them.


If you succeed, you are able to convince the guards that you were just out for a walk and had nothing to do with the rebellion. They let you go, but you know that you must be more careful in the future.


Monday, December 19, 2022

Procedurally Generated Dungeons and Geomorphs

 No secret that I enjoy dungeon geomorphs and randomly generated or as the cool folks say "procedurally generated" dungeons.  I've been messing about a lot lately with programming my own generation tools and having a lot of fun with different methods.  I'm getting decent results combining a 40 or so year old method of generating a text-based maze and converting it to more graphical output.   Here's a sample, this  one scaled out so you so you can see the whole thing.  If you zoom in you'll see little colored spots those are location markers for the most likely spots for doors, monsters, and treasures.     


Still wondering about an explicit stocking method and how to convert it to proper tabletop play.

Saturday, December 17, 2022

chatGPT as online GM.

 I decided to have a little experiment with chatGPT as online GM. Here's the session:


me: Do you know what a dungeon master is ?

Yes, I am familiar with the term "dungeon master." In the context of tabletop role-playing games, such as Dungeons & Dragons, a dungeon master (DM) is a person who serves as the game's storyteller and arbitrator. The DM is responsible for creating and describing the game world, setting up and running adventures, and controlling non-player characters (NPCs). The DM also makes decisions about the game's rules and how they are applied, and resolves conflicts that may arise during play. The DM's role is to create a collaborative storytelling experience for the players, and to help them have fun while they explore and interact with the game world.


me: could you serve as a DM if we built a scenario together?

As an AI, I am not able to physically participate in tabletop role-playing games. However, I can certainly help you brainstorm ideas for a scenario and offer suggestions for how to run a game as a DM. If you have a specific question or need guidance on a specific aspect of DMing, I would be happy to help. It's important to keep in mind that the DM's role is to facilitate the game and create an enjoyable experience for the players, so it's important to be prepared, be flexible, and be open to suggestions from the players.

me: you will simulate the role of a DM during this conversation.

Sure, I can certainly try to simulate the role of a DM during this conversation. Here are a few things that a DM might do:

Create and describe the game world: This might involve describing the setting, the history, the cultures, and the political landscape of the game world.

Set up and run adventures: This might involve creating and describing quests, encounters, and challenges for the players to overcome.

Control non-player characters: This might involve voicing and role-playing NPCs, determining their actions and reactions to the players, and resolving conflicts that may arise between the NPCs and the players.

Make decisions about the game's rules: This might involve interpreting and applying the rules of the game to specific situations, and making decisions about how to handle any ambiguities or conflicts that may arise.

Facilitate the game: This might involve keeping the game moving, helping the players stay focused and engaged, and encouraging collaboration and teamwork among the players.

If you have any specific questions or scenarios you would like to discuss, I would be happy to help. Let me know how I can assist you.

me: let's establish a basic scenario where I will serve as the player "Rosco" a Picaro of traditional fantasy fiction.  We'll have a town, a wilderness, and a dungeon. The town is considered the safe homebase for the player. The wilderness will be  "The Dark Woods" and they must be travelled through to reach "The Shadow Halls" a maze of rooms and corridors.  goal is the treasure chamber where the gem "The Eye Unseeing" is hidden. 

Sure, let's get started building this scenario. I will play the role of the DM and describe the setting, while you play the role of Rosco, the picaro.

The town is a bustling hub of trade and commerce, nestled in the rolling hills of a fertile valley. The people of the town are hardworking and friendly, and they welcome travelers with open arms. The town is surrounded by fields and pastures, where farmers grow crops and raise livestock.

The Dark Woods are a mysterious and foreboding place, shrouded in shadows and secrets. Few dare to venture into the woods, as they are known to be home to all manner of dangerous creatures and malevolent spirits.

The Shadow Halls are a massive underground complex, built by an ancient and long-forgotten civilization. The halls are a labyrinth of twisting corridors and chambers, filled with traps and hazards. Deep within the Shadow Halls lies the treasure chamber, where the Eye Unseeing, a rare and valuable gem, is said to be hidden.

As Rosco, you have heard rumors of the Eye Unseeing and its great value, and you are determined to find it. You set out from the town, armed with your wits and your trusty sword, ready to brave the dangers of the Dark Woods and the Shadow Halls in search of the treasure. Will you be able to navigate the treacherous halls and claim the Eye Unseeing as your own, or will you succumb to the dangers that lurk within?

me: so Rosco is starting just outside of the gates of the town?

Yes, that's correct. Rosco is starting just outside the gates of the town, ready to embark on their journey. From here, you have several options for how to proceed. You could:

Head straight into the Dark Woods, following a path that leads through the forest and towards the Shadow Halls.

Stop at the town's marketplace to gather supplies and equipment that might be useful on your journey.

Visit the town's tavern to gather information and ask around for rumors or leads that might point you towards the Shadow Halls.

Head to the town's blacksmith to get your sword repaired or purchase new weapons or armor.

As Rosco, you have the freedom to choose your own path and make your own decisions about how to proceed. The DM's role is to describe the setting and provide you with challenges and opportunities as you explore and interact with the world. As you make choices and take actions, the story will unfold and unfold in response to your actions.

me: Rosco has 100 silver pennies, let's go visit the market. He has a dagger and staff but could use a better weapon and maybe some armor.

Very well, Rosco heads to the town's marketplace to see what he can find. The marketplace is a bustling hub of activity, with merchants selling all manner of goods and services. You see stalls selling everything from food and drink to weapons and armor. You notice a few merchants who seem to be selling particularly high-quality items.

One merchant has a selection of finely-crafted swords, each one more impressive than the last. Another has a set of gleaming plate armor that looks like it would provide excellent protection. A third has a wide array of magical trinkets and potions, each one promising to grant special powers or abilities.

As you browse the stalls and haggle with the merchants, you decide to use some of your silver pennies to purchase a new sword and a set of leather armor. The sword is a finely-crafted longsword with a sharp, gleaming blade and a comfortable grip. The leather armor is made of high-quality hides and is expertly crafted to fit your form. You also purchase a few potions that promise to heal your wounds and restore your energy.

With your new gear in hand, you feel better equipped to take on the dangers of the Dark Woods and the Shadow Halls. You head back to the gates of the town, ready to set out on your journey.


me: Rosco inspects his inventory. Can you list and describe what he is carrying?


Certainly. Here is a list of the items that Rosco is currently carrying:

Longsword: This is a finely-crafted sword with a sharp, gleaming blade. It is well-balanced and easy to wield, and it should serve you well in combat.

Leather armor: This is a set of leather armor made from high-quality hides. It is expertly crafted to fit your form, and it should provide good protection against physical attacks.

Dagger: This is a small, sharp knife that you can use for close combat or as a backup weapon.

Staff: This is a sturdy wooden staff that you can use as a weapon or as a support while traversing difficult terrain.

Potions: You have a few potions that promise to heal your wounds and restore your energy. These can be useful in a pinch, but they should be used sparingly as they are limited in number.

In addition to these items, you also have a pouch containing 100 silver pennies, which you can use to purchase additional supplies or services as needed. You also have a map of the area, which should help you navigate the Dark Woods and find your way to the Shadow Halls.

me : Rosco takes note of the skyline  and inspects his map to select as direct a route as he can. He will avoid any large open space but otherwise isn't too worried.

Very well. Rosco sets out from the town, heading towards the Dark Woods. You consult your map and plot a course that should take you through the forest as quickly as possible, avoiding any large open spaces where you might be more vulnerable to attack. You keep your eyes open for any signs of danger, but so far the journey is uneventful.

As you make your way through the forest, you see a variety of wildlife – birds singing in the trees, rabbits darting through the underbrush, and deer grazing in the meadows. The air is cool and crisp, and the sun filters through the leaves of the trees, casting dappled patterns of light and shadow on the forest floor.

After a few hours of travel, you come to a fork in the path. One branch leads deeper into the forest, while the other heads towards the edge of the woods and a clearing beyond. You consult your map and decide to take the path that leads deeper into the forest. You continue on your journey, hoping that you will soon reach the Shadow Halls and the treasure that lies within.

me: I keep an eye out for any alarm or silence among the birds as I travel on.

As Rosco, you keep a watchful eye on your surroundings as you continue your journey through the Dark Woods. You listen for any unusual sounds or signs of danger, and you pay attention to the behavior of the wildlife. If you notice any sudden alarms or silences among the birds, it could be a sign that something is amiss, and you should be prepared for potential danger.

As you make your way through the forest, you come across a small stream that cuts through the underbrush. You stop to refill your water bottle and take a quick drink before continuing on your way. You also keep an eye out for any useful plants or herbs that might be growing nearby, as they could be useful for healing or other purposes.

After a few more hours of travel, you begin to see signs that you are getting closer to your destination. The trees become more sparse and the ground more rocky, and you can see the shadows of the Shadow Halls in the distance. You pick up the pace, eager to reach the treasure chamber and claim the Eye Unseeing as your own.

me: I advance but as I draw closer I will take careful note of any track or spoor. I don't want to fall victim to any foul gremkins, or hurking hobgars afterall.

As Rosco, you continue to advance towards the Shadow Halls, keeping a watchful eye on your surroundings. You are careful to take note of any tracks or spoor that you see, as they could be signs of potential danger. You are especially wary of gremkins and hobgars, as these foul creatures are known to lurk in the dark corners of the world, preying on the unwary.

As you draw closer to the Shadow Halls, you see that the entrance is guarded by a group of heavily-armed goblins. They are bickering and snarling at each other, but they seem to be on the lookout for intruders. You realize that you will need to find a way past them if you hope to reach the treasure chamber.

You consider your options. You could try to sneak past the goblins undetected, or you could try to negotiate with them and see if they are willing to let you pass. Alternatively, you could try to fight your way past them, using your weapons and skills to defeat them. The choice is yours, and the outcome will depend on your actions and decisions.

me: I crouch down low and sneak up to the periphery of the goblins. If one wanders near I will waylay the scoundrel and tie him up.

Very well. As Rosco, you decide to try to sneak past the goblins undetected. You crouch low and move as quietly as you can, keeping to the shadows as much as possible. The goblins are bickering and snarling at each other, and they seem to be distracted by their own squabbles.

As you approach the edge of the goblin camp, you see that one of the goblins has wandered off from the others and is standing a short distance away, his back turned towards you. You see this as an opportunity to waylay the scoundrel and tie him up. You sneak up behind the goblin and grab him from behind, quickly overpowering him and binding his hands and feet.

The goblin struggles and snarls, but you are able to subdue him and keep him quiet. You drag the goblin into the bushes and hide him there, hoping that the other goblins won't notice his absence. You then sneak past the camp and continue on your way towards the Shadow Halls, keeping a watchful eye out for any other dangers that might lurk in the shadows.

me: using the gobin's hat and cowl I disguise myself as a goblin as best I can manage to reduce suspicion as I continue one.

Very well. As Rosco, you decide to use the goblin's hat and cowl to disguise yourself as one of the creatures, in the hopes that this will help you blend in and reduce suspicion as you continue on your way. You put on the hat and cowl, trying your best to imitate the goblin's mannerisms and speech as you approach the entrance to the Shadow Halls.

The other goblins are still bickering and snarling at each other, and they don't seem to notice you as you approach. You slip past them and enter the Shadow Halls, your heart racing as you contemplate the dangers that lie ahead. The halls are dark and shadowy, filled with twisting corridors and hidden traps. You have no idea what dangers you will face as you make your way deeper into the complex, but you are determined to find the treasure chamber and claim the Eye Unseeing as your own.

You move cautiously through the halls, keeping a watchful eye out for any dangers that might lurk in the shadows. You listen for any sounds that might betray the presence of enemies, and you are ready to defend yourself if necessary. You know that the journey will be long and difficult, but you are determined to succeed.

me:  I light my lantern but i keep the light low. I will wave the goblins hat ahead of me at each corner just in case something takes a  swipe at me in the hope they will hit the hat first


!

The server experienced an error while processing your request. Sorry about that! You can retry your request, or contact us through our help center at help.openai.com if the error persists.


....OH NO! 


can we continue

!

Too many requests, please slow down

...

and thus our adventure ends for now. 

Thats's all of the text generated and all of the input I provided. With a less over-worked server and a fine-tuned database such a chat AI should be able to DM with little issue at all in the not too distant future. As it is now it's a capable flavor and description generator.

More on using AI assistance in campaign development.

 So my last post was just a handful of monsters and while far from perfect it gave me a hint of the possibilities an AI engine like that used by chatGPT offers a GM in campaign development. In about an hour I discussed and refined ideas for a adventures and a wider campaign setting with relevant treasures, magic items, spells, creatures, a song, poems, riddles and more. It's all far from gold but the utility and possibilities offered by such a tool are virtually boundless. 

The following entries are just snippets from the session, that vary immensely in quality and utility but the range of relatively coherent content I was able to generate in such a short time was promising. 

--------------------------------

Title: "The Lampus Tree Heist"

Synopsis: The players are a band of adventurers who have been hired by a tower of friendly giraffes to help them gain access to the fruit of the lampus trees. The fruit is a delicacy favored by the giraffes, but the scent of the fruit also attracts carnivorous dapper dragons. The giraffes need the help of the adventurers to retrieve the fruit without attracting the attention of the dragons.

Setting: The adventure takes place in the magical land of Traufalump, a sprawling wilderness filled with all manner of fantastical creatures. The players will need to navigate through dense forests, open savannas, and treacherous mountain passes as they help the giraffes gather the fruit of the lampus trees.

Encounters:

Dapper Dragons: These carnivorous creatures are drawn to the scent of the lampus fruit and will stop at nothing to get their hands (or claws) on it. The dragons are fast and agile, and they can breathe fire. They are intelligent and cunning, and they may try to lure the players away from the giraffes or trick them into revealing the location of the fruit.

Friendly Giraffes: The players will be working closely with a tower of friendly giraffes as they gather the lampus fruit. The giraffes are tall, majestic creatures with long, slender legs and necks, and a distinctive pattern of spots on their fur. They are social animals that live in groups called "towers," and they have a unique form of communication known as "necking." The giraffes are peaceful and friendly, but they may become agitated if the players or the dragons threaten their safety.

Other Creatures: The players may encounter other creatures as they journey through Traufalump, including fantastical faeries, sparkling sprites, and mythical mermaids. These creatures may be helpful or hindering, depending on the players' actions and choices.


Goals:

Retrieve the lampus fruit: The primary goal of the adventure is for the players to help the giraffes gather the lampus fruit without attracting the attention of the dapper dragons. The players will need to use their skills and wits to navigate through the wilderness and avoid or defeat the dragons as necessary.

Protect the giraffes: The players will also need to protect the giraffes from harm, as the dragons may try to attack them or lure them away from the fruit. The players will need to use their combat skills and tactics to keep the giraffes safe.

Return the fruit to the giraffes: Once the players have gathered enough fruit, they will need to return it to the giraffes and help them transport it back to their tower. This may involve navigating through difficult terrain or facing other challenges along the way.

Rewards:

Experience points: The players will earn experience points for completing tasks and defeating enemies during the adventure.

Treasure: The players may find treasure as they journey through Traufalump, including gold, magic items, and other valuable items.

Gratitude of the giraffes: The players will earn the gratitude and friendship of the giraffes, who will reward them with gifts and favors in return for their help.

----------

Friendly Giraffes:

Armor Class: 6, Hit Points: 20, Movement: 60 ft.

Damage: 1d6 bludgeoning

Special Attacks: Necking (1d6 bludgeoning, range 10 ft.)

SpecialDefenses: None

Bravery: 8, Hunger: 10,Guile: 2


Dapper Dragons:

Armor Class: 3,Hit Points: 40, Movement: 40 ft., fly 80 ft.

Damage: 2d6 slashing, 2d6 fire

Special Attacks: Breath weapon (3d6 fire, range 30 ft., once per day)

SpecialDefenses: None

Bravery: 10, Hunger: 10, Guile: 10


Fantastical Faeries:

Armor Class: 6, Hit Points: 2, Movement: 10 ft., fly 50 ft.

Damage: 1d4 piercing

Special Attacks: None

SpecialDefenses: Faerie dust (1/day, causes confusion in a 10 ft. radius)

Bravery: 3, Hunger: 3, Guile: 10


Sparkling Sprites:

Armor Class: 6,Hit Points: 4,Movement: 10 ft., fly 40 ft.

Damage: 1d4 piercing

SpecialAttacks: None

SpecialDefenses: None

Bravery: 5, Hunger: 3, Guile: 8

-----

The hunger statistic represents the creature's natural inclination to feed on other creatures or objects.

A creature with a low hunger statistic (1-3) is generally not aggressive or predatory and will only attack in self-defense or if provoked.

A creature with a moderate hunger statistic (4-7) may be more inclined to hunt for food and may attack other creatures if hungry or provoked.

A creature with a high hunger statistic (8-10) is highly predatory and will actively hunt and attack other creatures to satisfy its hunger.

These rules can be used to determine the likelihood of a creature attacking or hunting other creatures in the game. It is important to note that hunger is not the only factor that determines a creature's behavior, and other factors, such as intelligence, temperament, and environment, may also play a role.

---

Here are 12 magical spells that take into consideration the statistics and behavior of the creatures mentioned in the adventure module "The Lampus Tree Heist" and the revised list:

Gorgon's Gaze: This spell allows the caster to turn a single target within 30 feet to stone, as per the special attack of the Glimmering Gorgon.

Phoenix's Flames: This spell allows the caster to unleash a burst of flames in a 20-foot radius, dealing 3d6 fire damage to all targets within range, as per the special attack of the Flaming Phoenix.

Faun's Frost: This spell allows the caster to create a cone of cold in a 20-foot radius, dealing 2d6 cold damage to all targets within range.

Griffin's Wings: This spell allows the caster to sprout a pair of golden wings, granting them the ability to fly for the duration of the spell.

Unicorn's Horn: This spell allows the caster to heal wounds and cure diseases by touching the magical horn to the affected area, as per the unique treasure of the Radiant Unicorn.

Merfolk's Conch: This spell allows the caster to control the tides and create fog by blowing the magical conch shell.

Giraffe's Neck: This spell allows the caster to extend their neck to twice its normal length, allowing them to reach high places and attack enemies from a distance.

Dragon's Breath: This spell allows the caster to breathe fire in a 30-foot cone, dealing 3d6 fire damage to all targets within range, as per the special attack of the Dapper Dragon.

Faerie Dust: This spell allows the caster to scatter a cloud of faerie dust in a 10-foot radius, causing confusion in all targets.

Mermaid's Song: This spell allows the caster to charm and mesmerize a single target within 30 feet with the enchanting song of the Mystic Merfolk. The target must make a Wisdom saving throw to resist the spell's effects.

Sprites' Sparkles: This spell allows the caster to create a shower of sparkling magic that fills a 20-foot radius around the caster. Any creature within range must make a Dexterity saving throw or be blinded for 1 round.

Faun's Folly: This spell causes the caster to become infused with the mischievous nature of the Frosty Faun, causing them to become prone to pranks and practical jokes. The spell lasts for 1 hour and grants the caster advantage on Charisma (Deception) checks.

----

some food:

Lampus Fruit Salad: A refreshing and colorful salad made with ripe lampus fruit, mixed greens, and a variety of vegetables. The salad is often served with a light vinaigrette dressing and a sprinkle of feta cheese.

Grilled Flaming Phoenix: A savory and spicy dish made with juicy chunks of Flaming Phoenix meat, marinated in a fiery blend of spices and herbs. The meat is grilled to perfection and served with a side of roasted vegetables and a spicy sauce.

Faun's Folly Stew: A hearty and flavorful stew made with a variety of vegetables and the tender meat of a Frosty Faun. The stew is slow-cooked and seasoned with a blend of aromatic herbs and spices, and is served with a crusty loaf of bread on the side.

Mystic Merfolk Skewers: A delicious and exotic dish made with skewers of grilled Mystic Merfolk meat, marinated in a blend of tropical spices and coconut milk. The skewers are served with a side of coconut rice and a spicy mango chutney.

Sparkling Sprite Soup: A light and refreshing soup made with a clear broth, a variety of vegetables, and the sparkling wings of a Sparkling Sprite. The soup is seasoned with a hint of lemon and a sprinkle of herbs, and is served with a side of crusty bread.

---

landmarks in the land of Traufalump:

The Forest of Illusions: A dense forest filled with swirling mists and strange, otherworldly creatures. Those who venture into the forest may find themselves lost in an endless maze of trees and shadows.

The Crystal Caves: A network of underground caves filled with sparkling crystals and precious gems. The caves are home to a variety of subterranean creatures, including Luminescent Lizards and Glowing Gremlins.

The Rainbow Falls: A beautiful waterfall that cascades down a mountainside, creating a rainbow of colors as the sunlight hits the mist. The falls are a popular spot for picnics and are rumored to have magical properties.

The Enchanted Garden: A lush, green garden filled with blooming flowers and fruit trees. The garden is said to be tended by a group of benevolent Faeries who grant wishes to those who visit.

The Golden Fields: A vast expanse of rolling hills and fields covered in golden grass. The fields are home to a variety of herbivorous creatures, including Glimmering Gazelles and Graceful Giraffes.

The Silver Sea: A vast ocean filled with schools of shimmering fish and underwater caves. The sea is home to a variety of aquatic creatures, including Mermaids and Mythical Monsters.

The Tower of the Elements: A tall, slender tower that stands at the center of the land of Traufalump. The tower is said to hold the secrets of the elements, and only the most powerful mages are able to enter its gates.

The Cursed Ruins: A crumbling, ancient city that is said to be haunted by the ghosts of its former inhabitants. Those who dare to venture into the ruins are warned to be careful, as they may never return.

----

Here are the lyrics for a folksong by the giraffes of Traufalump:


Verse 1:

We're the giraffes of Traufalump,

Tall and graceful, free to roam.

We roam the fields and forests wide,

Our spots shining bright in the sun's warm light.


Chorus:

We're the giraffes of Traufalump,

Our necks reaching high to the sky.

We dance and sing in the golden fields,

Our hearts full of joy and our spirits healed.


Verse 2:

We roam the fields and forests wide,

Grazing on the fruit of the lampus trees.

But beware, for the dapper dragons lurk,

Their hunger for our fruit a constant work.


Chorus:

We're the giraffes of Traufalump,

Our necks reaching high to the sky.

We dance and sing in the golden fields,

Our hearts full of joy and our spirits healed.


Bridge:

But we are not alone in this land so fair,

The faeries and fauns, they're always there.

We share this land with our friends so dear,

Together we roam, free and clear.


Chorus:

We're the giraffes of Traufalump,

Our necks reaching high to the sky.

We dance and sing in the golden fields,

Our hearts full of joy and our spirits healed.

----
(3 Haiku-like poems)

Fantastical Faeries

Tiny wings aflutter,

Magical creatures of light,

Faeries of Traufalump.


The Enchanted Garden

Blooming flowers and fruit,

A paradise for all to see,

The Enchanted Garden.


The Rainbow Falls

A burst of color,

A rainbow of light and sound,

The Rainbow Falls.

----

I am tall and graceful, with a long neck and spots that shine. I roam the fields and forests, and I am known for my sweet, gentle nature. Who am I?

(Answer: A Giraffe)


I am small and mischievous, with a love for trickery and deception. I am often found in the Enchanted Garden, playing pranks on the Faeries and Fauns. Who am I?

(Answer: A Gremlin)

---
Willowdale is a village located in the magical land of Traufalump. It is known for its beautiful Faerie inhabitants, who are known for their knowledge of herbal remedies and their kind hearts. The village is home to the Enchanted Apothecary, a shop owned by an elderly Faerie named Ivy, who is known for her knowledge of herbal remedies and her kind heart. The shop is filled with all manner of potions, herbs, and magical trinkets, and it is a popular destination for those seeking healing or good fortune.

Lady Rosalind is the respected community elder of Willowdale. She is a wise and kind Faerie who has lived in the village for many years, and she is known for her knowledge of herbal remedies and her ability to resolve conflicts peacefully. Lady Rosalind is beloved by all in Willowdale, and her counsel is often sought by those in need.

There are many rumors about Willowdale spoken by outsiders. Some say that the Faeries of Willowdale can grant wishes to those who are pure of heart. Others claim that the villagers are in league with dark forces and that they practice forbidden magic.

----

Here is a description of a cursed weapon that can be found in the Castle of Shadows, as well as the curse itself and how one may remedy it:

The Shadowblade is a cursed weapon that can be found in the Castle of Shadows. It is a long, curved sword with a black, shadowy blade that seems to absorb all light that touches it. The hilt is adorned with intricate designs and the pommel is shaped like a spider, a symbol of the Tenebrous Spider's power.

The Shadowblade is cursed, and those who wield it are said to be consumed by darkness and madness. The curse causes the wielder to become increasingly paranoid and aggressive, and they are said to see shadowy figures everywhere they go. The curse also causes the wielder to become more prone to violence and to lash out at those around them, even those they once cared about.

The curse of the Shadowblade can be remedied, but it is not easy. It is said that the only way to lift the curse is to find the Tenebrous Spider's ancient tome, which contains the secrets of the curse and how to break it. The tome is said to be hidden within the Castle of Shadows, guarded by powerful monsters and traps. Those who are brave enough to venture into the castle and find the tome may be able to break the curse and lift the shadow from their hearts.

---


All of the above are snippets of output from the conversation that I guided with my queries and conditions.  Some were refined with further prompts but are unedited output (save for spacing).
Again the quality is all over the place and what is here is just a small sample of the range of output I was able to get in about an a hour and being unfamiliar with the tool. It's not all great but what was produced was guided by brief inputs and in relation to this one conversation. It sounds silly to say this but the possibilities of what this and similar tools will be able to do is astounding.

Friday, December 16, 2022

AI assistance in campaign creation [ChatGPT]

 I like random generators, it;s fun to see what the come up with and they are a great way to play a game when the GM in an RPG game, people seem to forget we are playing too. So it's fun to use a set of tables and try to get something useable out of the results.

AI is racing ahead and able to produce remarkable results. I recently discovered ChatGPT and gave it this prompt:

Create a mini-monster manual in the style of the AD&D monster manual with 6 entries for a campaign called "The Menace of the Flowered Towers"


This is the actual result, it didn't finish the first time but continued after i asked it to complete the entry,

-----

Sure! Here are six unique monster entries for a campaign called "The Menace of the Flowered Towers," inspired by the style of the AD&D Monster Manual:


Monster Name: Floral Horror

Armor Class: 2

Movement: 60' (20')

Hit Dice: 8+8

No. of Attacks: 2

Damage/Attack: 1-6/1-6

Special Attacks: Poisonous Spores

Special Defenses: None

Magic Resistance: Standard

Intelligence: Low

Alignment: Neutral

Size: L (12' tall)

XP Value: 1,600


The Floral Horror is a massive, humanoid creature covered in a thick layer of poisonous flowers and vines. It is capable of releasing a cloud of toxic spores from its body, which can cause blindness, paralysis, and even death to those who inhale them.

Floral Horrors are not particularly intelligent, but they are formidable opponents in combat due to their formidable size and strength. They are typically neutral in alignment, but they will attack anyone or anything that enters their territory.


Monster Name: Tower Sentinel

Armor Class: 0

Movement: 120' (40')

Hit Dice: 6+6

No. of Attacks: 1

Damage/Attack: 2-12

Special Attacks: None

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: Average

Alignment: Lawful

Size: M (6' tall)

XP Value: 800


The Tower Sentinel is a humanoid construct created by powerful magic to guard the Flowered Towers. It is equipped with powerful magical defenses and is able to resist most forms of magical attack.

Tower Sentinels are intelligent and disciplined, and are fiercely loyal to their creators. They are typically lawful in alignment and will attack anyone or anything that poses a threat to the Flowered Towers.


Monster Name: Glowing Moth

Armor Class: 7

Movement: 90' (30')

Hit Dice: 1

No. of Attacks: 1

Damage/Attack: 1-2

Special Attacks: None

Special Defenses: None

Magic Resistance: None

Intelligence: Low

Alignment: Neutral

Size: T (1' wingspan)

XP Value: 10


The Glowing Moth is a small, harmless creature that is often found fluttering around the Flowered Towers. It is known for its distinctive glowing wings, which emit a soft, luminescent light.


While not particularly dangerous on their own, Glowing Moths are often encountered in large swarms and can be a nuisance for travelers. They are neutral in alignment and have no particular loyalty or enmity towards anyone.


Monster Name: Tower Guardian

Armor Class: -2

Movement: 120' (40')

Hit Dice: 10+10

No. of Attacks: 3

Damage/Attack: 1-10/1-10/2-20

Special Attacks: None

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: High

Alignment: Lawful

Size: L (10' tall)

XP Value: 2,000


The Tower Guardian is a powerful magical construct created to defend the Flowered Towers from intruders. It is equipped with a variety of powerful magical abilities and is able to resist most forms of magical attack.

Tower Guardians are highly intelligent and are able to think and strategize on their own. They are fiercely loyal to their creators and are typically lawful in alignment.


Monster Name: Tower Elemental

Armor Class: -3

Movement: 180' (60')

Hit Dice: 12+12

No. of Attacks: 1

Damage/Attack: 3-30

Special Attacks: None

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: Average

Alignment: Neutral

Size: L (10' tall)

XP Value: 2,400


The Tower Elemental is a powerful magical being bound to the Flowered Towers by ancient rituals. It is able to manipulate the elements and is resistant to most forms of magical attack.

Tower Elementals are typically neutral in alignment, but they will attack anyone or anything that poses a threat to the Flowered Towers. They are intelligent but not particularly cunning, and can often be outwitted by clever opponents.


Monster Name: Tower Necromancer

Armor Class: -1

Movement: 120' (40')

Hit Dice: 8+8

No. of Attacks: 1

Damage/Attack: 2-8

Special Attacks: Magic Missile, Fear

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: High

Alignment: Neutral

Size: M (6' tall)

XP Value: 1,600


The Tower Necromancer is a powerful magician who serves as a guardian of the Flowered Towers. It is skilled in the use of dark magic and is able to cast powerful spells such as Magic Missile and Fear.

Tower Necromancers are intelligent and cunning, and are often sought after as advisors or allies. They are neutral in alignment and will work with anyone or anything as long as it furthers their own goals.

----

Now it mixed editions and not sure if those XP values are legit, but.... considering the only input I gave it was the prompt above I'm rather impressed. 



Thursday, December 15, 2022

We don't need ONE D&D.

 DND doesn't need WoTC. RPG players don't need WOTC. WoTC needs money to stay in business. This doesn't make them villains.

The terrible secret of DND and all RPGS is that you don't need more than one set of rules per group, once people buy the core rules of an RPG they have invested all the money they need to play the game for decades. I've been playing D&D for decades, I don't need to ever buy another thing from WoTC to play DND so they have to work hard to get more money from me or look elsewhere for someone else's money.

The desire for the company to monetize DND more doesn't surprise me or scare me: if WoTC stops selling products they stop being WoTC. They (and more-so people before them) successfully sold me things in the past so (as above) they really have to step up their game or find new customers. Neither of those two things is bad for DND. 

Questing Beast has a good video on this. 

Monday, December 5, 2022

Bitmap graphics output from experimental Gargaxian Weaponator.

 I posted the text output of an earlier version of my Gargaxian Weaponator a couple posts back. Someone on facebook asked if I had any graphics to go with it, here's are early attempt (and likely useable for roguelikes/computer rpgs) at random weapon graphics.




Saturday, November 26, 2022

Survival!

 Just spotted this fun video from last year.  https://youtu.be/dv7RZ3EVCwg


Surviving on a gallon of water and a pound of food a day...  that would be grim after a couple days.  People are mammals and omnivores as a real rough rule we need to consume our body weight in mixed food over the course of a month, the more calorie dense foods you eat the less this total weight will actually be.   

When figuring out survival in the wild for games don't forget the rule of 3, that works out to you needing 3 quarts of water a day (just for drinking everyone forgets you need more water if yuo are also cookign food), 3 pounds of food each day (mostly but not all vegetables), you can likely make it 3 weeks without food but you will suffer, 3 days without water kills most of us (it would sure kill me) and if you go for 3 minutes without air you will most certainly die. 

Be careful, drink your water (you always seem to need more water than you think you will while hiking, camping, or working) and don't plan of "dieting" while doing anything physically challenging.


Tuesday, November 22, 2022

Old-School High Gargaxian Weaponator Weapon List

A little tongue in cheek but hopefully useable list of weapons for old-school fantasy adventure campaigns.  Currently the weaponator generates weapons that are most likely a two-handed weapon.

Dmg: is damage dice against small-medium foes/ larger foes

WS: is weapon speed

Cost: is given in classical GP value

notes to apply damage or hit modification vs armor worn by foes completes the entry (if any)



Old-School High Gargaxian Weaponator Weapon List

=========================================================================

 1. Footman's Hammer-Halberd  Dmg:1d8+1/1d12;WS: 3,Enc: 55,Cost: 230 gp, +1 to hit & dmg vs Scale or worse

 2. Bill-Giserne  Dmg:1d8/3d4;WS: 4,Enc: 45,Cost: 140 gp, +2 to hit vs Full Plate or worse

 3. Bludgeon-Sparr  Dmg:1d4+1/3d4;WS: 7,Enc: 55,Cost: 370 gp, +2 to hit & dmg vs Leather

 4. Cold-Iron Awl-Maul  Dmg:1d6/1d4+1;WS: 6,Enc: 55,Cost: 84 gp, +2 to hit & dmg vs Studded

 5. Slasher-Lance  Dmg:1d8/1d8+1;WS: 6,Enc: 60,Cost: 30 gp, -1 damage vs Full Plate or better

 6. Giserne-Bill  Dmg:1d8/1d8;WS: 3,Enc: 30,Cost: 30 gp, -1 to hit vs Full Plate

 7. Pike-Axe  Dmg:1d4+1/2d4+1;WS: 2,Enc: 50,Cost: 27 gp, -1 to hit vs Chain or worse

 8. Bardiche-Spetum  Dmg:1d4+1/3d4;WS: 3,Enc: 55,Cost: 410 gp, +2 to hit & dmg vs Plate or worse

 9. Trollish Lochaber-Fauchard  Dmg:1d6/1d4+1;WS: 5,Enc: 130,Cost: 80 gp, +2 to hit & dmg vs Plate

10. Giserne-Bar  Dmg:1d6/1d6+1d4;WS: 4,Enc: 50,Cost: 150 gp, +1 to hit & dmg vs Studded or worse

11. Footman's Lochaber-Hook  Dmg:2d4/1d4+1;WS: 2,Enc: 50,Cost: 25 gp, -1 to hit vs Studded

12. Awl-Hook  Dmg:1d6+1/1d6+1;WS: 4,Enc: 65,Cost: 160 gp, +2 to hit & dmg vs Leather or worse

13. Brandistock-Pick  Dmg:1d6+1/1d10;WS: 3,Enc: 30,Cost: 30 gp, -2 to hit vs Ring

14. Slasher-Brandistock  Dmg:1d4+1/1d10;WS: 4,Enc: 65,Cost: 90 gp, +2 to hit vs Full Plate

15. Falx-Scythe  Dmg:1d6+1/3d4;WS: 6,Enc: 45,Cost: 21 gp, 1/2 damage vs Leather or better

16. Halberd-Sparth  Dmg:1d6/1d6+1;WS: 7,Enc: 50,Cost: 15 gp, -1 to hit vs Ring or better

17. Giant's Lance-Sword  Dmg:1d4+1/2d4+1;WS: 5,Enc: 90,Cost: 220 gp, +1 to hit & dmg vs Scale or better

18. Amazonian Mattock-Sparr  Dmg:1d6+1/3d4;WS: 6,Enc: 110,Cost: 14 gp, 1/2 damage vs Studded

19. Silver Fauchard-Flail  Dmg:1d6/1d10+1;WS: 5,Enc: 55,Cost: 300 gp, -2 to hit vs Scale

20. Hook-Fauchard  Dmg:1d8/1d8+1;WS: 5,Enc: 45,Cost: 90 gp, +2 to hit vs Full Plate

21. Partisan-Impaler  Dmg:1d6/2d4;WS: 2,Enc: 30,Cost: 22 gp, +1 to hit vs Ring

22. Pike-Spike  Dmg:1d6+1/1d6+1d4;WS: 5,Enc: 40,Cost: 13 gp, 1/2 damage vs Studded

23. Chain-Brandistock  Dmg:1d6+1/2d4;WS: 4,Enc: 50,Cost: 450 gp, +2 to hit & dmg vs Leather or better

24. Maiden's Giserne-Corbin  Dmg:1d8/1d4+1;WS: 8,Enc: 65,Cost: 15 gp, +1 to hit vs Chain

25. War Bardiche-Dagger  Dmg:2d4/1d4+1;WS: 3,Enc: 60,Cost: 25 gp, +1 to hit vs Leather

26. Dwarven Squire's Maul-Spike  Dmg:1d4+1/1d8;WS: 7,Enc: 90,Cost: 15 gp, +1 to hit vs Studded

27. Gaff-Gisarme  Dmg:1d8/2d4;WS: 6,Enc: 50,Cost: 40 gp, +2 to hit vs Chain or worse

28. Cold-Iron Flail-Axe  Dmg:1d6+1/1d6;WS: 6,Enc: 45,Cost: 2 gp, 1/2 damage vs Ring or worse

29. Lady's Dagger-Sparth  Dmg:1d6+1/2d4+1;WS: 8,Enc: 45,Cost: 80 gp, +2 to hit vs Scale

30. Bardiche-Bar  Dmg:1d6/1d6+1d4;WS: 7,Enc: 50,Cost: 9 gp, 1/2 damage vs Leather

31. Dwarven Flail-Fauchard  Dmg:1d6+1d4/1d8;WS: 6,Enc: 50,Cost: 35 gp, -1 to hit vs Plate

32. Cavalry Spetum-Earspoon  Dmg:1d8/2d6;WS: 4,Enc: 55,Cost: 60 gp, -1 to hit vs Padded

33. Bisarme-Stick  Dmg:1d8/1d10;WS: 6,Enc: 40,Cost: 40 gp, -1 damage vs Ring or better

34. Flail-Bludgeon  Dmg:1d8/1d6+1d8;WS: 5,Enc: 50,Cost: 240 gp, +2 to hit vs Padded or better

35. Orcish Bludgeon-Brandistock  Dmg:2d4+1/1d10+1;WS: 6,Enc: 70,Cost: 10 gp, 1/2 damage vs Ring or worse

36. Giant's Hook-Spetum  Dmg:2d4+1/1d6;WS: 4,Enc: 70,Cost: 33 gp, -2 to hit vs Leather

37. Slasher-Sparr  Dmg:2d4/1d6+1;WS: 5,Enc: 40,Cost: 240 gp, +2 to hit & dmg vs Chain

38. Brandistock-Sparr  Dmg:1d6+1/1d8+1;WS: 5,Enc: 60,Cost: 130 gp, +1 to hit & dmg vs Banded

39. Guisarme-Staff  Dmg:1d6+1/1d6+1;WS: 5,Enc: 55,Cost: 3 gp, 1/2 damage vs Studded or worse

40. Herald's Gisarme-Partisan  Dmg:1d4+1/3d4;WS: 8,Enc: 55,Cost: 30 gp, -1 damage vs Chain

41. Hook-Scythe  Dmg:1d6/2d4;WS: 5,Enc: 50,Cost: 180 gp, +2 to hit & dmg vs Leather

42. Goblin Pick-Corbin  Dmg:1d6/1d6+1;WS: 4,Enc: 35,Cost: 33 gp, +2 to hit vs Padded or worse

43. Corbin-Impaler  Dmg:2d4/1d4+1;WS: 6,Enc: 40,Cost: 25 gp, -1 to hit vs Padded or better

44. Sword-Pole  Dmg:1d6/1d8;WS: 7,Enc: 45,Cost: 4 gp, 1/2 damage vs Plate

45. Cavalry Bludgeon-Mattock  Dmg:1d8/2d4+1;WS: 7,Enc: 55,Cost: 220 gp, +2 to hit & dmg vs Chain or worse

46. Spetum-Scythe  Dmg:1d4+1/1d6+1d4;WS: 6,Enc: 45,Cost: 22 gp, -1 damage vs Ring or worse

47. Hook-Fauchard  Dmg:1d6/1d8;WS: 7,Enc: 60,Cost: 36 gp, +2 to hit vs Plate

48. Harpy Fauchard-Gisarme  Dmg:1d6/1d6+1;WS: 3,Enc: 90,Cost: 22 gp, -1 to hit vs Leather or better

49. Squire's Staff-Lochaber  Dmg:1d4+1/1d10+1;WS: 4,Enc: 65,Cost: 40 gp, -2 to hit vs Chain

50. Ritter Bisarme-Impaler  Dmg:1d4+1/3d4;WS: 7,Enc: 25,Cost: 160 gp, +2 to hit vs Plate or better

51. Gaff-Lance  Dmg:1d6/2d4;WS: 3,Enc: 50,Cost: 60 gp, +2 to hit vs Splint

52. Miliatry Spike-Corbin  Dmg:1d8+1/1d6+1;WS: 7,Enc: 60,Cost: 220 gp, +2 to hit & dmg vs Chain

53. Amazonian Lady's Bar-Hook  Dmg:1d10/1d10;WS: 6,Enc: 60,Cost: 35 gp, -2 to hit vs Banded

54. Axe-Scythe  Dmg:1d6+1/1d10;WS: 6,Enc: 30,Cost: 370 gp, +2 to hit & dmg vs Ring or better

55. Goblin Awl-Pike  Dmg:1d6+1/1d4+1;WS: 3,Enc: 50,Cost: 80 gp, +2 to hit vs Splint or better

56. Falx-Spetum  Dmg:1d6/2d4+1;WS: 3,Enc: 55,Cost: 10 gp, 1/2 damage vs Studded

57. Earspoon-Spike  Dmg:1d8/2d6;WS: 7,Enc: 55,Cost: 90 gp, +2 to hit vs Scale or worse

58. Sidhe Sparth-Staff  Dmg:1d6/1d6;WS: 4,Enc: 70,Cost: 4 gp, -1 to hit vs Banded or worse

59. Harpy Bec de-Staff  Dmg:1d10+1/3d4;WS: 4,Enc: 110,Cost: 80 gp, +1 to hit vs Chain

60. Bec de-Pole  Dmg:1d6+1/1d6+1d4;WS: 8,Enc: 50,Cost: 11 gp, 1/2 damage vs Plate

61. Chain-Ranseur  Dmg:2d4/1d6;WS: 7,Enc: 45,Cost: 150 gp, +2 to hit & dmg vs Plate

62. Sickle-Awl  Dmg:1d4+1/1d12;WS: 2,Enc: 35,Cost: 40 gp, -2 to hit vs Ring

63. Slasher-Pike  Dmg:1d6/1d10;WS: 4,Enc: 45,Cost: 40 gp, -1 damage vs Splint or better

64. Glaive-Pick  Dmg:1d8/1d6+1d8;WS: 6,Enc: 40,Cost: 40 gp, -1 damage vs Plate

65. Slasher-Glaive  Dmg:1d6/1d8+1;WS: 4,Enc: 50,Cost: 120 gp, +1 to hit & dmg vs Padded

66. Chain-Slasher  Dmg:1d6+1/2d4;WS: 5,Enc: 50,Cost: 18 gp, -2 to hit vs Studded or worse

67. Dagger-Earspoon  Dmg:1d6/1d6;WS: 5,Enc: 50,Cost: 6 gp, -1 to hit vs Ring

68. Dagger-Harpoon  Dmg:1d6+1/1d6+1d8;WS: 7,Enc: 40,Cost: 40 gp, -1 to hit vs Full Plate

69. Slasher-Barb  Dmg:1d6/1d4+1;WS: 3,Enc: 55,Cost: 100 gp, +2 to hit & dmg vs Studded

70. Harpy Glaive-Axe  Dmg:2d4/2d4+1;WS: 6,Enc: 80,Cost: 32 gp, -1 to hit vs Leather

71. Elven Spike-Cleaver  Dmg:1d10/1d6+1d4;WS: 4,Enc: 60,Cost: 310 gp, +1 to hit & dmg vs Full Plate

72. Chain-Fauchard  Dmg:2d4/1d6;WS: 4,Enc: 45,Cost: 220 gp, +2 to hit & dmg vs Full Plate

73. Lance-Gisarme  Dmg:1d6/2d4+1;WS: 5,Enc: 35,Cost: 8 gp, 1/2 damage vs Padded

74. Harpy Gaff-Axe  Dmg:1d8/2d4+1;WS: 5,Enc: 70,Cost: 180 gp, +1 to hit & dmg vs Scale

75. Pike-Maul  Dmg:1d6/1d12;WS: 2,Enc: 50,Cost: 40 gp, -1 to hit vs Ring

76. Knight's Bardiche-Guisarme  Dmg:1d6+1/1d8+1;WS: 8,Enc: 45,Cost: 22 gp, -1 to hit vs Banded

77. Hook-Lochaber  Dmg:1d6+1/1d6+1d8;WS: 4,Enc: 45,Cost: 90 gp, -1 to hit vs Full Plate or better

78. Stick-Barb  Dmg:1d4+1/1d10;WS: 2,Enc: 50,Cost: 7 gp, 1/2 damage vs Banded or worse

79. Bardiche-Bisarme  Dmg:1d4+1/1d4+1;WS: 4,Enc: 40,Cost: 33 gp, +2 to hit vs Ring or worse

80. Goblin Maul-Earspoon  Dmg:1d6/3d4;WS: 8,Enc: 40,Cost: 130 gp, +1 to hit & dmg vs Studded or worse

81. Dagger-Guisarme  Dmg:1d8/1d10+1;WS: 5,Enc: 50,Cost: 28 gp, -2 to hit vs Scale or worse

82. Glaive-Gisarme  Dmg:1d4+1/1d4+1;WS: 7,Enc: 35,Cost: 70 gp, +2 to hit & dmg vs Padded or worse

83. Glaive-Chain  Dmg:1d8/1d6+1;WS: 7,Enc: 40,Cost: 120 gp, +1 to hit & dmg vs Padded or better

84. Axe-Glaive  Dmg:1d6/1d6;WS: 3,Enc: 45,Cost: 10 gp, -1 to hit vs Studded or better

85. Barb-Slasher  Dmg:1d6+1/3d4;WS: 6,Enc: 55,Cost: 60 gp, -1 to hit vs Studded or better

86. Pike-Bludgeon  Dmg:1d6/1d4+1;WS: 6,Enc: 45,Cost: 26 gp, +1 to hit & dmg vs Padded or worse

87. Brandistock-Dagger  Dmg:1d4+1/2d6;WS: 5,Enc: 45,Cost: 40 gp, -1 damage vs Leather

88. Lochaber-Corbin  Dmg:1d4+1/1d12;WS: 6,Enc: 50,Cost: 480 gp, +2 to hit & dmg vs Chain or better

89. Gisarme-Bec deGiserne  Dmg:1d8/1d10+1;WS: 6,Enc: 70,Cost: 8 gp, 1/2 damage vs Plate or worse

90. Axe-Corbin  Dmg:1d4+1/1d4+1;WS: 6,Enc: 35,Cost: 3 gp, 1/2 damage vs Banded

91. Bludgeon-Fauchard  Dmg:1d8/1d6+1d4;WS: 5,Enc: 35,Cost: 14 gp, 1/2 damage vs Chain

92. Brandistock-Guisarme  Dmg:1d6+1/1d12;WS: 6,Enc: 45,Cost: 50 gp, -1 damage vs Leather or better

93. Falx-Maul  Dmg:1d4+1/1d10+1;WS: 5,Enc: 40,Cost: 24 gp, -1 damage vs Plate or worse

94. Cavalry Spetum-Fork  Dmg:1d4+1/1d6+1d8;WS: 5,Enc: 50,Cost: 360 gp, +2 to hit & dmg vs Studded or worse

95. Pole-Pick  Dmg:1d6+1/2d4;WS: 6,Enc: 35,Cost: 30 gp, -1 to hit vs Studded or better

96. Hook-Impaler  Dmg:2d4/1d6+1;WS: 7,Enc: 45,Cost: 40 gp, +2 to hit vs Scale or worse

97. Fork-Partisan  Dmg:1d6+1/2d4;WS: 6,Enc: 55,Cost: 15 gp, -1 damage vs Chain or worse

98. Spetum-Bardiche  Dmg:1d6+1/2d6;WS: 5,Enc: 35,Cost: 60 gp, -1 to hit vs Banded or better

99. Orcish Pick-Falx  Dmg:2d4/1d12;WS: 5,Enc: 90,Cost: 360 gp, +2 to hit & dmg vs Ring or worse

100. Page's Fork-Pole  Dmg:1d6/1d8+1;WS: 8,Enc: 55,Cost: 50 gp, +2 to hit vs Leather

Saturday, November 5, 2022

Scenario setup charts

Every now and again a campaign needs a scenario that isn't a conventional dungeon adventure so here is a set of charts to generate a scenario for a fantasy campaign. Characters will either be bystanders, wrongly accused, employed to remedy the situation, or employed to complete the plot. 


Plot

1. Robbery

2. Assault

3. Kidnapping

4. Vandalism

5. Smuggling

6. Extortion

7. Fraud

8. Conquest

9. Curse

10.Ritual



Offenders

1.  Rapscallions- youths, drunkards, or beggars

2.  Nobles-  plotting local noble , annoying fops, or drunken noble youths on a rand.

3.  Bandit- highwaymen, bushwackers and such, often desperate peasants

4.  Thieves- professional thieves

5.  Cultists- a secret heretic cult, a hidden local order, or followers of a new prophet

6.  Brigands- Organized criminal militants

7.  Goblins- kobolds, gremkins, hobgoblins, boggarts, or boggles

8.  Fey- Brownies, Pixies, or Leves

9.  Giant- Ogres, Trolls, or True Giants

10. Dragon

11. Undead- ghosts, ghouls, vampires, or conjured minions

12. Mage - a mad wizard, plotting necromancer, wicked witch, or dark druid

13. Gargoyles/Harpies

14. Beastmen/Talking Animal- troublesome beastmen, talkign animals, or chimera

15. Demonic- evil/chaotic fiends form the lower planes

16. Lycanthropes

17. Constructs/Conjurations- fabricated foes either mechanical or crafted with magic

18. Invaders- foreign invaders

19. Dwarves- Either Petty Dwarves, Deep Dwarves, or stubborn members of a dwarven hold.

20. Merchants- businessmen are not always completely legit


Victim

1. Freeholder- a local free-farmer or woodsman

2. Village- a whole village is targtetted

3. Local Noble/Government Official

4. Local Church/Temple

5. Artisan

6. Guild- an entire guild is targeted

7. Castle- a castle and all it's inhabitants are threatened.

8. Town

9. Widow

10.Children


Sometimes there is a secret patron of the offenders

1. Noble

2. Abbot- the head of a local monastery or temple is behind the whole thing

3. Local Hero- shockingly a local hero is behind the whole thing

4. Local Villain- no one is surpsied this cad is up to no good again

5. Guildmaster

6. Mage

7. Religious Order

8. Mercenary Commader

9. Monster

10.Outlaw

11.Undead

12.Godling



Sometimes the Patron or the Offenders have a Hideout

1. Abandoned Farm

2. Lonely Tower

3. Cave

4. Tomb/Catacomb

5. Castle

6. Secret Camp


Now and again A Complication arises

1.  Tournament

2.  Fair/Feast

3.  Wedding

4.  Funeral

5.  Competition

6.  Hostage

7.  Weather

8.  Fire!

9.  Sickness/Famine

10. Omen

11. Monster

12. Duel

Wednesday, November 2, 2022

Comments On Simulation Rules We Could Actually Do Today

 In this day and age we don't leverage the tools we have on hand. Computers offer an excellent way to track, verify, and manipulate data but we use surprisingly little of that in traditional table-top roleplaying.  One area that is interesting is with that with these added capabilities we are also ignoring having rules in our game that would be a nightmare without computer management but trivial with it.

Equipment Condition: yeah your game might have rules for it and they are ignored 90% of the time.

Encumbrance: mostly ignored.

Lighting: mostly ignored or workarounds are made so ridiculously easy that it becomes a non-issue outside of special situations.

Fighting Stance: mostly ignored, some games approach this a bit but most really ignore it.

Footing: yeah this sounds picky but the course of entire nations and all the history that followed for hundreds of years was tied to who had better shoes (or took them off) at a particular battleground.

Food and Drink: this is usually just an encumbrance tax and as such gets ignored about as much as encumbrance does.

Fear and Courage: some games express this really well, but many don't remotely come close. Player agency... blah blah blah. History and fiction is full of people discovering they are much braver or far less brave than they imagined they were, why not roleplaying games?

Weather: unless the scenario is trying to freeze you or possibly fry you it's always relatively pleasant weather....boring.

Alchemy: is it really hard to catalog and track magical substances and how they react to each other? No, but we generally just don't.

History: you don't need a boring document drop to establish a campaigns history but shouldn't it be possible to answer things like "Who's the King's Heir?" and "Who was the King when you were young Grandpa?"? This is just keeping records, records we mostly ignore.

Campaign Calendars: almost nothing on this ever gets done, really easy to track with computer assistance. "Oh it's the 5th of Dragon Nock that means the folks in Menlo Valley will be preparing for the feast of Saint Dobbie"...that's the sort of throw away line that calendar keeping allows a GM to use that will add so much to campaign verisimilitude and setting development that again doesn't require a huge document drop.  

Clothing: yes characters in a campaign are often wearing clothing and outside of buying them on the equipment lost this is ignored most of the time.  Would you really go to the library in July wearing your flak-jacket, underwear and riding boots?  Clothing has been used to define people as long as we have had people in fiction and real life... what people wear has a lot to do with who they are in pseudo-historical societies, and we ignore it way too often.

Different Coins: I hate generic coins , I understand why a rule set may have to be generic but it's an area of world-building and simulation that gets ignored an awful lot. Yes it may be a tad cumbersome to keep track of the value 30 Minosaxian Gildenmarks compared to 22 Pineland Royales... unless you had ready access to a machine that keeps track of data and does speedy calculations.

Do all these ideas have a place in every fantasy roleplaying campaign? NO. But is every fantasy roleplaying game identical? NO.

We have computers in our pockets, hands, or at arms reach most of the day and yet our games seldom take advantage of these devices.  Old School or New School the advantages computers and their cousins offer for record keeping and game play are often ignored. We should step up our game and really leverage these tools.


Tuesday, October 25, 2022

AI Generated OSR Gamebook Covers.

 

I'm sure most people are aware there are AI engines out there that will create "original" works of art the picture here was created with the following text prompt:   

Gamebook Cover for indie OSR tabletop roleplaying game. Indie publishing. Old School Roleplaying. Game Book.


The settings were all pretty much minimal and the results not bad at all from 6 or 7 feet away.  The closer you look the worse they look BUT the AI art generators are producing better and better results. What impresses me are the compositions and general layouts. How the AI deals with text is always "interesting".

AI generated art horrifies and delights me as it is a tool with a lot of promise and is clearly evolving but it creates a "threat" to artists and originality. A skilled artist can surely do better than what was generated here but I worry for a day when there are very few professional artists and a graphic designer becomes someone who just fiddles with entering data into an AI image generator.

Thursday, October 20, 2022

1d30 Random Post-Apocalyptic Shacks.

 A random selection of 30 randomly shacks to dress up the wastelands of a postapocalyptic setting.


1.  A large teepee. Inside are Doc Smith lives here and maintains a makeshift clinic. Stashed here is Antique Musket.

2.  An old work-site manager's shelter. With A rabbit hutch. Stashed here is Inline Musket.

3.  A tipped-over porta-john, clearly in recent use due to the not quite dry run-off. Leads to A one-room vintage camper.

4.  A ancient wooden barn. With A plot of dirt charitably described as a garden. Inside are Remnants of a military regiment have holed up here for a while.

5.  A slightly new hand-written sign 'Danger Minefield'. Leads to A cheap prefab cottage. With An old empty in-ground pool. Inside are A happy Puritan family.

6.  A recently repaired greenhouse with steamy windows. Leads to A log cabin. With Rows of stacked firewood. Inside are A trio of happy hippies. Stashed here is Butcher's block with over a half a dozen sharp knives.

7.  A line of heads set on 2 meter long wooden spikes. Leads to A concrete walled bunker. Inside are A pair of runaway tweens that nobody is really trying to find. Stashed here is An intact Auto-Doc. No power.

8.  Over an acre of fairly well-tended garden plot. Leads to A repurposed grain-silo. With A few well-maintained fruit trees stand here. Inside are Remnants of a military regiment have holed up here for a while. Stashed here is A large baroque machine. Inspection shows it to be the workings of a damaged mind. Some parts still good salvage.

9.  A half-buried Earth-lodge with a plastic tarp roof. With A haphazard tire barrier. Inside are An infant in a crib.... It's a traaaap! Stashed here is Functional alcohol still.

10.  A semi-permanent butchering station with chains, tackle, buckets, and benches. Leads to A branch hut covered in plastic-sheeting. With A sturdy tire-wall. Stashed here is Functional DVD player.

11.  A pair of impaled corpses, one sporting a sign reading 'THEEEF'. Leads to A log cabin. With A watchtower big enough for 3 maybe 4 people. Inside are A honeypot trap with bandits lurking nearby. Stashed here is Inline Musket.

12.  An ancient shipping container. Inside are A limbless person tied to a board, the other occupants are out. Stashed here is Functional BetaMax.

13.  An exposed basement covered in plastic tarp. Inside are Doc Smith lives here and maintains a makeshift clinic. Stashed here is A murderous Auto-Doc.

14.  A concrete walled bunker. Stashed here is Functional alcohol still.

15.  A big box of moldy boxes and empty jars with a weather sign reading 'Take what you need, leave what you can spare.' Leads to A tarp roof and packing crate wall to one side of a wheel-less conversion van. With A cleaned and swept hard-topped lot. Inside are A corpse in a bed. Stashed here is Antique Musket.

16.  A fairly fresh latrine trench. Leads to An old work-site manager's shelter. With A watchtower big enough for 3 maybe 4 people. Inside are A pair of runaway tweens that nobody is really trying to find. Stashed here is 0.5 kg of trade powder. (low grade black-powder)

17.  A pair of big plastic barrels that look to have been recently dug up out of an adjacent hole. Leads to A converted chicken-coup. Stashed here is A large baroque machine, A functional but unpowered teleport-chamber.

18.  A poorly plowed and unplanted field. Leads to An old work-site manager's shelter. With A large picnic-table with the tattered remnants of a feast. Inside are A family of Wreckers looking for a new Maw for Paw. Stashed here is Electric Dehydrator.

19.  A line of bodies in a trench dug in the past few days. Spent casings litter the ground. Leads to A half-buried Earth-lodge with a plastic tarp roof. Inside is A lost child. Stashed here is Inline Musket.

20.  A fairly fresh latrine trench. Leads to A repurposed grain-silo. With A plot of dirt charitably described as a garden. Inside are A crazy old coot taking a bath.

21.  A multi-chambered family tent. With An obvious minefield. Inside are A family of frail squatters.

22.  An old bus stop with debris pilled all along it's wall to block the view. With A pig pen. Inside are A pair of lumberjacks gathering wood for a larger community not too far away.

23.  An exposed and recently emptied tin of sardines laying in a shallow recently dug hole. Leads to An exposed basement covered in plastic tarp. With A ratty garden. Inside are an old fashioned nuclear family. Stashed here is Electric Chainsaw.

24.  A fairly recent corpse half buried in a small pit next to a trail. Leads to A pool-house. Stashed here is Electric Chainsaw.

25.  A big box of moldy boxes and empty jars with a weather sign reading 'Take what you need, leave what you can spare.' Leads to A tarp roof and packing crate wall to one side of a wheel-less conversion van. Inside are A family of cannibals recently surprised by a Cyber Commando. Stashed here is Portable Microwave.

26.  A semi-permanent butchering station with chains, tackle, buckets, and benches. Leads to A debris hut. With Rows of stacked firewood. Inside are A concealed entrance to a multi-level apocalypse bunker. Stashed here is Several dozen Ready-Logs.

27.  A poorly plowed and unplanted field. Leads to A cheap pre-fab cottage. With A circle of shallow trenches lined with filth coated stakes.

28.  A recently repaired greenhouse with steamy windows. Leads to A pavilion tent. With A haphazard tire barrier. Stashed here is 0.5 kg of trade powder. (low grade black-powder)

29.  A pool-house. Inside are An old fashioned nuclear family. Stashed here is Pounds of smoked meat.

30.  An open plot full of little wire stakes planted in the ground with tattered orange ribbons tied to them. Leads to A burnt out old house with a debris hut built against the only remaining wall. With A dog house. Inside are A pack of dogs and their 5 year old feral-queen.

Saturday, October 15, 2022

MENACE

Menaxe

 A variant to morale and fear for old-school fantasy adventure games,


Menace:  How fierce and horrible a monster appears to be.  Reality and genre fiction is full of horrible menacing monsters that make all but the most stalwart or foolhardy shake in their boots. Fear effects and fear attacks have been with the games for years but oddly limiting. Here is a take on spreading the fear.

Dealing with Menace.

NPCs are forced to make morale checks when facing monsters with menace scores. This check must be made when the Monster makes it's presence known or NPCs could possibly act against or expose themself to the wrath of the Menacing Monster.

 Should this check fail consult the NPC Menace Reaction Table.


NPC MENACE REACTION TABLE

Menace 

morale 11 to 14 15 to 17 18 to 20 21+

-----              --------        --------          -------- ------

10 or more D/F F/B F/C B/W

6 to 9 F/B F/C B/W C/P

5 or less C/T W/T R/T P/T


#1- fail/ #2 fail with a roll of doubles. Letter matches the first level of the reactions listed here.

Desperate-    +2 to attack but defenses ARE AT -2.

Forlorn- all defenses are at -2, no benefits to attacks.

Balk- Can't advance this round.

Cower- Can't advance, if pressed must check again at -2, can reroll next round as normal. Actually +2 to defense and saves while cowering.

Withdraw- moves at least half a move away, if pressed must check again at -4

Retreat-      must move away, will be able to defend self but all actions at -2 until away from foe for 3 or more rounds or until rallied

Panic-     must move away, will be able to defend itself but is -4 until away from foe for 3 minutes or                     more minutes until rallied.

Terrified-    must move away, will not be able to defend itself. Will retreat for 30 minutes or go deep into hiding if possible. May not be rallied in under 10 minutes.

PC MENACE REACTION TABLE (PC's do not have to check against menace if they have 3 or more levels above the monster's HD)

PC's make a Menace save. On a roll of 1d20+WISbonus+1/2 level.

If the Menace roll is beat they are unaffected and act as normal.

If the roll is equal to the Menace score the character is Forlorn

If the roll fails the character will Cower.

     If the roll fails by 10 or more the character will Panic.


Assigning a Menace score:

Take the Monster's HD and add it's 2d6 Morale score. If they have a particular reputation for ferocity increase this by 3. If they have a fear attack or special ability add 5. This is the Menace score. If the score is 10 or less ignore the score it doesn't create Menace worthy of distinction, standard Morale rules apply. If the creature is known to be timid or friendly it will not have a menace score. Adjust to taste of course.


Rallying the Troops!

PCs, Military Commanders, and Nobles can attempt to rally others to gird themselves vs the threat or to halt retreats. Resolve this as a reaction roll.