Saturday, October 20, 2018
Random Vessel Generator
This is a sequel post to the Random Colony Generator from way back in 2012.
[A] [B] [C], troubled by [D].
A — condition
1: sleek and brand-new
2: well-maintained
3: beat-up and rugged but functional
4: ramshackle
5: broken (roll twice on Trouble table)
6: fragmented (roll 1d6 for number of pieces, roll on the trouble table for each section)
B — Size
1: Up to 20m (Examples: Soyuz capsule, Huey helicopter, Spacelab)
2: 20m to 50m (Examples: C-130 Hercules, Space shuttle orbiter)
3: 50m to 100m (Examples: C-5 Galaxy, Boeing 747, Antonov AN-225 Mriya)
4: 100m to 200m (Examples: International Space Station)
5: 200m to 500m (Examples: Nimitz-class aircraft carrier)
6: 500m or more (Examples: Burj Khalifa hotel)
C — Type
1: Space Survey (Examples: astronomical surveyor, space anomaly investigation, navy scout ship)
2: Planetary Survey (Examples: terraforming surveyor, prospector, biological surveyor, xenoarchaeological excavation, army scout ship)
3: Passenger transport (Examples: liner, colony ship, refugee transport, snakehead smuggling ship)
4: Freighter (Examples: courier, free trader, bulk freighter)
5: Military (Examples: patrol ship, search-and-rescue vessel, weapons platform, drone carrier, assault craft)
6: Station (Examples: refueling station, trading post, communications relay, defensive outpost, navigational buoy, sensor array, orbital habitat)
D — Trouble
1: Lack of resources. (Examples: leak in fuel, fuel made useless through radiation or contamination, trapped in an area where solar power or other resource cannot be gathered)
2: Control system failure. (Examples: computer malfunction, navigational malfunction, remote-operation input malfunction)
3: Power failure. (Examples: power generator failure, engine failure)
4: Life-support failure. (Examples: cryotubes killing crew, cryotubes not opening on time, atmospheric integrity loss, failure of quarantine procedures)
5: Primary mission system failure. (Examples: weapon system failures on a military ship, sensor system failures on a deep space probe, cargo containment failures on a freighter)
6: “Nothing.” (Or, roll again for incipient failure, or roll on the Black Stars Hang trouble chart)
Wednesday, October 3, 2018
Caves of Chaos Restock — Part Zero
Despite its place in the pantheon of early D&D modules, and its almost-platonic structure (home base, wilderness map with keyed and unkeyed sites, leading to a large dungeon), B2: Keep on the Borderlands falls down in the dungeon department. While the map is intriguing, and the immediate branch-point of up to eleven possible directions to explore is a more initially-impressive situation to present to players than you get with most dungeons, the content itself sticks close to the idea of D&D as a tactical wargame, presenting you with a number of areas primarily inhabited by humanoid aliens who are distinguished only by their HD. The fantasy element is rare here — only showing up in certain treasure items, a couple oozes, one irritating magical hazard, and then some evil cultists and undead at the presumed end.
Whether I’m just a jaded millennial bereft of the sense of simple wonder of fighting ‘bugbears’ and ‘gnolls’ that nerds revelled in in 197whatever, or whether it’s just not a great dungeon, I’ve long mulled over doing something ‘in dialogue’ with the Caves of Chaos. The first version of the project appeared here as ‘Chaos on the Old Borderlands,’ material from which I’ve reused for my current Elderwold campaign (sans the Keep dungeon). Recently, inspired by Dyson’s completed redraw of the caves and rereading some old Alexandrian posts, I decided to try restocking the caves into something a little closer to my particular D&D interests.
The first step is refreshing my memory of how the areas are separated, and what their contents (mechanically) are:
A — Kobold lair: 38 HD
B — Orc Lair: 23 HD
C — Orc Lair: 20 HD
D — Goblin Lair: 34 HD
E — Ogre Cave: 4 HD
F — Hobgoblin Lair: 57 HD
G — Shunned Cavern (owlbears and oozes): 14 HD
H — Bugbear Lair: 54 HD
I — Caves of the Minotaur: 24 HD
J — Gnoll Lair: 58 HD
K — Shrine of Evil Chaos: 121 HD
Again, you can see how the majority of these dungeon zones are distinguished thematically by political divisions rather than landmarks, environmental conditions, differing ecosystems, magical effects, aesthetics, etc.
I haven’t done the math here, but just eyeballing the sheer number of rooms with monsters in them is way over the B/X stocking recommendations. I think the first thing I’d do, before changing anything else, is cut down the overall number of encounters (and probably reduce the total HD per zone, unless I were running it for a higher-level party).
While the idea of factional differences as well as zone themes isn’t one I want to wholly discard, I think its important to tie them together and add in mechanical differentiation, plus the kind of details that makes exploration in D&D an intrinsically enjoyable part of the game (rather than simply a precursor to tactical engagements).
Next time I’ll address the thing B2 completely leaves out — the history of the dungeon — and make some decisions as to new zone themes.
Whether I’m just a jaded millennial bereft of the sense of simple wonder of fighting ‘bugbears’ and ‘gnolls’ that nerds revelled in in 197whatever, or whether it’s just not a great dungeon, I’ve long mulled over doing something ‘in dialogue’ with the Caves of Chaos. The first version of the project appeared here as ‘Chaos on the Old Borderlands,’ material from which I’ve reused for my current Elderwold campaign (sans the Keep dungeon). Recently, inspired by Dyson’s completed redraw of the caves and rereading some old Alexandrian posts, I decided to try restocking the caves into something a little closer to my particular D&D interests.
The first step is refreshing my memory of how the areas are separated, and what their contents (mechanically) are:
A — Kobold lair: 38 HD
B — Orc Lair: 23 HD
C — Orc Lair: 20 HD
D — Goblin Lair: 34 HD
E — Ogre Cave: 4 HD
F — Hobgoblin Lair: 57 HD
G — Shunned Cavern (owlbears and oozes): 14 HD
H — Bugbear Lair: 54 HD
I — Caves of the Minotaur: 24 HD
J — Gnoll Lair: 58 HD
K — Shrine of Evil Chaos: 121 HD
Again, you can see how the majority of these dungeon zones are distinguished thematically by political divisions rather than landmarks, environmental conditions, differing ecosystems, magical effects, aesthetics, etc.
I haven’t done the math here, but just eyeballing the sheer number of rooms with monsters in them is way over the B/X stocking recommendations. I think the first thing I’d do, before changing anything else, is cut down the overall number of encounters (and probably reduce the total HD per zone, unless I were running it for a higher-level party).
While the idea of factional differences as well as zone themes isn’t one I want to wholly discard, I think its important to tie them together and add in mechanical differentiation, plus the kind of details that makes exploration in D&D an intrinsically enjoyable part of the game (rather than simply a precursor to tactical engagements).
Next time I’ll address the thing B2 completely leaves out — the history of the dungeon — and make some decisions as to new zone themes.
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