bank of tiamat

September 16th, 2013

I created the Bank of Tiamat for my D&D campaign, and it’s also a part of the Mearls sidebar game. I had two independent thoughts which came together to create the Bank:

  • I’ve long wanted to make Shadowrun- or Oceans Eleven-style heists available in my game. That means offering a well-protected, well-known, and rich target. Security procedures must be elaborate and, importantly, pre-planned by the DM. If the DM is to play fair, he shouldn’t be able to rewrite the existing security in response to the PCs’ plans. Furthermore, since robbery might cause ethical problems for some alignments, the adventure will be more accessible if the organization is morally shady, or worse.
  • It would be nice for the PCs to have somewhere absolutely safe to put their money. What if there were a bank in the game world? By putting their money in the bank, players are saying, “OK, DM, none of your sneaky tricks with pickpockets or thieves robbing the inn. I expect this money to be here next time I check.” And the flip side: if you choose not to use the bank when it’s offered, then the DM can consider your money fair game.

    Maybe there should be a cost to using the bank so that it’s an interesting choice. I don’t want to deal with assessing taxes or bank fees. What if the cost were entirely plot and flavor, like the money might be used to fund evil rituals?

    Put those together and you’ve got the Bank of Tiamat.

    There’s a branch in every major city, and they all have access to your account balance. That’s the major reason banks were invented: not so that your coins could be stored in a vault, but so that you could deposit some money in London and withdraw the same amount in Amsterdam.

    Each branch has access to the highest-level protection in the game: divination spells, traps, guards, passwords. Each bank has a bunch of money on site so if the PCs pull off a heist, it’ll be worth their while. On the other hand, if there’s a bank robbery, a PC with money in the bank won’t lose anything. That’s the beauty of the Bank of Tiamat. Your money’s not locked up in a vault, it’s out in the community: lent at exorbitant interest to a desperate nobleman’s son; putting knives in the hands of evil cultists; hiring mercenaries to overthrow the rightful king.

    I don’t want to deal with interest calculations, so that’s not what the Bank of Tiamat is about. The Bank just provides you portability, financial peace of mind, and maybe some light money laundering. All profits go to Tiamat herself. After all, there’s not a lot of inflation in D&D: a longsword has cost 15 GP for five editions.

  • plundering Dragonlance: superstition and magic

    September 13th, 2013


    “She steps on it when she gets close to the door and waves that thing.” The kender giggled. “She probably tripped it once, accidentally, while carrying the rat.”

    This embarrassing gully-dwarves-are-racially-stupid comic relief might actually contain a useful NPC interaction and semi-puzzle.

    Superstitious rituals can develop from unpredictable events. Socks worn while you pitch a no-hitter become your lucky socks. In the D&D world, a lot of superstition is true: those socks might actually be socks +1. But sometimes, maybe it’s still just superstition.

    The peasants tell the PCs that in order to open the gate to the Well of Life, a true-hearted maiden must ride a cart backwards to the gate and then tap on it with an ash rod. Maybe, though, the gate only opens one time in 10, and the rest of the ritual developed through experimentation.

    After the PCs quest for an ash rod and a true-hearted maiden, and then a truer-hearted maiden, and they still can’t get in, maybe the rogue will examine the gate and find that the mechanism includes a gear with 10 teeth, 9 of which are broken.

    random treasure tables you can memorize

    September 11th, 2013

    I don’t like to slow down the game by flipping through rulebooks – that’s why I made the Monster Manual on a Business Card and various other rules minifications. Here’s a treasure-generation rule that I made up recently when I didn’t have a DMG with me.

    Flip for Coins

    You shouldn’t roll dice to determine how many coins you find: you should flip coins. When the DM announces that you’ve found treasure, everyone digs into their pocket for loose change. Each player generates a little piece of the treasure haul.

    Each player flips a coin. On a heads, you find 100 copper pieces. Keep flipping. Every time you get a heads, the coins increase by one denomination (copper to silver to gold to platinum). The first time you flip tails, you’re done: you walk away with your treasure.

    The average amount of money generated with this system is something around 40 GP per player, with a 6% chance of getting the maximum value of 100 platinum. With five players, your expected money value comes within a few GP of the average treasure generated by using the treasure chart from the DMG random dungeon generator (and Dungeon Robber). If you want, you can scale the treasure the same way Gary Gygax does: multiply the number of coins by the dungeon level. Thus, on level 3, each treasure is made up of 300, instead 100, coins.

    To make the experience as close as possible to the greedy act of pawing through coins, use a penny for the first (copper) coin flip, a nickel for the silver flip, a dime for the gold flip, and a quarter for the platinum flip.

    Or even better, back the Best Damn Metal Gaming Coins kickstarter campaign TODAY (today is the last day in the campaign!) and get nice metal copper, silver, gold, and platinum coins for everyone to spin to their hearts’ content.

    Roll for Gems

    We flipped coins for coin treasure; but the closest D&D analogue for gems is multifaceted dice. The original OD&D rules use a d6 for determining gem value, and I think we should continue that tradition.

    Each player should roll a d6 (preferably a translucent or sparkly die, or even a semiprecious stone die).

    First, roll a d6 to see if you found gems. on a 1-5, you find nothing. On a 6, you find the least valuable (10 GP) gems.

    If you found a gem, roll on this easily-memorizable d6 chart:

    1-5: You’re done!
    6: Multiply gem value by 10, roll again.

    According to my calculations, the average value for this exploding die roll, with a maximum gem value of 100,000, is about 20 GP.

    When my group played with these rules, the party found a smattering of ordinary treasure and one improbably giant sapphire worth 10,000 GP (the odds of a hoard holding such a gem in a five-player group: 400 to 1). I like the swinginess of these treasure rules, for the same reason that I like the swinginess of the original OD&D treasure charts, which also generate the odd 10k gem.

    plundering Dragonlance: fear is the shepherd

    September 6th, 2013

    At one point in Dragons of Autumn Twilight, the heroes encounter a black dragon, and, under the influence of its fear aura, scatter like the comically low-level PCs that they are. Some of them make for a mysterious temple, in which they may face even more sinister threats.

    Except they don’t. It turns out to be a Good temple filled with plot-advancing blessings. But there was an opportunity there to really put the screws to the players.

    A dragon (or another monster, or a magical effect) that causes fear can be used to herd players in a direction that they really don’t want to go. Imagine if the heroes had peeked into the temple, and seen eldritch creepiness and wrongness of all sorts. As they try to leave, the dragon pops up. Characters who fail their saving throws are under movement constraints: their movement must take them farther from the dragon, if there is such a path available. Characters who pass their saving throw might still think it’s a good idea to move away from the dragon.

    Movement away from the dragon inexorably draws the PCs closer to the entrance of the evil temple.

    The really frustrating thing here is that the DM doesn’t move the PCs into the temple; they go themselves. Their options are limited to standing to face the dragon and entering the temple under their own power.

    Here’s another fear-based DM trick inspired by the dragons of Dragons of Autumn Twilight:

    So terrible, so agonized was the scream that Tanis dug his fingernails into his palms to keep from adding his own voice to that horrible wail and revealing himself to the dragon.

    The PCs are hiding in the dark from a monster. (Maybe this is one of these encounters that is a little too tough to face head-on.) The monster has a fear-based attack that imposes penalties on the PCs: maybe attack penalties, maybe movement penalties.

    The monster has another attack, used for locating cowering prey. It can attack the minds of anyone within a certain radius and make them scream in terror. It uses the scream to home in on its victim.

    Here’s an odd note: in the original game module, we find this text: “The dragon wears a ring of darkness which projects up to a radius of 100′.” ON WHAT?

    Dungeon Robber 1.3: bugfixes, named pets, teleportation magic

    September 3rd, 2013

    There’s a new version of the Dungeon Robber game!

    Good news first:

  • I tried to make an old school game, but I just couldn’t do it, guys. Level drain is now REVERSIBLE. If a vampire or succubus drains a level, you can go home and (for a hefty fee) get your levels back.
  • The Wizard College now has a teleporter that sends you to a random room in the dungeon. If you’re willing to risk appearing on a random level from 1 to 10, you might be able to skip some early dungeon levels.
  • You can name your pets and henchmen. Furthermore, their names are on the screen below their portraits. Click on the name to change it.

    And now the bad news:

  • Heroes have less HP: fighters and clerics get 1.5 HP per level (or 2/level with high Con).
  • No more 1-HP dragons: while all monsters still have 1d6 HP, a monster’s minimum HP is equal to half their monster level. Thus, a level 8 Hill Giant has 4, 5,or 6 HP.

    Now a long list of assorted bugfixes and minor changes:

  • I tried to fix the persistent issue with disappearing savegames. I try to save games using two different methods (Flash and HTML5); if these savegames ever differ, a popup asks you which one you’d like to use. Let me know if savegames continue to disappear.
  • Got rid of the 404 error that happened when you tried to load a savegame.
  • In Advanced mode, you can choose your high stat.
  • Clarified who can use items: dungeon robbers, thieves, and clerics with high Wis can use cleric scrolls. Dungeon robbers, thieves, and wizards with high Int can use wizard scrolls. Item descriptions and vendor trash acts accordingly.
  • Added a Quit key in town that saves and takes you to the loading screen.
  • Fixed a major memory leak by trimming the text log after 250 lines. You won’t be able to scroll back and see your entire adventure, but the gme shouldn’t lag so much after long play sessions.
  • Slightly altered fishing likelihood and added some messages in bottles.
  • Ready/Equip appears correctly next to items.
  • When you are teleported 100 miles from the dungeon, you spend your food to walk home as indicated in the text.
  • Animate Dead scroll references the graveyard.
  • Food and cure wounds spells don’t heal your skeleton.
  • Your skeleton always starts with 4 HP – you don’t need to reroll your skeleton over and over.
  • Super strength caused by mystical red mist dissipates when you go to town.
  • The lime-green color for treasure text has been muted.
  • If you don’t have a container, coins fall out of your pocket half as often as before.
  • If you retire as prince, the smithy is unlocked, if it isn’t already.
  • Charming a wounded monster retains their HP damage.
  • You now get XP for killing a creature with a spell. But don’t worry about the XP too much, since you only get token XP for slaying monsters; it’s all about treasure.
  • It’s now possible to use an item at a dead end.
  • When you go home, you automatically turn your coins into GP.
  • Put in a tooltip explanation for heavy burden.
  • Assorted text fixes and clarifications.

    As usual, I still have a list of buxfixes and features I haven’t got to yet. Let me know if you find that I’ve added new bugs; if any of my buxfixes didn’t work; or if you find any new issues.

    PLAY THE GAME!

  • plundering Dragonlance: the stag sturm can see

    August 30th, 2013

    At one point in Dragons of Autumn Twilight, Sturm, wounded and weak, sees a white stag leading him into the forest. No one else can see the stag. This is worthy of imitation in a D&D game.

    For one thing, the divine stag hunt is a great literature trope, and every D&D player should get to be a part of it at some point. Second, a lot can be done with the idea of a path that’s only visible to some people. My blogofholding buddy Rory’s campaign world has a desert that can only be crossed with a madman as your guide. I like the fact that, as with Sturm, only a damaged guide can see the path.

    What about this for a dungeon: an invisible, branching path across a chasm: only characters who are at half hit points or less (bloodied in 4e) can see the path. Other characters must follow in the footsteps of their wounded allies, or risk falling into the chasm.

    Sure, if people are willing to smack themselves with swords, everyone can bloody themselves and pick their way ably along the path. But when they reach the inevitable combat halfway along the bridge, it will be inconvenient to have everyone starting at half hit points. (Maybe the combatants are also invisible except to bloodied PCs?)

    PCs might walk by such a path many times and never know it until they happen to get damaged by a dangerous encounter or hazard. Or they may have heard rumors that the Bloody Path only appears for those close to death, and may purposely seek it.

    A path or guide might appear only to PCs suffering from other effects besides bloodied. Blind is an obvious one. Immobilized or paralyzed could be interesting. Sleepwalking could be fun.

    what dreams may come (until interrupted by baby cries)

    August 26th, 2013

    We just had a baby! This is Jane. Here she is, looking like she’s a DM about to run her first TPK (in, I suspect, the Temple of the Frog).

    Since this baby seems to be taking up a lot of my time, there may be occasional interruptions in this site’s schedule of blog posting and Mearls adventure updates. I also have a big list of fixes I’d like to make to the Dungeon Robber game. I’d like to get a new release out this week – we’ll see if I can do it.

    OK, enough excuses. Here is some D&D content that’s directly inspired by my being a new parent. More precisely, it’s inspired by the new-parent state of sleep deprivation in which weird images, dreams, and hallucinations are only an eyeblink away.

    Here’s a pair of crazy helmets that popped into my head at 4 in the morning while I was closing my eyes for some sleep:

    And here are the D&D rules that I made up for them as I was drifting off:

    ANIMAL HELMS: The generals of a powerful D&D empire each wear unique animal helms. Each helm is forged in the likeness of two animals, on the left and right side, each of which can be detached. A detached animal becomes a full-sized version which can perform one specific mission. If an animal is killed, a baby animal appears on the side of the helmet. It grows up and is ready to perform its service after a year and a day. While one animal is detached from the helm, the AC protection of the helm-wearer’s armor is reduced by 1 (minumum 0); if both are away, the AC is reduced by 2. If the helm is removed, the summoned animal returns to the helm.

    IBIS HELM: The ibises on either side of this helm can deliver messages. When detached, an ibis flies unerringly towards the person you name, whispers a message of any length, and then flies back to you with their response. The ibis can reach anyone in the world as long as they’re outside. If the target is inside a building, the ibis will circle the building for up to 24 hours before returning. The bird flies above the clouds at 100 miles an hour. It has AC 14 and 1 HP.

    ELEPHANT HELM: As soon as it is detached, an elephant rampages forward at 30 feet per round. Anyone in its 10-foot-wide path must make an easy dexterity check or be trampled for 2d20 damage. Buildings take 1d4 damage. The elephant continues forward, or smashes at obstacles, until it is recalled by the helm-wearer (at which point it rampages back, trampling anything in its path again). It has normal elephant stats by edition. Each elephant can be summoned once per day and heals 5 HP per day.

    WOLF TOWER: Here’s a bonus illustration of – a cool magic shield? a family coat of arms? I dunno.

    plundering Dragonlance: how to make first level characters seem awesome

    August 23rd, 2013


    “Ast tasarak sinwalan krynawi,” Raistlin murmured, and then moved his right hand slowly in an arc parallel to the shore.

    Tanis looked back toward land. One by one the goblins dropped their bows and toppled over. […]

    “What did you do to them?” asked Tanis […].

    “I put them to sleep,” Raistlin hissed through teeth that clicked together with the cold. “And now I must rest.” He sank back against the side of the boat.

    Tanis looked at the mage. Raistin had, indeed, gained in power and skill.

    OK, Raistlin had gained in power and skill since when? Exactly what level was Raistlin when Tanis used to adventure with him? Sleep is a FIRST LEVEL SPELL. If Raistlin wasn’t high enough level to put goblins to sleep, what was he casting back then? Cantrips?

    Later on:

    Caramon was even snoring. The kender remembered Raistlin’s sleep spell and figured that was what the draconians had used on his friends.

    I guess every draconian is also an unusually promising student whose power frightens even the mages of the High Tower or whatever it is called.

    plundering Dragonlance: how not to do dwarves

    August 16th, 2013

    “Bah!” Flint snorted. “If a gully dwarf can open this, I can open it. Stand aside.” The dwarf elbowed everyone back, plunged his hand into the water, and heaved. There was a moment’s silence. Flint grunted, his face turned red. He stopped, straightened up with a gasp, then reached down and tried again. There wasn’t a creak. The door remained shut.

    Dwarves are often treated without dignity. As far as I remember, Gimli wasn’t a comic-relief character in the Lord of the Rings books, but movie Gimli fared much worse. The repeated dwarf-tossing jokes in the movies had to be a low point of… well… anything. Just a universal low, low, low point.

    Flint gets pretty much the same deal as Gimli. He actually gets tossed a couple of times during the course of Dragons of Autumn Twilight. He’s hilariously short. In his very first scene, much comic hay is made of the fact that he can’t see over people’s heads, and he has to ask his companions what’s going on!

    As is ancient dwarven tradion, Flint has a phobia: as Gimli fears forests, Flint fears water. At one point, when he hears a lake is nearby, he actually runs in the other direction. He’s also allergic to horses. He can’t catch a break, travel-wise.

    I wonder if Mr. T is a dwarf? Sure, he’s tall, but he’s burly, bearded, and has an irrational fear of a means of transportation that causes comic inconvenience to his party.

    plundering Dragonlance: whistling in the dark

    August 12th, 2013

    I read a Dragonlance novel when I was a wee lad, and I didn’t think much of it (putting me on the other side of the gender divide, I guess). My memory is that Tanis spent a lot of time standing on battlements brooding about his half-elven nature, the kender was irritating, and Sturm was a big dull dud. Now, I loved knights acting on punctilious points of honor, so Sturm should have been right up my alley, but I couldn’t like him. Maybe it was the moustaches.

    (Dragonlance experts: Did Tanis ever actually stand brooding on battlements? I have a very specific memory of battlements.)

    Raistlin I liked, up to a point — and that point was True Neutral. I was a sanctimonious child and couldn’t really get into an evil antihero.

    Recently I decided to reread Dragons of Autumn Twilight. I’m finding that I like it more now than I did as a kid. There are some things done well, and the writing isn’t as bad as I remember (or I’ve read a lot more bad writing in the meantime). As a novel, it’s decent. As D&D adventure material, though, it’s inspiring. Not surprising, since the first book is, I understand, basically a novelization of an adventure module.

    Even if you’re not using the Dragonlance campaign setting, there are some pretty good DM tricks in Dragons of Autumn Twilight – just remember to file off the serial numbers. Chances are, at least one of your players read these books as kids.

    I’ll probably write a couple of posts about Dragonlance tricks for non-Dragonlance campaigns. Here’s one:

    goblin whistles

    What are those sounds?” Goldmoon asked the knight as he came up to her.

    “Goblin search parties,” Sturm answered. “Those whistles keep them in contact when they’re separated. They’re moving into the woods now.”

    This is cool, and a little spooky. A DM could add some atmospheric dread, I think, by using whistles to indicate that the PCs are being hunted. It could either be used, with frightening effect, as the signature of a pack of some horrifying hunting monsters, or used, as here, to spice up the lowly goblin. It’d be best used repeatedly: you’ll get some tension out of the first escape scene punctuated by whistles, but a session or two later, when the PCs think they’re safe, and they hear that whistle again: that’s your payoff.

    This trick would work best with a DM who could actually whistle. “You hear a whistle” doesn’t have the same effect.