dungeon robber 1.2: savegames that save! relocate your robber! More inventory slots!

August 8th, 2013

This is a bugfix release of Dungeon Robber, but I couldn’t resist throwing in more functionality.

People have been reporting their savegames disappearing, which is bad news. When I was a kid, I didn’t mind my Legend of Zelda save disappearing from the gold Nintendo cartridge, because it meant I got to play more Zelda. But these days I like my savegames to, you know, save. I’d been using the built-in Flash data-saving feature: I’m still using that, but I’m also backing up savegames to HTML5 storage, so each one can act as a backup if the other fails.

Not paranoid enough for you? I also added a “save settings” feature on the loading screen where you can physically make a copy of your Dungeon Robber savegame and save it into a text file or email it to yourself. This lets you import/export your character between multiple computers, and also lets you make sure your fully unlocked town will last forever.

I’ve also added a way to reset your game, if you want to start over from the days when your village had no buildings and your graveyard was empty.

Note: There’s one text error I’ve noticed: in the IMPORT feature, it claims that importing a game will delete the current game. That’s not true: in fact, you can’t import a game over an existing one. You’ll have to torch your village first, before you can import. I’ll update the text when I get home.

I’ve also added a little News section to the loading page, and a link to buy the poster, now that some people are playing the game who don’t follow my blog or kickstarter.

Finally, I’ve made it a little easier to delve down into the dungeon depths. I’ve added 4 inventory slots to every character. That means that you can load up on all the equipment you want and still have room in your pack for the occasional Jacinth of Estimable Beauty or other dungeon treasure.

I still have a long list of bugs to be fixed in an upcoming patch! If you find any new bugs, email me at paul at blogofholding!

Play Dungeon Robber version 1.1! Fan art! Kings crowned!

August 5th, 2013

Lots of Dungeon Robber progress was made this weekend, in terms of recordbreaking, bugtesting, and coding!

I’d like to thank everyone who submitted bugs. You guys kept me busy this weekend, and you found lots of things I might never have found on my own. There’s a new version up: if you want to see the changes, or haven’t tried it yet, or the server was down while you tried it before:

PLAY DUNGEON ROBBER NOW!

To make sure you have the latest version, look for “version 1.1” on the bottom right. (Hopefully you guys don’t crash the server this time. I looked into hosting it on the cloud, but changing its URL might have meant deleting everyone’s savegame, and I didn’t want to do that. If you can’t get in, wait an hour and try again.)

What’s new in this version? We’ll get to that below. First of all, I want to congratulate the first player to become KING: Nathaniel Doherty! Long live King Nathaniel I!

I’d also like to thank the second player to become King, Edwin Porteous-Coté, who takes away the record for the most bugs discovered. And check out his kingdom! So many buildings!

Even cooler, check out this Dungeon Robber fan art: an awesome comic series from Shane Hosea:

Will Simon ever find riches? How about a blind cave fish? Read the rest of Simon’s adventures!

I was also happy to get a good mention by Rodney Thompson, one of the 5e designers and the guy behind Lords of Waterdeep. I’m glad the official D&D guys don’t mind me messing around in their sandbox.


OK, now on to the bugfixes I promised!

Here’s what’s fixed in version 1.1 of Dungeon Robber:

* Fixed a number of problems with Armor Class, attack and damage bonuses stacking with multiple items. I know, usually that doesn’t get fixed in a game until 3rd edition, but I’m ahead of the game.
* Prices are now listed for henchman-hiring measures at the inn. Who knew placards were so expensive!
* Removed the duplicate listing for room exits.
* Fixed a bunch of errors causing “undefined” items in the inventory.
* Killing monsters with items like the Wand of Magic Missiles gives you XP.
* Put in a tooltip in character creation telling you the requirements for a character class.
* Fixed various spelling errors and incorrect text.
* Elevators and other traps descend the proper number of floors, and make you lost.
* When you enter a shop, your money is changed to gold.
* If you have exactly 10 GP, you can rest.
* You can now heal henchmen with spells and food even when you’re healthy.
* You can turn left by hitting either L or T, so that you can do the most common dungeon exploration tasks with your left hand.
* You can buy items in a store over #9.
* Fixed scroll of animate dead and potion of quickness, which weren’t getting used up.
* Fixed Sanctuary spell, which wasn’t ending.
* Fixed a problem where high-level henchman portraits weren’t disappearing.
* Fixed an issue where the boring beetle didn’t get highlighted in combat (it’s easy to overlook the boring beetle)
* Fixed issues where nonviolent outcomes in the Coliseum would cause problems (just like in ancient Rome)

SOME OF THE BUGS I PLAN TO FIX NEXT VERSION:
* Some situation I haven’t identified can cause a henchman’s name to be “undefined”.
* There have been reports of monsters not getting their turn occasionally.
* A few savegames have disappeared. This is my highest priority bug.

This was meant to be a strictly bugfix build, but I did add a few little things: new treasures like a Jacinth of Estimable Beauty and a ewer (can you believe I almost missed an opportunity to include ewers in a game?) I also added Iron Rations, which are a convenient way to buy food in 10-packs.

I have lots more stuff I’d like to add to this game, but since we’re just around the baby’s due date, there’s no timeline for new features! Bugfixes come first!

OK, that’s it! If you fire up Dungeon Robber today, let me know what new bugs I’ve introduced and which bugfixes didn’t take! And thanks again for playing, reporting bugs, reading my blog, and kickstarting my project!

And here’s the link again:

PLAY DUNGEON ROBBER NOW!

Happy birthday! Dungeon Robber web game is now available!

August 2nd, 2013

It’s my birthday today, and here’s my gift to my readers and kickstarters: the Dungeon Robber video game beta is now available!

PLAY DUNGEON ROBBER!

I’ve talked before about this game. To recap, it’s a free Flash web game, a final bonus reward to cap the Random Dungeon Generator Kickstarter. It uses the original D&D rules to construct random dungeons and then lets you send in characters to die.

As you may have noticed, I have a tendency to contract featuritis. I always end up jamming a few more things than I planned in all of my projects. As I’ve mentioned before, that’s how this game ended up with pets, extra classes, and the textbook sign of feature creep, a fishing minigame. Well, since then, I’ve added new weapons (including D&D classics like the bastard sword), new treasures, new class abilities, new town buildings, and, based on many hours of alpha testing, new conveniences.

Here’s one: Dungeon dead ends, the curse of any randomly-generated labyrinth, are now semi-safe locations where you can eat food, rest and recover a spell or two, and even send a henchman back to town to sell some of your inventory-clogging vendor trash. All of this comes with a risk. While you’re sitting in the dead end, munching your iron rations and keeping watch down the hallway, you might be ambushed from behind by a monster passing through a secret door.

I’ve also implemented every trick and surprise in the original 1979 random-dungeon charts, including ones which are vanishingly rare. If you happen to find a magic pool that grants wishes in the dungeon, email me and let me know, and tell me what you wished for and how it turned out.

This game has a lot of moving parts, and it’s sure to be buggy. I’d like to hear about any bugs you hit. Also let me know what parts are fun, what parts aren’t, what you found confusing, and what grisly end met your 2nd level Dungeon Robber who somehow found himself on level 7 of the dungeon. My email is paul at blogofholding.com.

And finally, some challenges to you: I’ve been playing this game, in some version or other, for months, and I have never become King. And on the perma-death Advanced mode, my record is even worse. I’ve never made it to level 5, Knight. If you break my records, let me know.

PLAY DUNGEON ROBBER!

the month door

July 29th, 2013


For all of Mira’s assurances, nothing was simple about entering the cavern, in Farideh’s opinion. First, there was a climb up a nearly sheer rock face, the stream that seemed to trickle out the broken door pouring down on her head. She hauled herself up onto the narrow ledge behind Mira, not wanting to consider how they would get back down.
Lesser Evils by Erin M. Evans

One of the things I liked about Mike Mornard’s old-school dungeon crawl was that there was a significant cost to entering the dungeon each time. You had to negotiate past a mad wizard on each trip. This encouraged you to stretch your resources, which made things a little more tense.

You can’t come up with a gimmick like that for every dungeon, of course. But you can come up with a gimmick like that for a LOT of dungeons.

In the passage above, the difficulty is simply a dangerous climb to the dungeon entrance. That’s not bad at all. (In the book, there’s also time pressure on the dungeon excursion – another classic.)

Another way to increase the dungeon-entry cost is to institute, not a fixed cost, but a lottery. Every time you open the door, there’s a visible risk. In the simplest case, there’s a wheel-of-fortune roulette wheel on the door, and it spins every time you open the door. If you get double zeroes, something bad happens. Maybe a trap is spring, or maybe the dungeon just collapses, leaving you unharmed but burying any treasure you hadn’t looted yet.

Free-associating from the idea of an ancient roulette wheel, I’m thinking of one of those round calendars like the Mayan calender.

The Mayan calandar has 20 months – convenient for D&D random number generation! But luckily, a 12-month calendar comes with its own die as well.

In fact, I have a d12 with the months on it, just begging for its own house-rules subsystem. Maybe this is it!

In order to open the door, you have to spin the stone calendar disk on the door. We’ll associate a god or demon with each month. The evil god, or the scariest demon, is associated with January (or a roll of 1 on the d12).

We could further tie the dungeon to the die roll: based on the season you roll, the dungeon is altered. If one god is associated with lightning, then lightning crackles down the hallways and powers otherwise inoperable machines. Or maybe it’s based on the season. If you roll a spring month, the dungeon walls are covered with climbable ivy: some new areas are now accessible. In winter, snow and ice coat the floors, and you need winter clothes to avoid exposure damage. In summer, it’s hot, and the dungeon’s pools and rivers are dried up, revealing treasures and secrets. Fall? Well, fall is a time of death and decay. So, business as usual in the dungeon.

my funny dice

July 22nd, 2013

Most DMs have a couple of funny dice and a couple of weird houserules to go with them. This is a tradition that goes back to Gary Gygax. In the First Edition DMG, he says,

The author has a d6 with the following faces: SPADE, CLUB, CLUB, DIAMOND, DIAMOND, HEART. If, during an encounter, players meet a character whose reaction is uncertain, the card suit die is rolled in conjunction with 3d6. Black suits mean dislike, with the SPADE equalling hate, while red equals like, the HEART being great favor. The 3d6 give a bell-shaped probability curve of 3-18, with 9-12 being the mean spread. SPADE 18 means absolute and unchangeable hate, while HEART 18 indicates the opposite. CLUBS or DIAMONDS can be altered by discourse, rewards, etc. Thus, CLUBS 12 could possibly be altered to CLUBS 3 by offer of a tribute or favor, CLUBS 3 changed to DIAMONDS 3 by a gift, etc.

I’ve read the DMG a couple of times and I didn’t notice that passage till recently. The dice sound cool – similar to crown and anchor dice but better because they have a sort of bell curve built in, with some suits more common than others. (For that reason, they seem like they’d be pretty useless for most card-game purposes.) I haven’t found these dice in an eBay search, but I’ll keep looking. Funny dice like these – dice with no official game rules attached – beg to be used, and so they stretch the fabric of the rules. The big tent of D&D becomes just a tiny bit bigger to accommodate them.

I already have a couple of my own funny dice and their accompanying funny-dice rules.

The danger die: I have a red die with a skull and crossbones on one side. In random-monster, random-complication, or random-unfortunate-event situations, I hand it to a player and say “Roll the danger die. Roll anything you want but don’t roll the skull and crossbones.” Over the course of our recent Isle of Dread playthrough, the players have come to fear the danger die.

The dragon die and the dinosaur die I have a d6 with a dragon on one face. When inside a dragon’s territory, I’d have a player roll the danger die and the dragon die for every random monster check. On various occasions, the dragon die resulted in either panicked flight from, or victorious conquest of, the legendary black dragon from the recent Legends and Lore column. I also have a d6 with a different dinosaur on each face, That saw occasional use on the Isle of Dread. Outside of the Isle, I have a feeling that the dragon die is going to get rolled a lot more.

My dice box is the tin for a peg game called “Yachting: An Exciting Game.” “Y:AEG” is almost worthless as a game, but it came with two cool dice: a d6 with a lighthouse on one side, and a d8 with the cardinal and intermediate directions: North, Northwest, etc. I use these dice all the time.

The weather die: I don’t always roll for random weather each day, but our Isle of Dread campaign featured a druid whose lightning storm spell was much more powerful in stormy weather. Every morning, he’d ask, “What’s the weather today?” and I’d hand him the weather die. (6 means an appropriate-for-climate storm, and the 1/lighthouse means calm and possibly fog.) The result was that there was a lot more weather in the game than I’m used to; and the characters spent a lot more time slogging through mud than they were probably used to. I liked the added layer of detail from checking the weather, and I like that the mechanics of the druid spell makes the weather relevant to one of the characters, and thus, the group.

The direction die: A d8 direction die is built into 1e D&D game rules (both for wind speed and for “grenade-like missiles”). You’re supposed to use 1 for north, 2 for northeast, etc. It’s nice to have the directions right on the die. As a group, we don’t throw a ton of grenades, but we tend to play a lot of naval adventures, so this die gets used all the time.

Little d6es: I don’t always have the energy to go digging for appropriate miniatures for every encounter. About half the dice in my dice box are from a colored assortment of mini d6es. They’re a great mini substitute, and the colors and pips are good for marking factions and hit points. The high point for the mini d6es was during our gonzo epic-level 4th Edition battle against Tiamat. Handfuls of white, black, red, green, and blue d6es each stood for dragons of the appropriate color.

Other dice: I’ve got plenty of other weird dice still waiting for their opportunity to come into their own. I’ve occasionally used the pig die (when the PCs were searching for wild game, and as a stand-in mini for a particularly tough and fat evil cultist) but I haven’t found use for the unicorn, letter, month, or Tower of Gygax die yet. I’m gonna hold on to them all though. A funny die is a house-rule generator. I’m sure all these dice have a use. I just haven’t figured it out yet.

tree of wisdom and other hazards

July 15th, 2013

My random forest monster chart includes a bunch of plant monsters, and in the Mearls sidebar game we ran into most of them. Here are the details of the dangerous flora of my elven forest.

Tree of wisdom: This dangerous willow tree is also called a Tree of Death. Elves may seek it in moments of crisis.

Glowing pollen sifts from the tree. Its dim golden halo can be seen 200 feet away at night or 20 feet during the day. There are humanoid and animal bones under the tree, and there may also be treasure (1 chance in 3) and/or passive living creatures (roll d6. 1: normal animal, 2: magical animal, 3: humanoid, 4-6: none).

If you go beneath the tree’s leaves, you feel peaceful and happy. You must make a Wisdom check/save (against enchantment) any time you try to leave the tree, initiate combat, or stand up. If you fail the save, you sit beneath the tree and won’t willingly perform any actions for an hour.

When you first sit down, and after every hour sitting under the tree, you have some spiritual breakthrough (DM: come up with a wise-sounding epigram!) and gain 30 XP.

After six hours spent beneath the tree, you make a death/Will/Wis saving throw (depending on edition). If you succeed, you permanently gain a point of Wisdom. Furthermore, you gain serenity and resolution about a sorrow or dilemma you’re facing. From now on, this tree has no effect on you. If you fail the save, you die.

Red bell ring: – All the trees around a clearing are hung with red bell-shaped flowers. If any creature larger than a fox passes into the ring, or touches a bell, all the bells ring (stealth and invisibility has no effect). The ringing of the bells forces a wandering monster check, prevents surprise, and wakes sleepers (including magical sleepers). Red bells are easy to spot unless you are hurrying.

Cobra vine: You’ve ventured from the path and are wandering through the elven forest. As your foot touches the ground, 2 glowing eyes snap open on an otherwise normal-looking vine. It instantly readies an action to strike (it has the stats of a poisonous snake), at anyone within 10 feet who moves or attacks it. You can try to move out of range slowly enough not to trigger it (5 consecutive rounds of easy dex checks, moving one foot per turn) or try to dodge/attack it (it gets the first attack) or someone outside the range can throw something large enough to distract it (you can escape while it’s attacking something else).

mysteries of the clouded lands

July 8th, 2013

In a previous post, I talked about two awesome TSR campaign settings that never got their own boxed set. 1) Jeff Grubb came up with a world of perpetual cloud where the forces of good had been pushed up to sunny mountain peaks, and cloud ships plied between the mountaintops. 2) Wayne Rossi has pointed out that the implied world of the OD&D books is actually not like any published setting, ever, and has reconstructed a bizarre and wild land of dinosaurs, cavemen, and flying Arthurian knights.

I propose that these two settings be combined, and that it all happen on the classic map from Wilderness Survival: Jeff Grubb’s “forces of good” live in the few hexes of mountain peaks, and the cloudy lowlands are overrun with OD&D Gygaxian weirdness.

These ideas together don’t constitute a full campaign setting. There are a lot of mysteries for us to solve. There were a lot of good suggestions in the comments last time; let’s tackle some new questions.

where do the clouds come from?

I have no idea. The only thing that I’m sure of is that the cloud layer rises a little higher every year, maybe as little as a foot. That gives the mountain peaks a nice doomed Atlantis feel. I like to think that the sages of some mountain peak, preparing for the worst, are building a Babel-like tower on the top of the highest mountain.

The adventurers may well be trying to halt or delay the advance of the clouds. In that case, the source of the clouds determines the kind of adventures the PCs will embark on. If we want to run a megadungeon campaign, the mists are rising up from some unknown source at the bottoms of the dungeons. If we want a mass combat campaign, then the mist is somehow generated by warlords in castles. Maybe the warlords have magic gates to a smoky dimension of fire mercenaries, or maybe the clouds are created by supernatural evil itself.

Or the source of the clouds could be a mystery, or an unexplained given in the campaign world. What do you think?

who lives outside the cities?

In this old post from Swords of Minaria, Evan notices that “The original world, tucked away and hidden in the white box, is one of fierce nomadic bands of humans and humanoids that scour the badlands.” Furthermore, based on the size of the Wilderness Survival map, he calculates that

By terrain type and encounter odds, this indicates the whole map contains an average of 44 large hordes of men and 41 small parties of heroes. Of the hordes, about 17 are bandits, 12 brigands, 7 nomads, 6 berserkers, 2 dervishes, 2 cavemen, 1 buccaneer and 1 group of river pirates. The heroic parties are equal numbers of fighting-men, clerics and magic-users with an average of 8 individuals per party. All told, this indicates there are 7,588 men roaming the countryside.

The wilderness is home to 7,500 human warriors! Whether the settled areas of the Wilderness Survival map are the towns (as in OD&D) or the mountain peaks (as in the Jeff Grubb-inspired setting), the civilized folks probably have far fewer soldiers than that.

It strikes me that, while OD&D presents the world as a battle between Law and Chaos, and Steve Winter mentioned good vs. evil in his cloud-world pitch, this setting is really about farming folk vs. nomads. In this case, the good/lawful guys are the farmers, and they’re losing. The PCs are armed, wandering war bands defending civilization – Seven Samurai fighting their own kind to protect farmers.

What’s up with all the nomads? Are they predominantly evil? Warlike but essentially neutral transhumant pastoralists, escorting their cattle from one grazing land to another? Noble barbarians? A mix? What kind of animals do they herd, and, in this world of dire and flying monsters, what do they ride?

What’s up with the bandits and brigands, two groups which form 2/3 of the wandering bands? Can their numbers possibly be supported by the smaller population of herders and farmers? How do they live? Or are they slowly starving? These questions are relevant for any OD&D White Box campaign, not just a White Box-sky pirates mashup.

Random Dungeon video game

July 1st, 2013

Technically, the Random Dungeon Generator as a Dungeon Map kickstarter is complete. I’ve delivered everything that I said I’d deliver. However, I do have one more Dungeon Map-related project that I’d love to finish.

One of the Kickstarter rewards was a board game where you play a dungeon explorer, navigating the poster and trying to stay alive. Another reward was an interactive, online version of the poster, to help people generate Gygaxian mazes. The obvious intersection of those two projects, and one that I’ve been working on for months, is a Random Dungeon roguelike video game.

Like most of my projects, this one has succumbed to “featuritis” – it’s a lot more ambitious now that it was when I started programming. Here are some of the features I didn’t know I needed until I added them:

  • You can get yourself a pet. Unlike Nethack, you don’t start with a kitten or puppy. You have to earn it. If you find a whip, you might be able to tame a giant lizard or a carrion crawler. Some characters might one day gain the capability to raise undead minions. Or, if you prefer human henchmen, you might be able to hire them back in town – once you’ve built an inn. Speaking of which:

  • Unlike many roguelikes, you can leave the dungeon and return to town. The town’s economy is dependent on your success in the dungeon. When you start, there’s not much available besides a handful of weapons for sale at the market, a graveyard to commemorate all your dead characters, and a few other buildings. But as your characters loot the dungeon and retire as independent yeomen, wealthy bishops, or even nobility, new buildings will spring up, and new treasures will become available for sale for new characters.

  • The Dungeon Robber game is about what happens before your first game of Dungeons and Dragons, before your character has fighter or wizard skills and can afford decent equipment. But if you’re successful enough to retire as a merchant, a thieves guild moves to town. If you retire as a knight, you’ll be able to start your next game as a fighter. Eventually, when you’ve unlocked the four original D&D classes and starting equipment, you’re actually playing D&D.

    So will I even finish this game? No promises, but I think I might. I have a deadline in mind. My wife and I are expecting our first child in early August. I’ve heard that babies are a lot of work, so I’d really like to get a beta of the game done in late July.

  • witches are hobbyists

    June 24th, 2013

    My random forest monster chart includes witches, which don’t usually get a stat block. The Hag isn’t the same thing. The important thing about witches is that each has her own cottage industry.

    Despite the fact that witches gather in covens, and despite the misguided Hansel and Gretel movie where witch mooks are mowed down with machine gun fire, D&D witches are most interesting as lone monsters. Each witch should have a unique and cruel form of magic.

    Hansel and Gretel’s witch makes gingerbread. Circe has a pig farm. The witches in the seminal work on witchcraft, Nick Cage’s Wicker Man, keep bees. The Macbeth witches are political wonks, and probably have a Nate Silver-style blog. Each witch has a horrific twist on their own hobby*, but they’re all hobbyists nonetheless, following the dictates of their own peculiar imaginations, and therefore spiritual sisters to D&D players. Some witch probably plays a twisted variant of OD&D where the players suffer the fate of their characters. “Bad luck, your character stumbled into a trap! Roll on the random trap chart! ROLL ON IT!”

    When your players randomly encounter a witch, you should take a few seconds to come up with some unique pastime. Or roll on this chart (when you roll an entry, cross it off and write in something new):
    1: baker (we used a witch baker recently in the Mearls sidebar)
    2: shoemaker (collects feet for study so that the shoes will fit better)
    3: mason (turns the victims of her trickery into stones; has a pretty big castle by this point)
    4: playwright (captures friend/family groups and compels them to enact horrific Shakespearean tragedies)
    5: cooking contest judge (mystery ingredient: pieces of yourself!)
    6: randomly choose from http://en.wikipedia.org/wiki/List_of_hobbies – so many good ones to choose from! B-boying, RC car racing, and parkour witches are all great possibilities.

    Witches and gender

    Because medieval Europeans were weirdos, traditional witches are female. We don’t need to reject this powerful archetype, but we don’t have to be bound to it either. As far as I’m concerned, a witch is a person who seems civilized, but who uses guile and magic to destroy travelers in terrifying ways. Bluebeard is a nice example of a male character with witch-like characteristics (his particular hobby is serial monogamy). Inside the game world, he might not be called a witch, but I’d use witch stats for him.

    *I didn’t see the movie, so I can’t say for sure that the Wicker Man witches had a particularly horrific style of beekeeping. I can only hope that they did, and that it involved Nick Cage getting stung, a lot.

    pray for paris

    June 20th, 2013

    I saw a dude in the subway wearing this t-shirt. My first thought was “What happened to Paris? Medusa attack?” Turns out Pray for Paris is just a fashion T-shirt line. Paris is just fine. Fleshly as ever.

    Got me wondering, though. In a magical D&D world, when some magical catastrophe strikes a city (which must happen, like, every other week) would we see the same outpouring of concern and charity that we do when a natural disaster hits a real city? Is there a Clerics Without Borders in a world with isolated nations and city-states? Would Athens care if something bad happened to Sparta?

    Athens and Sparta is actually a good example. I suppose that warring city-states would react to a monstrous threat the way Athens and Sparta did to the Persian invasions. Athenians are foreigners to the Spartans, but the Persians are even more foreign, so the two city-states unite. An army of medusae would be more foreign still.

    So this is something that can happen in a D&D city. Word arrives of some horrific magical disaster or attack in a foreign land. People pray. (Clerics leading thousands of believers in prayer probably has a concrete D&D spell effect, maybe casting Stone to Flesh at a distance). People donate coins and iron rations. A band of clerics sets off on a mission against the medusae.* Church bells toll. And maybe the king hires an adventuring band or two.

    *This is the source of the famous “Clerics of Paris” statue garden.