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Showing posts from April, 2025

Dungeon Room Index: Sewers and Water Rooms

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Sewers! And other watery places. At the very beginning of this series I specifically called out water and how I think it can elevate a dungeon. Today, I hope to vindicate that idea. Here are the rooms: ...and this sneaky devil that I missed on my first pass transcribing my rough notes Sewers as a category I  love  sewer dungeons.  I think there are a few broad archetypes for dungeons out there: "cave" , "prison" , "tomb" --many of the room types I've covered so far can readily be expanded into a whole dungeon concept. (Some more readily than others--I'll be impressed if you can make "kitchens" into an entire megadungeon.) For many of those, I think when you pick the broad archetype you can readily come up with actual rooms  to stitch together (even if there are just a lot of rooms with more coffins in them).  I think sewers, on the other hand, are kind of the opposite: I don't really think of a "room" when I think of sewer...

Cairn-ish Content: Odd Math, Part 4

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Well, I've had the data ready and just needed to whip up the blog post... last week? I don't know. Time flies. But then my favorite board game publisher dropped a playtest kit for an expansion to one of my favorite games. I've been... uh... distracted. (If you like board games and you like flavorful fantasy role playing games, you might just like Oath , too!) And then I realized I wanted more data than I had gathered, so I had to refactor and rerun my simulations! And then  I realized I had a critical bug in my refactored code, so I had to fix that and rerun my simulations again.  Slow and steady, friends. Today is all about Ganging Up .  After some script tweaks, I can now simulate an arbitrary number of player characters vs. an arbitrary stat block. (If you want to play with that, check out the code here .) NOTE: I'm not going to code up anything for multiple v. multiple opponents, and here's why: A multiple vs. multiple scenario quickly devolves into a series of...