Thursday, May 1, 2025

Using Swords & Wizardry Method for Generating a Random Hoard (Via AI)

I wanted to try the S&W hoard generation rules, but it requires a LOT of rolling. I figured that would be a good task for AI (Gemini, in this case).

had 49,840 gp value of treasure (using the XP total times 1d3+1) for two groups of monsters working together. Unique monsters (such as a shaman or a guardian beast) might have their own treasures that I would determine separately. This is to be spread throughout the lair.

I then asked Gemini to randomize the remaining coins (no round numbers), to do all the rolling for values and then to assign gem types to the gem values and brief descriptions of the jewelry items that were generated. While the juggling and asking the AI to redo things, reword things, etc. took maybe 20 or 25 minutes and I still did a number of rolls myself (for the magic items), the raw data from the first post was a HUGE time saver. Not bad.

Here’s the raw results from Gemini:

 

Alright, let's do a fresh calculation and make some example rolls for each step.

Step 1: 100 GP Trade-Outs (498 potential)

Let's roll 498 times on 1d10. Imagine we get 48 successful trade-outs (results of 1).

Now, for each of these 48 trade-outs, we roll 1d20:

Let's say the 48 d20 rolls yield:

  • 39 results between 1 and 19: These require 39 rolls on Table 79 (Minor Gems and Jewelry). Let's do a few example rolls on 1d4 for Table 79 and then the subsequent value rolls:
    • Roll 1: (1 on d4) -> 1d6 gp = 4 gp
    • Roll 2: (3 on d4) -> 1d100 + 75 gp = 23 + 75 = 98 gp
    • Roll 3: (2 on d4) -> 1d100 + 25 gp = 88 + 25 = 113 gp
    • ... (and so on for 36 more rolls)
  • 9 results of 20: These require 9 rolls on Table 82 (Minor Magic Items). Let's do a few example rolls on 1d4 for Table 82:
    • Roll 1: (2 on d4) -> Roll 1d6 on the Scrolls table (let's say we get a result that corresponds to a Protection from Evil scroll).
    • Roll 2: (1 on d4) -> Roll once on the Potions table (let's say we get a Potion of Healing).
    • Roll 3: (4 on d4) -> Roll 1d20 on the Remarkable Magic Items Table (Table 98) (let's say we get a Bag of Holding).
    • ... (and so on for 6 more rolls)

Gold tentatively traded out in this step: 48 * 100 gp = 4,800 gp.

Step 2: 1,000 GP Trade-Outs (49 potential)

Let's roll 49 times on 1d10. Imagine we get 4 successful trade-outs.

Now, for each of these 4 trade-outs, we roll 1d20:

Let's say the 4 d20 rolls yield:

  • 2 results between 1 and 19: These require 2 rolls on Table 80 (Medium Gems and Jewelry). Let's do example rolls on 1d4:
    • Roll 1: (3 on d4) -> 1d6 x 300 gp = 5 x 300 = 1500 gp
    • Roll 2: (1 on d4) -> 1d100 gp = 72 gp
  • 2 results of 20: These require 2 rolls on Table 83 (Medium Magic Items). Let's do example rolls on 1d4:
    • Roll 1: (4 on d4) -> Roll 1d20 + 20 on the Remarkable Magic Items Table (Table 98) (let's say we get a +1 Sword).
    • Roll 2: (1 on d4) -> Roll three times on the Potions table (let's say we get two Potions of Climbing and one Potion of Invisibility).

Gold tentatively traded out in this step: 4 * 1,000 gp = 4,000 gp.

Step 3: 5,000 GP Trade-Outs (9 potential)

Let's roll 9 times on 1d10. Imagine we get 1 successful trade-out.

Now, we roll 1d20:

Let's say the 1 d20 roll yields:

  • A result of 7 (between 1 and 19): This requires 1 roll on Table 81 (Major Gems and Jewelry). Let's do an example roll on 1d4:
    • Roll 1: (4 on d4) -> 1d100 x 200 gp = 31 x 200 = 6200 gp

Gold tentatively traded out in this step: 1 * 5,000 gp = 5,000 gp.

Step 4: Calculate Remaining Gold Pieces

Total gold tentatively traded out: 4,800 gp + 4,000 gp + 5,000 gp = 13,800 gp.

Remaining gold piece value: 49,840 gp (total) - 13,800 gp (traded out) = 36,040 gp.

Step 5: Bullet Point Summary of the Hoard

Here's a bullet point summary of the generated treasure:

  • Coins: 36,040 gp (to be divided into denominations as desired).
  • Gems and Jewelry (from Table 79 - Minor): 39 items with individual values determined by 1d6 gp, 1d100+25 gp, 1d100+75 gp, or 1d100x10 gp (example values: 4 gp, 98 gp, 113 gp, etc.).
  • Minor Magic Items (from Table 82): 9 items determined by rolls on the Potions table (1), Scrolls table (1d6), Magic Armor and Weapons Table (1d6), or Remarkable Magic Items Table (1d20) (example: Protection from Evil scroll, Potion of Healing, Bag of Holding, etc.).
  • Gems and Jewelry (from Table 80 - Medium): 2 items with individual values determined by 1d100 gp or 1d6 x 200 gp (example values: 72 gp, 1500 gp).
  • Medium Magic Items (from Table 83): 2 items determined by rolls of three times on the Potions table, 1d6+6 on the Scrolls table, 1d6+6 on the Magic Armor and Weapons Table, or 1d20+20 on the Remarkable Magic Items Table (example: +1 Sword, two Potions of Climbing, one Potion of Invisibility).
  • Gems and Jewelry (from Table 81 - Major): 1 item with a value determined by 1d100 x 200 gp (example value: 6200 gp).
  • Major Magic Items (from Table 84): 0 items in this specific roll.

This summary provides the remaining coins and indicates the number of items rolled from each gem/jewelry and magic item table. To get the full details, you would need to complete all the subsequent rolls on those tables.


Here's a bullet point summary of the generated treasure:

  • Coins: 36,040 gp

638 Platinum Pieces (pp)

15,713 Gold Pieces (gp)

8,445 Electrum Pieces (ep)

89,173 Silver Pieces (sp)

80,720 Copper Pieces (cp)

 

  • Gems and Jewelry (from Table 79 - Minor): 39 items with individual values determined by 1d6 gp, 1d100+25 gp, 1d100+75 gp, or 1d100x10 gp (example values: 4 gp, 98 gp, 113 gp, etc.).

 

Okay, here are the 39 minor gems and jewelry items listed as bullet points:

 

Small Emerald (138 gp)

Piece of polished Jet (2 gp)

Star Ruby (370 gp)

Carnelian (5 gp)

Small Sapphire (87 gp)

Diamond (slightly flawed) (910 gp)

Spinel (153 gp)

Bloodstone (35 gp)

Lapis Lazuli (4 gp)

Peridot (106 gp)

Jacinth (680 gp)

Chrysoprase (31 gp)

Obsidian Figurine (6 gp)

Tanzanite (174 gp)

Opal (170 gp)

Azurite (3 gp)

Topaz (119 gp)

Garnet Bracelet (220 gp)

Moonstone (34 gp)

Iolite (131 gp)

Alexandrite (830 gp)

Chalcedony (4 gp)

Amethyst (104 gp)

Aquamarine (710 gp)

Smoky Quartz (32 gp)

Hematite (5 gp)

Tourmaline (93 gp)

Fire Opal (460 gp)

Rhodochrosite (27 gp)

Pearl (small) (6 gp)

Zircon (163 gp)

Malachite Box (50 gp)

Jasper Ring (28 gp)

Piece of Shell Art (1 gp)

Tiger's Eye Brooch (26 gp)

Ivory Carving (2 gp)

Banded Agate Necklace (33 gp)

Coral Necklace (30 gp)

Amber Necklace (110 gp)

          Malachite Box (50 gp): A hinged, rectangular box measuring approximately 4 inches by 6 inches, carved from deep green malachite with swirling lighter green bands. The lid is smooth, and the interior is unlined. It closes with a simple, non-locking clasp made of tarnished brass.

 

Jasper Ring (28 gp): A thick silver band with a single, oval cabochon-cut stone of earthy red jasper set into it. The jasper has subtle darker brown veins running through it. The silver shows signs of wear but is still sturdy.

 

Piece of Shell Art (1 gp): A roughly circular plaque of dark wood, about 3 inches in diameter, onto which several small, white cowrie shells have been glued in a simple, daisy-like pattern. Some of the shells are chipped.

 

Tiger's Eye Brooch (26 gp): A small, oval brooch made of simple bronze. It features a smoothly polished, golden-brown tiger's eye cabochon that catches the light with its characteristic shimmering band. The pin on the back is slightly bent.

 

Ivory Carving (2 gp): A crudely carved figurine of a small, four-legged animal, about 2 inches long, made from a piece of yellowish ivory. The details are basic, with roughly etched eyes and limbs. It feels smooth but slightly oily to the touch.

 

Banded Agate Necklace (33 gp): A necklace made of a simple leather cord strung with seven polished, round beads of gray and white banded agate. The beads are about half an inch in diameter and are evenly spaced along the cord.

 

Coral Necklace (30 gp): A delicate necklace made of thin, reddish-pink coral branches, each about an inch long, linked together with fine silver wire. The coral has a slightly rough texture in places.

 

Amber Necklace (110 gp): A necklace featuring three irregularly shaped pendants of golden amber, each about one inch in its longest dimension. One of the pieces clearly contains the fossilized remains of a small winged insect. The amber pieces are strung on a sturdy hemp cord.

 

  • Minor Magic Items (from Table 82): 9 items determined by rolls on the Potions table (1), Scrolls table (1d6), Magic Armor and Weapons Table (1d6), or Remarkable Magic Items Table (1d20) (example: Protection from Evil scroll, Potion of Healing, Bag of Holding, etc.).

11 Potions 77x2 (healing)

 222 – 4 5 6 Scrolls

                    4 3 spells, level 1 (Detect Magic x2, Read Magic)

5 Cursed Scroll (turn to stone)

6 Protection from Metal Scroll (normal duration)

 3 – 5 table 89 +1 Armor

 

 444 – 3 7 18 Table 98

          Pipes of the Sewers (A)

          Figurine of the Golden Lion (A)

Gem of Seeing (A)

 

 

  • Gems and Jewelry (from Table 80 - Medium): 2 items with individual values determined by 1d100 gp or 1d6 x 200 gp (example values: 72 gp, 1500 gp).

A well-cut iolite (78 gp)

A silver bracelet set with moonstones (800 gp)

A sturdy bracelet made of intricately woven silver links. Set into the bracelet are five smooth, round moonstones, each about half an inch in diameter. The moonstones have a milky white sheen with a subtle blue luminescence that shifts as the bracelet moves. The clasp is a simple hook and eye.

 

  • Medium Magic Items (from Table 83): 2 items determined by rolls of three times on the Potions table, 1d6+6 on the Scrolls table, 1d6+6 on the Magic Armor and Weapons Table, or 1d20+20 on the Remarkable Magic Items Table (example: +1 Sword, two Potions of Climbing, one Potion of Invisibility).

2 – Scroll - 2 spells, (Polymorph Other, Animate Dead)

3 – 11 Table 89 - +2 melee weapon

 

  • Gems and Jewelry (from Table 81 - Major): 1 item with a value determined by 1d100 x 200 gp (example value: 6200 gp).

A Platinum Torc Inlaid with Star Sapphires: This would be a heavy, intricately crafted neck ring made of pure platinum (a very valuable metal). Inlaid within the platinum would be several large, exceptionally clear star sapphires. Star sapphires, displaying a distinct asterism (star-like effect), are highly prized. (8600 gp)

 

  • Major Magic Items (from Table 84): 0 items in this specific roll.

 

Friday, December 3, 2021

Starstone Handout - Bertram's Manuscript


I've been working my way through Starstone, trying to grasp all the nuances (I'm retyping the module just so that I can force myself to read every word and figure out what's going on - and then I can do a layout of the module that I can actually use :) ). 


Anyway, in the process I typed up Bertram's Manuscript and then made a handout for players, with the italicized words legible and the rest of the manuscript faded (as per the module). And I figured if I could use it with my players, maybe someone else would want it as well.

Here's a link to hi-res versions:





https://drive.google.com/drive/folders/1gu0H9HAEIF2Iznam9Nu8skK0UlEjkvPF?usp=sharing


Wednesday, October 6, 2021

Hit Points and Character Death

 


I'm reading a lot of posts asking, "What do hit points really measure?" or something similar. Where hit points seem to jump the shark for people is when a high level character falls 100 feet, gets up, dusts himself off and walks away - or the giant fights with one hit point as effectively as he did with fifty.

D&D seems to me to be about resource management - and hit points are just another resource to manage. Do I have enough to get through another encounter? If not, am I in a safe place to rest? If not... how do I manage my resources? 

So here's my proposal for hit points (almost certainly not original of course - but I haven't seen it exactly like this anywhere).  

NOTE that this is, of course, an untested work in progress :)


Health, Hit Points, Damage and Recovery

Health Points at 0 Level - all characters roll 1d8 for Life Points, Creatures have their Hit Dice in Life Points

Hit Points are rolled at each successive level according to class and added to the Hit Point Total, as normal. Hit Points represent exhaustion, tenacity, skill, survival instinct, and the blessing (or not!) of the fates and are easily lost and fairly quickly recovered. 

Damage in combat and adventuring (with some few exceptions, see below) reduces Hit Points until they are exhausted, then Life Points are reduced accordingly. Additionally, once Hit Points are exhausted, Life Points are drained normally (that is, a 0 level human, or a levelled character who has 0 Hit Points remaining, who is hit for 5 points loses those 5 Life Points) and each point is a wound or scar (see below). 

Each time a character takes 10 or more hit points in damage in a single round, regardless of how many total Hit Points the character has, his or her Life Points are reduced, one Life Point per 10 Hit Points of damage, rounded down (1 Life Point for 10-19 Hit Points, 2 Life for 20-29 Hit Points, etc.) with a subsequent Wound or Scar (see below).

Hit Points are recovered with Rest, while Life Points with Recuperation.

Rest: for every 10 minutes of rest, recover one Hit Dice of Hit Points.

Recuperation: for every 2 hours of recuperation, recover all Hit Points and 1 Life Point.

On Death, Dying and Dismemberment

Characters reduced to 0 Life Points are Dying. Dying Characters make a death save every round. A Death Save is a d20 rolled against the PC’s Constitution score, adjusted by his or her Constitution bonus. Two successive failed Death saves and the Character is dead. If a Dying Character is tended to by another Character (or NPC), the Death Save is rolled at Advantage.


Wounds and Scars: When a Life Point is lost, the Character receives a wound or scar appropriate to the situation. Roll on the general wounds and scars table below, adjusted by the number of Health Points lost in a single round and the Character’s Constitution Bonus (adding the Life Points lost, subtracting the Constitution Bonus).

Roll 1d12

Effect

1 or less

a surge of adrenaline returns 1d4 hit points per every other level (1d4 at 1st and 2nd, 2d4 at 3rd and 4th, etc.) At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 rounds.

2

No Effect

3-4

Minor Scar. It’s just a flesh wound, really. A little blood, a little pain but no lasting effect except a little scar (as determined by player and DM)

5-6

Major Scar. Out of action for remainder of combat and heal at half rate for 24 hours. Permanent scar (as determined by player and DM)

7

knocked down, disadvantage on rolls next round





8

knocked out for 2d6 rounds, unless wearing a helm. With helm, only stunned for 1 round. Disadvantage for 1d12 subsequent hours

9

broken bone (DM's choice), 2d4+9 weeks to heal.

10

severed limb (DM's choice or roll randomly) will die in 3d6 rounds unless tourniquet applied, wound cauterized with fire, or Cure Serious Wounds cast (CSW used for this will not restore lost hp).

11

fatal wound (gutted, stabbed through lung, broken back, etc.) die in 1d6 turns.

12+

instant death (decapitated or other grievous wound).





NOTE: While death is generally final, there are some rituals of the Church of the Holy Saints that can potentially resurrect a dead Character. In addition, the clerics of the old gods (Druids) can employ spells like Reincarnation to keep a Character’s Soul from traveling to the great beyond and magic users are able to trap souls in the Mortal Realm (in decaying bodies or as disembodied spirits). 




Friday, September 24, 2021

Cragrapid Keep

Back in the day... I bought ever issue of Dungeon Magazine I could get my hands on - starting with issue #9. I poured over those issues, reading and rereading the adventures. 

One of the early adventures that has stuck in memory for all these decades is from issue #11 - Wards of the Witching Ways.

Actually, it's not the plot of the adventure that has stayed with me - oh, I remember it - two mages betting on the survival of random shipwrecked strangers - plotting and cheating against each other. 

It's a tournament adventure - and as such, it's an okay plot...

But what I kept coming back to was the maps - the layout of the castle: Cragrapid Keep. It has four levels, multiple entrances and many interesting connections.


The other day I was thinking again about this keep and I decided to sketch a perspective image of the keep - not great (I'm no artist) but it helps me keep things in perspective...












 

Friday, September 10, 2021

Fiend Factory Cover Mockup

 I was reading Grognardia's random roll on the Fiend Folio this morning and I remembered that someone had put together a PDF of all the Fiend Factory monsters from White Dwarf. I found a copy of it a long time ago. It's just image scanned copies of the pages - meaning the layout is... um... variable as is the quality at times. I thought about trying to do some layout work and minor editing... but that's a deeper dive time-wise than I wanted to undertake. 

But I thought a cover would be nice :)

So I grabbed an image of a White Dwarf cover I liked (#26) and did some quick edits to make it a Fiend Factory Cover. Why? Because I could...




Friday, February 19, 2021

Free Map Friday

I'm always looking for new maps so I started drawing some. They're pretty rough - but they're free!






Available for use in any way, including commercially, with attribution:

Map by WR Beatty

If you want a larger image or a different format or just to tell me you used the map:

daenralworld AT gmail

Friday, February 12, 2021

Free Map Friday

 I'm always looking for new maps so I started drawing some. They're pretty rough - but they're free!


Part three of at least three. This is the right section.








Here's how they all fit together.



Available for use in any way, including commercially, with attribution:

Map by WR Beatty

If you want a larger image or a different format or just to tell me you used the map:

daenralworld AT gmail