Mokuy Australia TextMapper first pass

Mokuy Australia text map
Mokuy Australia

The wrinkle here is that my HexKit version was pointy topped hexes, not flat topped like TextMapper – but as a rough look to try and do more detailed things, ok. Will have to do another version later.

0101 ocean
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2011 swamp
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3417 forest-mountain tower "Ruby Base"
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The Randomnomicon and making random OSR rulesets

Thanks to a post by Jens D https://the-disoriented-ranger.blogspot.com/2023/01/lots-of-ducks-no-row-and-gallery-of.html I noticed mention of a game being designed called the above, which sounds like fun.

Last month Marcia at Traverse Fantasy did some cluster analysis of OSR type rulesets.

People asked about where others fit in.

Idle thought is that with CC and other open licensed games – those that are adjacent you could slice up into the relevant sections – and randomly roll for each.

A function could even feed the classification into Marcia’s breakdown of rulesets as above to get ‘synthetic’ data for said clusters.

https://traversefantasy.blogspot.com/2022/12/osr-rules-families-faq-methodology.html

ChatGPT uses – random tables

Things along these lines:

please continue as above, starting at 22
22: {
'6th Level': 'Spiritwrack',
'7th Level': None,
'8th Level': None,
'9th Level': None
},
23: {
'6th Level': 'Stone To Flesh',
'7th Level': None,
'8th Level': None,
'9th Level': None
},
24: {
'6th Level': 'Tenser's Transformation',
'7th Level': None,
'8th Level': None,
'9th Level': None
}
}




please continue as above, starting at 17
Sure, here is the python dictionary for the table starting at level 17:

python
Copy code
spells = {
    6: {
        '17': 'Otiluke\'s Freezing Sphere',
        '18': 'Part Water',
        '19': 'Project Image',
        '20': 'Reincarnation',
        '21': 'Repulsion',
        '22': 'Spiritwrack',
        '23': 'Stone To Flesh',
        '24': 'Tenser\'s Transformation'
    },
    7: {
    },
    8: {
    },
    9: {
    },
}
Please note that the numbers in the outermost dictionary are the spell level and the numbers in the innermost dictionaries are the spell numbers.





can you give me the full 7th 8th and 9th levels as above?
Sure, here is the full python dictionary for the 7th, 8th, and 9th levels:

python
Copy code
{
    7th Level: {
    '1': 'Anti-Magic Shell',
    '2': 'Bigby's Grasping Hand',
    '3': 'Bigby's Forceful Hand',
    '4': 'Control Weather',
    '5': 'Death Spell',
    '6': 'Disintegrate',
    '7': 'Enchant An Item',
    '8': 'Extension III',
    '9': 'Geas',
    '10': 'Glassee',
    '11': 'Globe Of Invulnerability',
    '12': 'Guards And Wards',
    '13': 'Invisible Stalker',
    '14': 'Legend Lore',
    '15': 'Lower Water',
    '16': 'Monster Summoning IV',
    '17': 'Move Earth',
    '18': 'Otiluke's Freezing Sphere',
    '19': 'Part Water',
    '20': 'Project Image',
    '21': 'Reincarnation',
    '22': 'Repulsion',
    '23': 'Spiritwrack',
    '24': 'Stone To Flesh',
    '25': 'Tenser's Transformation'
    },
    8th Level: {
    '1': 'Antipathy/Sympathy',
    '2': 'Cacodemon',
    '3': 'Bigby's Clenched Fist',
    '4': 'Bigby's Crushing Hand',
    '5': 'Charm Plants',
    '6': 'Clone',
    '7': '



please finish the table from 3 responses ago that ended at 21: {
'Move Earth': '',
'Vanish': '',
'Trap The Soul': '',
},
22: {
'Otiluke's Freezing Sphere': '',
'Part Water': '',
'Project Image': '',
'Reincarnation': '',
'Repulsion': '',
'Spiritwrack': '',
'Stone To Flesh': '',
'Tenser's Transformation': '',
},
23: {
'Anti-Magic Shell': 'Bigby's Grasping Hand',
'Bigby's Forceful Hand': 'Cacodemon',
'Control Weather': 'Charm Plants',
'Death Spell': 'Delayed Blast Fireball',
'Disintegrate': "Drawmij's Instant Summons",
'Enchant An Item': 'Duo-Dimension',
'Extension III': 'Limited Wish',
'Geas': 'Mass Invisibility',
'Glassee': 'Monster Summoning V',
'Globe Of Invulnerability': "Mordenkainen's Sword",
},




The below, for if I want to rewrite to lazily add to my generic shared host here.

convert this python function to perl     def random_check():
        pc_dict = {}
        pc = roll_dice(1,20)
        
        if pc <= 2:
            pc_dict['direction'] = 'ahead'
            pc_dict['check'] = 6
        elif pc >= 3 and pc <= 5:
            pc_dict['direction'] = 'exit'
            pc_dict['check'] = 6
        elif pc >= 6 and pc <= 10:
            pc_dict['direction'] = 'side'
            pc_dict['check'] = 3
        elif pc >= 11 and pc <= 13:
            pc_dict['direction'] = 'turn'
            pc_dict['check'] = 3
        elif pc >= 14 and pc <= 16:
            pc_dict['direction'] = 'room'
            pc_dict['check'] = 3
        elif pc == 17:
            pc_dict['direction'] = 'level'
            pc_dict['check'] = 'up_down'
            if LEVEL == "N": #make this what you like or could be config
                pc_dict['direction'] = 'room'
                pc_dict['check'] = 3
        elif pc == 18:
            pc_dict['direction'] = 'stop'
            pc_dict['check'] = 'spy_things'
        elif pc == 19:
            pc_dict['direction'] = 'bad_things'
            pc_dict['check'] = 3
        elif pc == 20:
            pc_dict['direction'] = 'random_encounter'
            pc_dict['check'] = 'roll_again'
            

        if VERBOSITY:
            print("RANDOM_CHECK",pc, pc_dict['direction'])

        #test purposes
        #pc_dict['direction'] = 'ahead'

        return pc_dict
sub random_check {
my $pc_hash = {};
my $pc = roll_dice(1,20);

if ($pc <= 2) {
$pc_hash->{'direction'} = 'ahead';
$pc_hash->{'check'} = 6;
} elsif ($pc >= 3 && $pc <= 5) {
$pc_hash->{'direction'} = 'exit';
$pc_hash->{'check'} = 6;
} elsif ($pc >= 6 && $pc <= 10) {
$pc_hash->{'direction'} = 'side';
$pc_hash->{'check'} = 3;
} elsif ($pc >= 11 && $pc <= 13) {
$pc_hash->{'direction'} = 'turn';
$pc_hash->{'check'} = 3;
} elsif ($pc >= 14 && $pc <= 16) {
$pc_hash->{'direction'} = 'room';
$pc_hash->{'check'} = 3;
} elsif ($pc == 17) {
$pc_hash->{'direction'} = 'level';
$pc_hash->{'check'} = 'up_down';
if ($LEVEL eq "N") {
$pc_hash->{'direction'} = 'room';
$pc_hash->{'check'} = 3;
}
} elsif ($pc == 18) {
$pc_hash->{'direction'} = 'stop';
$pc_hash->{'check'} = 'spy_things';
} elsif ($pc == 19) {
$pc_hash->{'direction'} = 'bad_things';
$pc_hash->{'check'} = 3;
} elsif ($pc == 20) {
$pc_hash->{'direction'} = 'random_encounter';
$pc_hash->{'check'} = 'roll_again';
}

if ($VERBOSITY) {
print "RANDOM_CHECK $pc $pc_hash->{'direction'}\n";
}

return $pc_hash;
}




I had already done monsters before I thought of this - and they were standard mostly, so a parser did all 10 levels reasonbly well.
Did magic items and spells with ChatGPT assistance.  Possibly not lots and lots quicker - but easier on the fingers and wrists.

The 1000 Dungeon Project

Thanks to the AD&D Random Dungeon Generator I wrote https://github.com/bluetyson/ADnD1e-Random-Dungeon-Generator, I can parallelise, so doing this only takes less than a minute.

The basic random walk theory these talk is ‘Ahead’ is the y positive direction and always follow exits – e.g. stairs down (and can go up sometimes too).

The first 1000 dungeons I have done with 10 Periodic Checks as the DMG table calls them. e.g. a roll on the main table.

Here’s a summary :-

https://docs.google.com/spreadsheets/d/1kpZhtAO4cLtyLnh6bCCRVdigOL8jbjAFJ6CFyEZ2cX8/edit?usp=sharing

Wandering Monster Totals
Wandering Monster XP histogram
Monster numbers
Monster XP histogram
Rooms

Here you can have the situation if you find an empy room it can have secret doors – beyond which are more rooms, which can have secret doors if empty – I have it so it follows that stack down, then goes back – e.g. Rooms are the interesting thing.

So with 10 checks, a couple of rooms is likely.

In fact, here are the medians for this batch of 1000:

monster_xp                            0.0
wm_xp                                 0.0
monster_total                         0.0
wm_total                              0.0
traps                                 1.0
rooms                                 2.0
total_treasure_copper                 0.0
total_treasure_silver                 0.0
total_treasure_electrum               0.0
total_treasure_gold                   0.0
total_treasure_platinum               0.0
total_treasure_gems                   0.0
total_treasure_jewellery              0.0
total_treasure_magic                  0.0
total_treasure_monster_copper         0.0
total_treasure_monster_silver         0.0
total_treasure_monster_electrum       0.0
total_treasure_monster_gold           0.0
total_treasure_monster_platinum       0.0
total_treasure_monster_gems           0.0
total_treasure_monster_jewellery      0.0
total_treasure_monster_magic          0.0
wm_total_treasure_copper              0.0
wm_total_treasure_silver              0.0
wm_total_treasure_electrum            0.0
wm_total_treasure_gold                0.0
wm_total_treasure_platinum            0.0
wm_total_treasure_gems                0.0
wm_total_treasure_jewellery           0.0
wm_total_treasure_magic               0.0
Coins                                11.0
Gems                                  0.0
Jewellery                             0.0
Magic                                 0.0
Total Gold Equivalent                21.5
x                                    13.0
y                                    16.0
z                                     1.0

Median room size is 13 by 16 – y dimensions are likely to be bigger.

So if we call a median room an exemplar, let’s have a look:

Selecting all the 13 by 16 the medians:
monster_xp                            0.0
wm_xp                                19.0
monster_total                         0.0
wm_total                              0.5
traps                                 0.0
rooms                                 3.5
total_treasure_copper                 0.0
total_treasure_silver                 0.0
total_treasure_electrum               0.0
total_treasure_gold                   0.0
total_treasure_platinum               0.0
total_treasure_gems                   0.0
total_treasure_jewellery              0.0
total_treasure_magic                  0.0
total_treasure_monster_copper         0.0
total_treasure_monster_silver         0.0
total_treasure_monster_electrum       0.0
total_treasure_monster_gold           0.0
total_treasure_monster_platinum       0.0
total_treasure_monster_gems           0.0
total_treasure_monster_jewellery      0.0
total_treasure_monster_magic          0.0
wm_total_treasure_copper              0.0
wm_total_treasure_silver              0.0
wm_total_treasure_electrum            0.0
wm_total_treasure_gold                0.0
wm_total_treasure_platinum            0.0
wm_total_treasure_gems                0.0
wm_total_treasure_jewellery           0.0
wm_total_treasure_magic               0.0
Coins                                60.0
Gems                                  0.0
Jewellery                             0.0
Magic                                 0.0
Total Gold Equivalent                60.0
x                                    13.0
y                                    16.0
z                                     2.0
Periodic Checks                      10.0

So these are therefore likely to have an exit to level 2 – [z = 2]

The distribution of area of the Dungeons:

Dungeon area, x by y by z

Here are the individual stats for the Dungeons:

https://docs.google.com/spreadsheets/d/1rbTE5-d4ju9nuQC57Dt8rCNPvuNbW3VR-JA7iAMqyvc/edit?usp=sharing

Textmapper with Gridmapper

Making SVG maps from icons based on coordinates

Example data file: https://campaignwiki.org/contrib/gridmapper-example.txt

https://campaignwiki.org/text-mapper

GitHub

https://github.com/kensanata/hex-mapping

There’s a git repository for the perl library version at the campaignwiki link,too. I should see if my generic shared hosting here can handle that sometime.

AD&D 1e Random Dungeon Generator Binder

So you can run this in a browser:

https://mybinder.org/v2/gh/bluetyson/ADnD1e-Random-Dungeon-Generator/HEAD

  • click the above to fire up a web container environment that lets you run this in your browser
  • you get jupyterlab, just click on the terminal link at the lower left and then type ‘python dungeon.py 1’ [or however many rolls as you like] and the files created will also be in the main directory, one for each dungeon level. 

Random rivers

Some more additions to basic dungeons, should be able to get rivers and chasms in corridors:- e.g. if blue Cri = river, Cbr = river with bridge across. https://github.com/bluetyson/ADnD1e-Random-Dungeon-Generator

DUNGEON
BBCOCBB
BCriCCCCbrB
CCriCCbrCCbrC
CCriCCCCbrC
CCriCBCCbrC
CCriCBCCbrC
CCriBBBCbrC
CBBBBBC

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