Westcrown Sewer Generating Program


Council of Thieves

Scarab Sages

This is what happens when I get bored.

It should be obvious that the above is for DMs ONLY! :)

Notes after the spoiler.

Spoiler:
This program will calculate the entire sewer for you. It needs a few things, such as how many players you have, what XP track you are using, and how much XP the party (as a whole) had when they entered the sewers. Then all you need to do is click the button.

As the exit is not supposed to pop up until the party hits level 2, this will generate enough random rooms/encounters for you to do that. It follows the random percentages in the book explicitly, including when random loot is called for (like the Cache room), the chances of Hellknight patrols catching up to you in a blockage room (+10% per time, reset when they actually fight you), etc.

Anyhow, give it a try! Let me know if you see anything that looks wrong.

Note: I did notice after generating some test sewers that it takes a *while* for the party to level using the default Medium experience track. Like around 50-90 rooms! Fast was usually around 25-50, and Slow...well that just was a lot of rooms. :o

I wonder if it was really intended for the party to be in the sewers so long. It would go faster if the encounters gave a bit more experience, but as it is they are pretty small. I suppose that's a good thing, this way the party is never really overwhelmed, but man does it make getting out of the sewers take forever!

Paizo Employee Director of Narrative

You are a mad man! Awesome!

Scarab Sages

Haha, thanks! I did forget to include one thing in the notes. I put a number in parenthesis after each encounter location (eg: A1: Cesspit (3)) that is supposed to denote the orientation of that encounter. For example, 1 would be as shown in the book, 2 is rotated clockwise once, 3 is rotated twice, etc.

Otherwise it was pretty simple to write up, the time consuming part was putting in clauses for every percentage. :)

Liberty's Edge

There's a 2400 XP bonus the PCs get "around" the sewers - 1200 for going in in the first place, and 1200 more for getting out. That helps quite a bit, but it's still a serious deal...

Scarab Sages

Shisumo wrote:
There's a 2400 XP bonus the PCs get "around" the sewers - 1200 for going in in the first place, and 1200 more for getting out. That helps quite a bit, but it's still a serious deal...

This is true. I did include the 1200 XP bonus as the 'default' though for starting XP before entering the sewers, so it is still calculated in. I didn't include the 1200 for getting out because it says that they should be level 2 before they reach the exit.

The reason it takes forever is a few reasons, it seems.

1. The campaign assumes the Medium XP track, meaning that a player needs 2000 XP to level.
2. In a party of 4, this is 8000 total XP.
3. Before they go in, the party will have 1200 XP.
4. This means they need to accrue 6800 XP during the dungeon.
5. Most of the encounters are worth around 400 XP (405 for the Hellknights, 200 for the Goblin Scout, 600 for the Goblin Hideout, 405 for the Skeletons, 400 For the Zombies, etc.)
6. This means that unless the party gets lucky and triggers the shrieker encounter (which could potentially bring in 605 XP the first time if both goblin and hellknights hear it, or 1205 XP the second time since there will be brown mold), it's going to take a while to level. With an average 400 XP per encounter, it will take about 17 encounters.
7. And with only a 20% chance or so per 'area' that there even IS an encounter, well...

You can see that it will take a while. :)

Try the program out though, click the Generate button a few times on the Medium track or the other tracks. It can really vary sometimes. I know that what they probably want most DMs to do is 'force' a few encounters every now and then if things take too slow, I just thought that the random sewers you can sometimes get is funny. :)


Awesome...and thanks for the assist

Scarab Sages

You know, one thing that I thought was kind of strange and would make the sewers a lot shorter is this blurb:

Spoiler:
By the time the PCs are moving against the Bastards themselves in Part Six, they should all be 2nd level.
Which makes this part in the sewers seem strange:
Spoiler:
The exit to the safe house is not something that can be randomly rolled; you should place this exit once the PCs have had enough encounters to reach 2nd level, or once their resources have run so critically low that going on for much longer becomes too difficult
So...which is it? Because the party can accrue another 4310-4610 XP after the sewers before they move against the Bastards.
Spoiler:
1200 (exit sewers) + 200 (Shanwen) + 810 (armigers) + 1200 (rescuing arael) + 900-1200 (Horse Drama)
If they're meant to get enough in the sewers PLUS the stuff afterwards to hit level 2...ok then. A lot less time in the sewers since they'll only need 1500 or so instead of 6800 to level. That's 3-4 encounters instead of 15-17. :) It seems to make a lot more sense.

James?


This is a very nice service! Thank you!

Dark Archive

Wow !

Excellent !

Scarab Sages

So I played around with it a bit and uploaded a new version (1.1).

As there was some discrepancy with when the party should hit level 2 (before leaving the sewers or before fighting the Bastards) I just made two buttons, one for each. If you want to make sure the party levels to 2 before they can leave the sewers, button on the left. If you want to make sure the party levels to 2 before they fight the Bastards, button on the right.

The 'pre-Bastards level' button also includes a field where you can input how much experience the party should gain between leaving the sewers and fighting the Bastards (to make sure they level). The amount of time they spend in the sewers will be based off this, only giving them enough encounters to bring them to a point where they will level once they get all that post-sewer XP.

The default value is 3410, this is just based on them getting experience from

Spoiler:
leaving the sewers (1200), fighting Shanwen and some armigers (1010), and rescuing Arael (1200).
It can be changed however you like though, I know there is the Horse Drama that can be worth 900-1200 but it seemed kind of an optional thing so I didn't want to assume. If you plan on including it then it's a simple matter to add in the XP to that text box before clicking the button. :)

Anyhow, I think I'm done updating it, enjoy!

Liberty's Edge

Looks really good. Thanks for the work!

Scarab Sages

Fart.
It's an .exe...

Anyone got a chance to convert it to a portable format?
(Java or some such?)
That way it would work on PCs, Macs, and Linux boxes...

Scarab Sages

fray wrote:

Fart.

It's an .exe...

Anyone got a chance to convert it to a portable format?
(Java or some such?)
That way it would work on PCs, Macs, and Linux boxes...

:( Sorry Fray, I just made a Windows Application in C# Express. It's all I've ever really used (besides web design stuff) so I'm not as familiar with making it into a Mac or Linux compatible version. I'll look into it though.

Scarab Sages

This is awesome - I've already rolled encounters and such, but haven't figured out the XP - this will help out if I'm short or whatnot.

I wish I had this before I did all that rolling!

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Charter Superscriber

I'm starting CoT this weekend and still wasn't sure about how I was going to do this...

until now!!

Awesome! Definately using this!!


fray wrote:

Fart.

It's an .exe...

Anyone got a chance to convert it to a portable format?
(Java or some such?)
That way it would work on PCs, Macs, and Linux boxes...

You're in luck! It's actually a .NET assembly, which can be run in Linux with mono. I tried this yesterday and the application basically works, although some of the gui is a little off. If you are using Ubuntu, just do the following:

sudo aptitude install mono-jit libmono-winforms2.0-cil

then just type

mono SewerGame_v1.1.exe

Scarab Sages

1 person marked this as a favorite.

Version 1.2: Here

Very important, albeit subtle, mistake. It turns out the random generator I wrote up would never hit the maximum number the way I set it. As it stands, this only usually meant a single percentage (1-99 instead of 1-100) but on some things it was worse. The random rooms each encounter happened on, for example, would just be a small die roll (1-6) which meant that with this bug one room never got rolled.

Anyhow, it has been fixed and double checked. Everything should be functioning properly now. :)

Thanks for all the kind feedback, let me know if there's anything else you'd like on this. I'm working on my next little project, the Random Loot Generator, right now but once I'm done I should have some time to come back and revise this a bit.

The Exchange Owner - Black Diamond Games

Nice program. Would it be helpful to remove or modify previous posts with the older versions? I downloaded and played with each one before finally getting the excellent version 1.2.

Oh, and I would pay a few bucks for an iPhone app of this.

Liberty's Edge

IIRC Sean, the writer said that they totally screwed up the sewer part XP wise. So this is what I did and I had a party of 6 PCs:

I ran the sewers at fast XP progression. Then when they hit 2nd level, I gave them all 2000 XP for medium progress and now doing the rest of the AP medium. It works because these are the very first encounters of the AP so its easy to fudge when you need to. With the way I did it and a party of 6, adjusting for more monsters, ect, the party had to come accross each encounter in sewers once to level.

One other thing about the sewers, the maps are misprinted. its 1 square = 10 feet not 5 feet.


Alright So I was looking at the program, and was wondering how do you deal with the Pcs going down the wrong tunnel???


Dustin Close wrote:
Alright So I was looking at the program, and was wondering how do you deal with the Pcs going down the wrong tunnel???

Page 19 under the Junction entry it recommends giving the players a cumulative 1% chance per junction or intersection to get back on track. Or, you can have them backtrack.

Or you can just do whatever. I had a gelatinous cube (every player should fear 10' wide tunnels) chase them around for a bit, they got thoroughly lost, and joy of joys they found a waypoint marker for an alternate path through the sewers thanks to the foresight of Janiven and co.


Oh God thats horrible. I think it was Carion Crown they put a cube or an ooze or something in a room and my players had a hard time with that. I can only imagine the chaos and the fear it would prevoke.


Dustin Close wrote:
Oh God thats horrible. I think it was Carion Crown they put a cube or an ooze or something in a room and my players had a hard time with that. I can only imagine the chaos and the fear it would prevoke.

"Hey, that's weird. Someone's coming towards us with a torch. And they're mimicking my movements... Oh no."

Then they panicked and ran away... Heroically.


Karui Kage wrote:
Version 1.2: Here

Several years later... hehe... talk about ressurection!

This link doesn't work anymore, anybody got the above mentioned software? Sounds excellent!


Marios wrote:
Karui Kage wrote:
Version 1.2: Here

Several years later... hehe... talk about ressurection!

This link doesn't work anymore, anybody got the above mentioned software? Sounds excellent!

I'd say don't use it. The whole sequence is - probably inadvertently - created to bore and frustrate players. I suggest simplifying it; get the PCs lost a couple of times, have them meet goblins once or twice, maybe an Armiger patrol, and throw in some encounters of your own. Then get them to the exit.


I haven't run it yet, but my plan is just to not calculate XP and when they get out of the sewers be all like "congratulations you hit second level!"

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