Version 3.1 and all future versions can be found here
New features:
- External formatting modifier
- Markdown
- Recursion up to depth 20
- Improved input readability (just copy in ordinary tables with common-sense titles, even with numbers or dashes)
- Improved output readability (even if you don't know how JS works, you should be able to edit the generator in post)
- Test using the same function as the live generator
- Fewer bugs???
When you see it come over the horizon, you can't help but rub yours eyes. It looks a little like having an eyelash slowly drop down into your eye, but no matter what you do, it doesn't go away. It stretches up to the clouds and beyond, a flaw in the sky, an error in reality, an impossible structure that should collapse like a castle made of cards stacked end-to-end.
But it endures. Cannon has been brought to bear against it, once. Just once.
The nobles hate it. Peasants will drop tools and wander over from a town across, and flood in through whichever snarling visage the gate presents itself as that day. A couple come out bearing obscure trinkets or bizarre pieces of furniture. Some come out scarred and torn, missing limbs, missing memories. Most don't come out at all.
The rules:
Each room contains a small golden key and a wooden door.
Touching the key to the door causes both to be destroyed, and the stairs upwards revealed.
Both key and door are immune to all spells, and breaking the door reveals only solid rock.
Each room will have a number of "elements", preventing easy access to either the key, the door, or other important items. These aren't puzzles, just irritating obstacles, usually dangerous, potentially lethal.
The number of elements in each room starts at two, and increases every 1d6 floors.
The key will usually be visible, but not always. There will usually be enough light to see by, but not always.
Enemies cannot move more than one room away from their starting location, unless they have your express permission.
The tower and everything in it resets each visit.
A few items are specifically "loot" items, you will be told if this is the case.
Everything else is "furniture", and will crumble to ash when removed from the tower, excepting one single chosen item.
"Furniture" especially includes trap components, enemies, recruited allies, corpses and chunks of wall.
Speaking your true name has palpable force equivalent to the highest floor you have reached.
In short, an automated version of this amazing resource. Utterly stellar research has gone into making the Astrometrics Guide to Exoplanets, and I hope I've done it justice in automating it here. Enjoy!
Let the record show: This was a poor idea to begin with and I was pressured into posting it.
It's got... stuff from... just about everywhere? There are duplicates, but not quite, and some are objectively better than others. Luckily, this is OSR, so the players that roll well will die pretty much exactly as fast, on average, as everyone else. Hurrah for statistics!
I refuse, on morale grounds, to fix the above problem. You can though! Just grab the stuff under the break, make the obvious and needful changes, then run it through this here doohickey. It's what I would do! But I'm not going to. For reasons.
Statistically, you're not gonna look as dope as this guy. No harm in trying though! Credit Jue "Leo" Li