My ACKS Toolkit

I mentioned this in the bestiary spreadsheet thread; this is the GM toolkit I’ve been working with. I have thus far added and supported all the things I was sure I wanted to add, so I’m willing to share it here now.

It is written in C# and requires some version or other of the .net framework. If it’s not working, I recommend either giving up or trying the newest version of .net.

I have some screenshots of it in action and I have a wall of text that summarizes its features. There is also a readme in the documentation folder. To “install”, extract the zip anywhere and don’t mess around with the relative file paths.

Screenshot gallery: http://imgur.com/a/l4Y5l/all

(The background is the source code, if you’re curious. I could probably be talked into uploading the source if anyone cares, I haven’t simply included it because a) this is still beta and I am highly likely to add more stuff and b) parts of it are embarassingly poorly coded; they work, but that’s about all they have in their favor).

Download link: http://www.mediafire.com/download/7b4diijg1fnfcd5/ACKS+Toolkit.zip

There are four tabs - Dungeon, Treasure, Wilderness, and Monster.

Dungeon generates a random dungeon using the tables in ACKS Core.

When it rolls a trap room, it suggests a trap; some of these traps are more complicated than others and many may be more suited to being a unique room than a trap. The trap suggestion is intended only as a suggestion to get you thinking about what might be in that room.

Monsters that are rolled are never checked for lair, and the dungeon as a whole is not checked to make sure that it has a balanced GP:XP distribution. So basically, it’s exactly like the example in the book; you still need to eyeball it, decide if anyone’s a lair, and check that the treasure isn’t too out of line (or come up with a reason why it is.) The dungeon monsters are generated from the text files in /Resources/Dungeon. The files that come included in the zip are simply the core book encounter tables, but they can be altered, or entirely new ones can be constructed.

Treasure rolls treasure. It’s the simplest tab by far.

Wilderness generates a wilderness encounter. It uses the encounter tables in the text files in the /Resources/Wilderness and /Resources/Wilderness/Encounters folders. If you select a distance type, it will additionally generate a base encounter distance for you, though you will still need to modify it based on the height/elevation of the monster/party.

Monster allows you select a specific encounter to roll up.

In addition to supporting custom encounter tables, custom monsters are supported. Full directions are in the readme, but basically, you need to put it on an encounter table (so it can be rolled) and then create a text file for it in /Resources/Wilderness/Encounter/monsters. (The zip comes with both a template and an example, the “Ridiculously Rich Lich”. I was testing my multi-letter treasure type code when I created that example monster.)

edit: So apparently I forgot to ever un-stub the regalia functionality. Should this be relevant to anyone who has already downloaded it, the link now leads to a version that is actually capable of generating regalia.

edit again: I have also fixed three crashes caused by me being an idiot since posting this originally. (Remember, when your array indices go from 0 to 7, you want a random number from 0 to 7, not one from 1 to 8.)

Many thanks for posting this. I will have a play with it later today once I get back from our weekly gaming club meeting.

Sounds fantastic! Looking forward to trying it out this weekend. Thanks!

Fixed a crash bug, anyone who is actually using the Wilderness encounters function will likely want to redownload. (If you’re using the Monster tab for specific encounters, and keep the old version, you just need to avoid any monster that has multiple spaces in its entry.)