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< The campaign then turned to other things ([http://campaignwiki.org/wiki/KurobanoAndTheDragons?action=index&match=^200 session overview]).

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> The campaign then turned to other things ([http://campaignwiki.org/wiki/KurobanoAndTheDragons?action=index&match=%5e200 session overview]).


Red Hand of Doom I ran Red Hand of Doom by Wizards of the Coast as part of my Kitsunemori game. The campaign then turned to other things (session overview).

Later, I ran it again using Labyrinth Lord rules.

2013-07-24 Drellin’s Fall

Today I will be running Red Hand of Doom using Labyrinth Lord rules for a friend of his and his kids again. Some notes for myself regarding the fall of Drelling:

“Goblins on the western shore!” Join Captain Soranna and her militia as they cross over?

  • 3 goblins, HD 1-1, AC 6, 1d6, NM, MV 6, ML 7
  • 3 dire wolves (“worgs”), HD 4+1, AC 6, 2d4, F2, MV 15, ML 8
  • 1 hell hound, HD 3, AC 4, 1d6 or 30% for breath attack (3d6), F3, MV 12, ML 9

Five rounds later:

  • 1 war sorcerer, HD 5, AC 9, 1d6, MV 12, ML 8 with lightning bolt (5d6), detect thoughts, blindness, charm person, shield (AC 4, AC 2 vs missiles)
  • 5 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8

Warnings of “road blockades, hobgoblins and ogres up in the north” by Teyani Sura, a Lion of Brindol. (Maybe one of the players will eventually want to join them?)

When the attack on Drellin starts, the fight is hopeless. The stats will be useful for future encounters, however. The stats are Open Gaming Content based on the Labyrinth Lord OGL.

Massacre at Drellin’s Ferry, first wave:

  • 3 manticores, HD 6+1, AC 4, 1d4/1d4/2d4 or up to 4×/day 6×1d6 thrown spikes, F6, MV 12 (18), ML 9
  • 3 hobgoblin bladebearers, HD 4+1, AC 6, 1d8, F4, MV 9, ML 10

Second wave:

  • 2 Hieracosphinxes, HD 9, AC 1, 2d4/2d4/1d10, F9, MV 9 (36), ML 10
  • 2 Wyverns, HD 7, AC 3, 2d8/2d8 (poison), F4, MV 9 (24), ML 9
  • 2 hobgoblin war sorcerers, HD 5, AC 9, 1d6, M5, MV 12, ML 8 with lightning bolt (5d6), detect thoughts, blindness, charm person, shield (AC 4, AC 2 vs missiles)

Third wave:

  • Abrithiax, red dragon, HD 10, AC -1, 1d6/1d6/3d8 or 50% for breath attack 3×/day (damage = current hp), F10, MV 9 (24), ML 10
  • 3 manticores, HD 6+1, AC 4, 1d4/1d4/2d4 or up to 4×/day 6×1d6 thrown spikes, F6, MV 12 (18), ML 9
  • 2 hobgoblin war monks (like thieves), HD 4, AC 9, 1d6 (double in surprise rounds), T4, MV 12, ML 10
  • 2 hobgoblin war sorcerers, HD 5, AC 9, 1d6, MV 12, ML 8 with lightning bolt (5d6), detect thoughts, blindness, charm person, shield (AC 4, AC 2 vs missiles)

Fourth wave:

  • 3 bugbear berserkers, HD 5+1, AC 5, 1d8+1, F5, MV 9, ML 12, surprise opponents ³⁄₆ if approaching alone
  • 1 hobgoblin war sorcerer, HD 5, AC 9, 1d6, MV 12, ML 8 with lightning bolt (5d6), detect thoughts, blindness, charm person, shield (AC 4, AC 2 vs missiles)
  • 2 hobgoblin clerics, HD 4+1, AC 6, 1D8, C4, MV 9, ML 10 with invisibility, cure light wounds, hold person, a scroll of summon hell hound and 2× potion of healing

If summoned:

  • 1 hell hound, HD 3, AC 4, 1d6 or 30% for breath attack (3d6), F3, MV 12, ML 9

In the aftermath, looters:

  • 4 thieves, HD 1, AC 7, 1d6 (double in surprise rounds), T1, MV 9, ML 6

Happening upon a battlefield, where ettins just killed some dwarves with mercenary pay to a nearby hold. (Will the party deliver the 6000 gold to the dwarves?)

  • 2 ettins, HD 10, AC 3, 2d8/3d6, F10, MV 12, ML 9 (only surprised ⅙)
  • 4 goblins, HD 1-1, AC 6, 1d6, NM, MV 6, ML 7

When helping some wounded refugees, one female “travelling sorcerer” with a bandaged arm is very curious and asks a lot of questions. In fact, she’s a spider woman spy.

  • 1 spider sorceress, HD 3, AC 8, 1d6 (poison), M3, MV 12 (3), ML 7 with 6× web, sleep, shield (AC 4, AC 2 vs missiles)

Tracked by barghests (goblin werwolves) near an abandoned farmhouse.

  • 3 barghests, HD 4, AC 5, 2d4, F4, MV 18, ML 8 with howl causing fear to split the party up and kill them one by one and dimension door to get away if necessary
  • 6 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8

Assassins on their trail!

  • 4 black lizard assassins, HD 5+1, AC 6, 2d6 or 25% acid breath for 4d4, F3, MV 12, ML 8 with 1 potion of invisibility each which they use as quickly as possible
  • 2 greater barghests, HD 6+1, AC 5, 2d4, F6, MV 18, ML 8 with charm person to turn one against the other, howl causing fear to split the party up and kill them one by one and dimension door to get away if necessary
  • 1 ogre, HD 4+1, AC 5, 1d10, F4, MV 9, ML 10
  • 5 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8

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2013-06-28 Red Hand of Doom Treasure

http://farm8.staticflickr.com/7292/9158170382_07ef65f97d_n.jpg

Last time I talked about the way I use The Red Hand of Doom in my game. Basically, I use it for interesting encounters and as plot inspiration. The last time I also worried about treasure a lot and decided to hand out treasure “as written” and changed some magic items as appropriate. This time I went the other route. As treasure is important for experience points in classic D&D, and since there is a dragon to fight at the end of every chapter, I decided to simply go with what the Labyrinth Lord manual says when it comes to treasure. I also decided not to fiddle with the dragon stats themselves. I think this worked very well.

The big encounter I had prepared was the battle at Skull Gorge Bridge:

  • Ozyrrandias, green dragon, HD 8, AC 1, 1d6/1d6/3d8 or 50% for breath attack 3×/day (damage = current hp), F8, MV 24/9, ML 9
  • 2 hell hounds, HD 3, AC 4, 1d6 or 30% for breath attack (3d6), F3, MV 12, ML 9
  • 1 hobgoblin sergeant, HD 3+1, AC 6, 1d8, F3, MV 9, ML 9
  • 8 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8

When the party saw the dragon flying overhead, they decided to avoid the bridge and check out the Cinder Hills. Oh no, my precious encounter! :'(

Ozyrrandias’ hoard remains untouched:

  • 51 gems
  • 70 jewelry
  • a dwarven war hammer +1
  • a treasure map to a chest of gold (20000 gp)
  • the elven princeling sword +1 named Alkurbatan with a bound jinn that will grant two wishes (a wish blade)
  • the elven princess sword +1 named Algabrea which also grants a +1 to all saves and also comes with a bound jinn that will grant two wishes (a luck blade)

Those where some damn lucky rolls!

Anyway, the party discovered the big camp and decided to ambush a patrol in the forest in order to gather some intelligence.

Based on some of the encounters in the book I decided that there where three “standard” encounters—all of them without treasure—and I asked the players which sort of patrol they wanted to ambush.

Scouts:

  • 3 goblins, HD 1-1, AC 6, 1d6, NM, MV 6, ML 7
  • 3 dire wolves (“worgs”), HD 4+1, AC 6, 2d4, F2, MV 15, ML 8
  • 1 hell hound, HD 3, AC 4, 1d6 or 30% for breath attack (3d6), F3, MV 12, ML 9

Light patrol:

  • 1 hobgoblin bladebearer, HD 4+1, AC 6, 1D8, F4, MV 9, ML 10
  • 8 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8
  • 1 hell hound, HD 3, AC 4, 1d6 or 30% for breath attack (3d6), F3, MV 12, ML 9

Heavy patrol with vanguard:

  • vanguard: 6 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8
  • 1 hobgoblin cleric, HD 4+1, AC 6, 1D8, C4, MV 9, ML 10 with invisibility, cure light wounds, hold person, a scroll of summon hell hound and 2× potion of healing
  • 1 hobgoblin bladebearer, HD 4+1, AC 6, 1D8, F4, MV 9, ML 10
  • 6 hobgoblins, HD 1+1, AC 6, 1d8, F1, MV 9, ML 8
  • 2 hell hounds, HD 3, AC 4, 1d6 or 30% for breath attack (3d6), F3, MV 12, ML 9

You’ll note that I decided to move away from monsters wielding weapons all doing 1d6 damage. Hobgoblins deal 1d8 damage because they’re monsters. Different rules apply.

The party decides to attack the heavy patrol and manages to finish the main body before the vanguard returns and thus smashes them easily, taking a prisoner who then tells them all about the map they found in Koth’s keep.

The party then decides to follow Saarvith into the city of Rhest. One of the players wants to convince the black dragon Regiax to join their cause. (Me thinking: “WTF!?”)

Since I haven’t prepared anything for the city of Rhest, I will need to think fast. So… A green razorfiend? A sort of doped lizard superman? Hm… Also, they want to talk to the guy and the reaction roll comes up “uncertain”. Ok, they know the names of Saarvith and Regiax, they know about the Red Hand, so the green dude decides to take them to Saarvith. I also need to come up with a suitable name… Uh… Garslix!

Saarvith is a goblin ranger… A fighter, I guess? Using the D&D 3.5 challenge rating as am indicator for the hit dice to use… It turns out that doing these on-the-fly adaptations is easy to do!

  • Garslix, green razorfiend, HD 6, AC 4, 1d4/1d4/1d6, F6, MV 12, ML 8
  • Saarvith, goblin ranger, HD 7, AC 5, 1d6, F7, MV 6, ML 9
  • Regiax, black dragon, HD 7, AC 2, 1d4+1/1d4+1/2d10, F7, MV 24/9, ML 8

Anyway, one player wants to trick Regiax and presents him with the dragon skull they found at the keep. Saarvith wants to trick the player and tells him to cross over in a small boat and present it in person. The player hesitates and the others tell him: “it’s a trap!” Saarvith promptly looses his patience and orders the attack. The players win initiative and shoot Saarvith. He dies before being able to do anything. The dragon dives into the water. The razorfiend does not loose morale. Fight!

The party wins and takes Garslix prisoner. I really like the maneuver house rule: you can always propose a maneuver when you hit somebody. Opponents can either accept the consequences of the maneuver or elect to take the damage. That means that once you reduce people to near zero hit-points, they’ll gladly accept whatever you want to do to them.

What about the treasure? It’s in Saarvith’s cabin, surrounded by water, with six ogers and an ettin inside.

  • 6 ogers, HD 4+1, AC 5, 1d10, F4, MV 9, ML 10
  • 1 ettin, HD 10, AC 3, 2d8/3d6, F10, MV 12, ML 9

A players once again decide to parlay. His character’s charisma bonus is +2. The dice come up with two sixes. That’s super awesome helpful. They basically agree to hand over the dragon hoard, accept the players as their new boss, accept 3000 gold to go and hire a total of 30 ogres in the Giantshield Mountains and meet the party at Witchcross in 16 days to fight the Red Hand of Doom. I like reaction rolls.

The black dragon hoard is rolled up at the table, by the players. They love doing this. Unfortunately, that also means I didn’t write it down. They did. They really love rolling up treasure.

  • total gold value of the electrum pieces and the 70 gems: 43’100 gp
  • a ring of invisibility
  • an elven sword +1
  • a treasure map to a wand of trap detecting that doesn’t interest them much

What a find!

I based the goblin treasure on the D&D 3.5 write-up but kept it stingy:

  • a goblin bow +1
  • 10 arrows of elf bane

I hadn’t figured out what those elf bane arrows would do, but it didn’t matter: the party elected to destroy them all. Works for me!

The ogres and the ettin get to keep their treasure, of course. There was no need to roll it up.

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2013-04-12 More Old School Red Hand of Doom

I started to run Red Hand of Doom using old school D&D rules last month because I had fond memories of the adventure. If you’re reading along as Zak S. bashes the module on his blog you will know of all the weaknesses this module has. It’s true! It’s verbose. There is a lot of useless info. There are “interesting” fights with waves of mixed enemies, but these waves are also staged, fixed, a railroad you need to adapt. So here’s what I’m trying to do:

  1. run fights with mixed enemies since that is not something I usually do
  2. use names, maps, places and pictures to show my players
  3. follow the general flow of the adventure
  4. try and avoid railroading the players

So, last session I noted that the hobgoblins should have added nearly 6000 gold pieces to the treasure of Vraath keep. Well, as I ran the module today, I forgot all about it. It didn’t matter much. :)

One player decided to abandon her elf character and pulled a fighter named Sirius from the stack of old characters. It turns out he’s third level where as the others all hover around fifth level (20k XP is what we started the adventure with).

The party lures the manticore away from Vraath keep using phantasmal force to imitate the sorcerer and bribes it using jewelry worth 800 gold. I decide that it works and the manticore goes to fight the hobgoblins. I let the kids roll dice for manticore and minotaur and the manticore won, with 7 hit-points left. The real sorceror then showed up and cast lightning bolt to kill the manticore. The party realizes how powerful the bugbear sorceror is and attack him using hold person (he saves), a poisoned needle (he saves), and a melee attack which finally kills him before he can cast another lightning bolt. Yay!

They find all the treasure as written.

  • the two elixirs of truth remain unidentified
  • the scroll of mount remains unread (none of the elves knows read magic)
  • the gauntlets of ogre power are as described in the Labyrinth Lord rules (Str 18)
  • the sword +1 turned into Frostbrand (+3, +6 vs. fire creatures, extinguishes non-magical fire within 10 ft. when drawn, glows white like the winter sun, drips fog like liquid nitrogen, causes snow to form when moved through the air)
  • the chain mail +1 turned into elven mail (speed, sneaking, swimming as leather armor)
  • a spiked forest giant gauntlet was used to decorate the inn and grants free rumors for the rest of the adventure
  • the wand of magic missiles remains unidentified (I had decided on a whim that it had some runes and required read magic or read languages to discover the command word)
  • the staff of life with seven charges uses the rules as written in the module (I had decided on a whim that the cleric would be able to identify the staff once he handled it, it also features “angles touching people” and one of the players quickly guessed that it would involve healing)

At the beginning of the session I mentioned rumors of a hydra along the main road (which they had avoided the last session). As their thoughts turned towards home and splitting up treasure, I said that they weren’t home yet. Which way did they want to take? Along the main road, of course.

“You see a six-headed hydra raising her head as you march across the wooden walk way.”
“I’m not there.”
“I’m in the back.”
“I’m not there.”
“I’m not there either.”
“Uh, the hydra raises here head as at least one of you is there. So, any volunteers? Who’s first?”
“I am.”
“Anybody with him?”
“I’m there as well.”
“Ok.”
“I shoot the hydra with my crossbow!”

In the end, the new fighter loses a leg due to the Death and Dismemberment table! As he survives, I tell them that if having a wooden leg is worthy of a pirate, then you can still fight with a wooden leg. Everybody nods.

Each character gains 476 XP due to the defeat of monsters and 940 XP due to treasure, plus a lot of magic loot.

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2013-03-01 Old School Red Hand of Doom

I’m going to run Red Hand of Doom for Zeno and the kids. Their Labyrinth Lord characters got upgraded to 20’000 XP. That makes the three elves are level four, the dwarf and the cleric are level five.

I used the standard monsters from the Labyrinth Lord book:

  • 12 hobgoblins → standard
  • 2 hell hounds (+1 summoned) → standard
  • 1 “Doom Hand Cleric” → HD 3, AC 6, ML 9, 1d6, invisibility, cure light wounds, hold person, summon hell hound scroll, two potions of healing
  • 1 “Hobgoblin Bladebearer” → HD 4+1, AC 6, ML 10, 1d6

A lot of groaning was heard when the monster line up grew in every round. One hell hound breathing fire, eight hobgoblin archers targeting the only enemy not in melee: an elf wearing leather armor… it was tough!

I left the treasure unchanged but noted that 4d6 hobgoblins come with treasure type XIX, which I randomly determined to be 6000 cp, 7000 sp, 3000 gp, 6 gems (1170 gp) and a jewel (1500 gp). I'll add this treasure to Vraath keep.

  • 2 warg riders → standard goblins on standard warg wolves
  • 4 hobgoblins → standard
  • 1 minotaur → standard
  • 1 manticore → standard
  • 1 bug bear sorcerer 6 → magic user HD 6, AC 9, ML 6, 1d6, 2 × lightning bolt, detect thoughts, blindness, charm person, shield, wand of magic missile, two potions of healing, two elixirs of truth, scroll of mount

The party killed the warg riders and set fire to the stables. Then they managed to alert everybody using phantasmal force trying to lure the minotaur away but he decided to alert the manticore instead. This is when they decided to fall back. Luckily, they had approached under a silence spell, so no problem running away. And will the wargs killed, there is probably not going to be a hot pursuit.

The treasure type III for goblins underground means that 7 ep get added to the treasure. Another treasure type XIX for the manticore and type XX for the minotaur -> a total of 3000 sp extra. No extra – treasure – for the magic user except for his spell book.

I think this will be going well!

Edit note: I marked the info I ended up not taking into account as deleted.

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