Page Collection for ^2013-03-01

2013-03-01 Old School Red Hand of Doom

I’m going to run [RedHandOfDoom 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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2013-03-01 Text Mapper Progress

I’m a big fan of the Forgotten Depths. I wanted to use its map as the goal for my Text Mapper. As the mapper now allows the inclusion of other files, I’ve saved my library of colors and icons as default.txt and I’ve saved the map as forgotten-depths.txt. That’s why all you need to do now is include the map:

Forgotten Depths SVG

If you see white hexes, then I haven’t added any definitions for them, yet.


Comments on 2013-03-01 Text Mapper Progress

Wow, this looks great! I think I’ll need to re-map parts of the Mystara campaign … I may have some time on Sunday.

– Harald 2013-03-01 10:56 UTC

Too bad creating new icons takes so damn long. Also, two line labels would be nice. And big, diagonal labels to label areas. “Mirkwood” or something like it. Nice coastlines, roads, rivers…

Regarding roads and rivers: I’m discovering that Bézier curves need a bit more effort since simply doing a quadratic curveto (’T’ in the SVG spec) the hex midpoints isn’t working very well. I will need to rediscover my trigonometry basics!

AlexSchroeder 2013-03-01 12:00 UTC

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