Post by javaapp on Oct 7, 2012 14:14:20 GMT -6
This is a test of my 704 Hex map generator. Using it, I produced the following map and key:
Hex 1012
1 – Ruined outpost of the Primordial Ones (dungeon).
2 – Large fibrous stalks (up to 2’ thick and from 8’ – 12’ high that sway under the weight of 1d3 20 lb green pods. The pods eventually fall and ‘explode’ into dusty clouds of spores that obscure sight in a 10’ radius. This causes sneezing and choking unless a save vs. poison is made. Clever players may try to harvest these and use them as primitive smoke bombs.
3 – Monastery of 18 Red Men led by a 9th level Neutral Sorcerer. They are implacable enemies of the Night of Spring in sub-hex 2304.
4 – 30 Slavers led by a 10th level Neutral Fighter with three guards of 1st, 4th and 6th level. They currently only have 5 slaves and 228 gp in mixed coins, along with the usual supplies and trade goods.
5 – A large sinkhole is centered here and extends for the surrounding six hexes. Odd fumes and strange light emit from the hole at night. During the day, all is quiescent.
6 – A line of 14 colossal (100’ tall) statues is here. Each resembles the men of Carcosa, except for the last, which resembles a snake-headed humanoid figure in robes, bearing a dagger of sacrifice (dungeon).
7 – A guide travels through this hex. He is a 2nd level fighter from the village of “The One”.
8 - Village of 220 Brown Men ruled by “The One,” a neutral 7th-level Fighter.
The One
Level 7 Neutral Fighter. This august personage attacks twice per round with blazing fists or stunning back kicks. He wears simple leather armor, and affects a peaceful manner, but tolerates no lack of respect or defiance of his authority.
Str 14, Int 12, Wis 14, Dex 16, Con 13, Cha 13
AC 16; AB +8; #AT: 2; Damage 1D.
Hit dice:
Total hits:
Hits ___, ___, ___, ___, ___, ___, ___
Village of ‘The One’.
220 Inhabitants.
52 0-Level warriors with 1d6 hits. Armed with spear and shield (AC13/14 vs Missiles).
9 - Hidden citadel of a chaotic 10th-level Black Sorcerer, Night of Spring. This villain lives in solitude, save for the bizarre, surgically constructed amalgam of several of Species 23750 that is his familiar:
(AC 16, MV 90′, HD 4+4, Chaotic, sight of it causes fear, immune to surprise). This creature is a stitched together conjoining of three stone gray worms 2′ long and 6″ thick. The thing has no visible sense organs, but does have three large maws filled with sharp teeth. It obeys the Night of Spring, who may also taste what it consumes while in the same hex as it.
AC 16; AB +4; #AT 1; Damage 1D
Hit dice type:
Total hits:
Hits ___, ___, ___, ___.
Night of Spring. If attacked in physical combat he will command his familiar to defend him while he spits slime. After three spits, he will switch to his staff.
Str 9, Int 16, Wis 8, Dex 14, Con 9, Cha 4
AC 13; AB +10; #AT 1 Damage 1D (Staff); Special: Spits jale slime up to 20′ three times per day
Hit dice type:
Total hits:
Hits ___, ___, ___, ___, ___, ___, ___, ___, ___, ___.
Rituals known: The Depthless Rite, It of the Fallen Pylons, Serpentine Whispers of the Blue-Litten Pillars.
Night of Spring seeks the knowledge to bind, imprison and torment It of Fallen Pylons, and may accept offers of service from foolish Players characters willing to do its bidding to accomplish these ends.
His laboratory, library, and treasure room are well-stocked with valuables.
AC: 12; HD: 2; MV: Nil
The slime eats away flesh (3 dice damage) each round. Anything reduced to 0 hit points turns into jale slime. Plants and inanimate objects will turn into jale slime in 3 rounds (though stone is unaffected). The only way to remove jale slime from something before it turns into jale slime is to freeze it or burn it with fire or with electromagnetic weaponry. Any other method of destroying it is ineffective. The victim takes half the damage from such attacks, and the jale slime takes half the damage.
Hex 1012
1 – Ruined outpost of the Primordial Ones (dungeon).
2 – Large fibrous stalks (up to 2’ thick and from 8’ – 12’ high that sway under the weight of 1d3 20 lb green pods. The pods eventually fall and ‘explode’ into dusty clouds of spores that obscure sight in a 10’ radius. This causes sneezing and choking unless a save vs. poison is made. Clever players may try to harvest these and use them as primitive smoke bombs.
3 – Monastery of 18 Red Men led by a 9th level Neutral Sorcerer. They are implacable enemies of the Night of Spring in sub-hex 2304.
4 – 30 Slavers led by a 10th level Neutral Fighter with three guards of 1st, 4th and 6th level. They currently only have 5 slaves and 228 gp in mixed coins, along with the usual supplies and trade goods.
5 – A large sinkhole is centered here and extends for the surrounding six hexes. Odd fumes and strange light emit from the hole at night. During the day, all is quiescent.
6 – A line of 14 colossal (100’ tall) statues is here. Each resembles the men of Carcosa, except for the last, which resembles a snake-headed humanoid figure in robes, bearing a dagger of sacrifice (dungeon).
7 – A guide travels through this hex. He is a 2nd level fighter from the village of “The One”.
8 - Village of 220 Brown Men ruled by “The One,” a neutral 7th-level Fighter.
The One
Level 7 Neutral Fighter. This august personage attacks twice per round with blazing fists or stunning back kicks. He wears simple leather armor, and affects a peaceful manner, but tolerates no lack of respect or defiance of his authority.
Str 14, Int 12, Wis 14, Dex 16, Con 13, Cha 13
AC 16; AB +8; #AT: 2; Damage 1D.
Hit dice:
Total hits:
Hits ___, ___, ___, ___, ___, ___, ___
Village of ‘The One’.
220 Inhabitants.
52 0-Level warriors with 1d6 hits. Armed with spear and shield (AC13/14 vs Missiles).
9 - Hidden citadel of a chaotic 10th-level Black Sorcerer, Night of Spring. This villain lives in solitude, save for the bizarre, surgically constructed amalgam of several of Species 23750 that is his familiar:
(AC 16, MV 90′, HD 4+4, Chaotic, sight of it causes fear, immune to surprise). This creature is a stitched together conjoining of three stone gray worms 2′ long and 6″ thick. The thing has no visible sense organs, but does have three large maws filled with sharp teeth. It obeys the Night of Spring, who may also taste what it consumes while in the same hex as it.
AC 16; AB +4; #AT 1; Damage 1D
Hit dice type:
Total hits:
Hits ___, ___, ___, ___.
Night of Spring. If attacked in physical combat he will command his familiar to defend him while he spits slime. After three spits, he will switch to his staff.
Str 9, Int 16, Wis 8, Dex 14, Con 9, Cha 4
AC 13; AB +10; #AT 1 Damage 1D (Staff); Special: Spits jale slime up to 20′ three times per day
Hit dice type:
Total hits:
Hits ___, ___, ___, ___, ___, ___, ___, ___, ___, ___.
Rituals known: The Depthless Rite, It of the Fallen Pylons, Serpentine Whispers of the Blue-Litten Pillars.
Night of Spring seeks the knowledge to bind, imprison and torment It of Fallen Pylons, and may accept offers of service from foolish Players characters willing to do its bidding to accomplish these ends.
His laboratory, library, and treasure room are well-stocked with valuables.
AC: 12; HD: 2; MV: Nil
The slime eats away flesh (3 dice damage) each round. Anything reduced to 0 hit points turns into jale slime. Plants and inanimate objects will turn into jale slime in 3 rounds (though stone is unaffected). The only way to remove jale slime from something before it turns into jale slime is to freeze it or burn it with fire or with electromagnetic weaponry. Any other method of destroying it is ineffective. The victim takes half the damage from such attacks, and the jale slime takes half the damage.