AA1 Adventure Anthology 1

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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dymondy2k
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Re: AA1 Adventure Anthology One

Post by dymondy2k »

Shepherds of Pineford:
Under the E. Butcher and Tannery... Not sure why but the first word in the Boxed text is bolded..
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Solomoriah
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Re: AA1 Adventure Anthology One

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dymondy2k wrote:Yeah my party kind of got the idea that ole Wrenwald deserved his fate so they never pursued her.. So maybe we rewrite the hook in question? How about cursed their crops or livestock instead of children nabbing?
I think I can just drop hook #4 entirely. The hag can remain offstage as long as she's just the source of the curse, and not an actor in the current story.
dymondy2k wrote:Chris.. Glad you liked the blurbs.. I assumed there would have to be some rewrites.. I was just winging them.. the two that gave me pause was Brymassen and the Island in River..
Yeah, the one for Island in River I rewrote extensively, and I'm still not happy with it.
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dymondy2k
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Re: AA1 Adventure Anthology One

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Hitlist #4
Mace from Crypt of Khaldun

Mace of Energy Drain (Vampiric Mace)
+1 to hit/damage
On Natural 20, drains 1 level from struck creature

Hitlist #5
I'm sure you've already done this but I would just make it an Ability Roll + Int

Hitlist #6
I can help with the wandering monster charts as soon as we confirm level.. The HD of the set creatures is all over the place.. from HD 1 to HD 6

Hitlist #8
I actually recreated the town map for Necromancer.. Here it is below.. If you don't like it I can probably try recreating it from scratch in B&W

Image
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Solomoriah
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Re: AA1 Adventure Anthology One

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Map looks good. I'll take some time to look all this over and get something done tomorrow night. Release 2, probably.

Thanks for all the help!
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dymondy2k
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Re: AA1 Adventure Anthology One

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Glad to help.. Let me know if I can do anything else..
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Solomoriah
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Re: AA1 Adventure Anthology One

Post by Solomoriah »

Could use some kind of room descriptions for Slaver's Fortress in rooms 8 through 12. I noted in particular that room 9, the slave quarters, needs some detail.

I'm calling Island in River 3-6 characters of levels 2-4. There's a minotaur, but only one of them; the toughest encounter might be the lizard men.
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dymondy2k
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Re: AA1 Adventure Anthology One

Post by dymondy2k »

Chris.. that works out perfect.. I actually have the current adventure with my players tied to those slavers with the thought that the Slavers Fortress would be next on the list..
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Re: AA1 Adventure Anthology One

Post by Solomoriah »

Okay, I've just posted a new version. I revised your maps a bit, but it took a heck of a lot less time than doing them from scratch. We don't have any more color maps to deal with, so I think we're good there.

I did a major revision on Darkfir, but it needs more proofing. So do several other of the adventures. Frankly, I suspect I'm going to be reading it all from the top at least one more time.

The Wandering Monsters from Island in River still need doing; as noted, we're looking 3-6 characters of levels 2-4. Also, I still need to figure out what to do with Merilla's magic items. Is no one else concerned about a "hero" creating a level draining weapon?
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dymondy2k
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Re: AA1 Adventure Anthology One

Post by dymondy2k »

The only thing I had was to make the Sword's Smiting like the Paladin's Smite.. only works on evil creatures?

How about substituting a Mimic for an invisble stalker for the Spore? I like the Stalker because its summoned by wizards..

Also there is a spot in Merillas that says potions need to be detailed here and scrolls need to be detailed here.. I say remove that and just make those scrolls informational only and the potions just components.. keeps it simpler..

Slaver's Fortress Room descriptions

8. Bedroom
The first thing that strikes you about this room is how spartan it is. The only thing the room contains are two small beds with a small table next to it and two footlockers at the end of each bed. a lit candle on each bed provide the only illumination in the room.
This is the bedroom of Valto and Renaldo. They are used to spending much of their time on the road so they don't see the need to keep their rooms overly decorated.

9. Slave Quarters
The smell of this room assails your senses before you even open the door. This is where the slavers keep their merchandise to show them to their prospective customers. The slavers do their best to keep the place clean but the stench of all these people together in a small place has left the room smelling of body odors, human waste combined with the sour smell of fear.
This room is where the slavers kept their slaves until they could sell them off. There are manacles against the north wall to chain the more unruly slaves as well as some empty shackles in a pile by the door.

Chris: I'm assuming the Cells are empty right now?

10. Parlor
This is a small sitting room that contains a plush sofa and two comfortable chairs surrounding a tasteful rug in the middle of the floor. On the west wall is a large picture of man in a military uniform that was obviously professionally commisioned. The two floor lamps in the opposite corners of the room give the room a warm and inviting air.
This is the parlor of Morgath and Sharana. Its usually used to entertain the slavers more upscale customers.

11. Bedroom
A large bed with black satin sheets and pillows takes up most of the room in this bedroom. It sits at an angle in the southwest corner. Against the east wall is a large wardrobe containing clothing of both the regular and intimate variety. There is a full length picture of a woman in full plate mail hanging on the west wall. You can't help but notice the sneer of disdain that the artist was able to capture on the woman's face
This is Morgath and Sharana's bedroom. The picture hanging on the wall is a portrait of Sharana that Morgath had made of her when it was found that one of the slaves they captured was an artist. Its not known what became of him after he had finished it.

(I swear I kinda hear porn music playing when I visualize this room)

12 Barracks
This room contains rows of bunk style single beds lined against both the west and east walls. In front of each are small footlockers that most likely would contain the soldiers gear and clothing. Torches burning along the walls every few feet provide for a well lit environment.
This is the soldiers barracks. Its here that they sleep and relax when not manning their posts or away from the fortress on business.

Feel free to change these and add or subract as much as you want... It wasn't stated that there was anything in these rooms other than the 'dressing' so I assumed nothing of value and no monsters..

I'll try to tackle the Wandering Monsters for Island in River tomorrow...
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dymondy2k
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Re: AA1 Adventure Anthology One

Post by dymondy2k »

Chris.. I sent you the Wandering Monster list to your email address as an Open Office Document.. I figured it would be easier to import into the document that way..
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