Post
Sat Jun 18, 2016 8:14 pm
AlMan strikes again, here are the edits of AA2:
Pg 3 - Dungeon of Kyros - Put a line between Random Encounters and Dungeon Key sections to avoid confusion going from one column to the next.
Pg 16 – A Matter of Justice – Leaders or the Sapphire Crown – Bailey LaQuin
Match spelling of name in rest of adventure.
Currenty: Owner of Laquin Lumber in Newton.
Should be: Owner of LaQuin Lumber in Newton.
Pg 19 – The Tomb of Threy – The Warehouse and the Trail
The third paragraph mentions 6 guards, there are 6 sets of HP but the description reads 4:
Currently: 4 Human Fighters, 1st Level (Guards)
Should be: 6 Human Fighters, 1st Level (Guards)
Pg 20 – The Tomb of Threy – About the tomb proper (not including area 1)
Remove bolding since the actual spell isn’t mentioned.
Currently: They will detect as magic, if that spell is cast.
Should be: They will detect as magic, if that spell is cast.
Pg 24 – Underneath the Temple – 2 Main Sanctuary
Spell list for Phlibert is bolded, the spell lists in other modules is not bolded.
Currently: Spells: Cure Light Wounds, Protection from Good, Hold Person, Silence 15' Radius, Striking.
Should be: Spells: Cure Light Wounds, Protection from Good, Hold Person, Silence 15' Radius, Striking.
Pg 24 – Underneath the Temple – 5 Acolytes Chamber
Currently: The crates contains 121 cp and a dozen of yellow tunics (those that the acolytes and servants wear).
Should be: The crates contain 121 cp and a dozen yellow tunics (those that the acolytes and servants wear).
Pg 24 – Underneath the Temple – 5 Acolytes Chamber
Spell list for Acolytes is bolded, the spell lists in other modules is not bolded.
Currently: Spells: Darkness, Cause Fear.
Should be: Spells: Darkness, Cause Fear.
Pg 24 – Underneath the Temple – 6a, 6b, 6c, Meditation Cells
Currently: Those small rooms were used to pray Cluvia, but aren't used anymore.
Should be: These small rooms were used to pray to Cluvia, but aren't used anymore.
Pg 27 – Underneath the Temple – 19. Lair of the Succubus
Spell list for Succubus is bolded, the spell lists in other modules is not bolded.
Currently: Spells: Charm Person, Suggestion, Darkness, Dimension Door, ESP and Clairaudience (as the potion), at will, as a 12th level caster.
Should be: Spells: Charm Person, Suggestion, Darkness, Dimension Door, ESP and Clairaudience (as the potion), at will, as a 12th level caster.
Pg 30 – Tomb of the Mummy Priest – 1. Secret Entrance – Text Box
The text box is italicized here and nowhere else.
Pg 30 – Tomb of the Mummy Priest – 1. Secret Entrance – Paragraph one
Bolding of traps, damage and checks. These aren’t bolded in the other modules and isn’t bolded in BF1-Morgansfort which I used as comparison for other stylings.
Currenty: The arched hallway beyond the doors is roughly 10' high. 10' into the tomb lies a hidden pit trap. Anyone who walks across it is dumped into a 20' deep pit lined with spikes, and takes 2d6 hit points of damage. A successful Dexterity Ability Check means the character caught himself on the edge of the pit.
Should be: The arched hallway beyond the doors is roughly 10' high. 10' into the tomb lies a hidden pit trap. Anyone who walks across it is dumped into a 20' deep pit lined with spikes, and takes 2d6 hit points of damage. A successful Dexterity Ability Check means the character caught himself on the edge of the pit.
Pg 31 – Tomb of the Mummy Priest – 6. Mummified crocodiles – Text box
Currently: Three large stone sarcophagus's sit in the center of the room, none of which have any sort of lid.
Should be: Three large stone sarcophagi sit in the center of the room, none have a lid.
Pg 33 – Tomb of the Mummy Priest – 10.Prisoners chamber
Bolding of magical items
Currently: If the PC's survive and return to Mudar after freeing the prisoners one of the women approaches the PC's within a day and offers them a dagger +1 as gratitude for her rescue.
Should be: If the PC's survive and return to Mudar after freeing the prisoners one of the women approaches the PC's within a day and offers them a dagger +1 as gratitude for her rescue.
Pg 35 – Temple of Bones – Priesthood of the town of Friadast
In all the spell lists there are spells with asterisk marks (*), but there is no explanation for the marks. I know from the Core Rules that these spells have opposites.
Pg 37 – Temple of Bones – 6 and 7 Preparation Room
The rooms don’t mention about the Skeleton Warriors from Rooms 4 and 5 if they haven’t been cleared already. I think they would show up in the second round after the party enters the either room.
Pg 39 – Kidnapped! – Background – First paragraph
Currently:It is done by having each members of the party being knocked unconscious and captured by bandits.
Should be: It is done by having each member of the party being knocked unconscious and captured by bandits.
Pg 39 – Kidnapped! – GM Notes – Second paragraph
Currently: In the latter case, the hideout can be located near any city, to the GM's choice. Finally, the module could also be modified with a bit for work to be used as a rescue mission or a bounty hunting adventure.
Should be: In the latter case, the hideout can be located near any city, of the GM's choosing. Finally, the module could also be modified with a bit of work to be used as a rescue mission or a bounty hunting adventure.
Pg 53 – Midnight on Blood Lake – Part 1: The Town
Currently: Rumor 1: Some people in town call Black Lake Blood Lake because some from town youth drowned up there years ago.
Should be: Rumor 1: Some people in town call Black Lake, Blood Lake, because some former town youth drowned up there years ago.
Pg 54 – Midnight on Blood Lake – Part 2: The Hut – Third paragraph after third text box
Currently: If a player bandages the boy’s wounds it he is able to calm down and talk to them.
Should be: If a player bandages the boy’s wounds he is able to calm down and talk to them.
Pg 56 – Midnight on Blood Lake – Conclusion – Fourth paragraph
Currently: He pays the players their reward and the resigns his position, leaving to wander the wilderness in shame.
Should be: He pays the players their reward and then resigns his position, leaving to wander the wilderness in shame.
Pg 56 – Midnight on Blood Lake
Is there a map for this adventure?
Pg 57 – Horror at the Pumpkin Festival – Part 1: The Festival – Fifth paragraph
Currently: Players can make potentially hear the following rumors:
Should be: Players can potentially hear the following rumors:
Pg 58 – Horror at the Pumpkin Festival – Part 1: The Festival
There isn’t a Rumor 5.
Pg 59 – Horror at the Pumpkin Festival – A4. Pumpkin Contest
Currently: The participant with the most points at the end of the contest is the winner and receives 2 tickets to the corn maze and gold encrusted Warhammer of strength (worth 20 gold, weighs 7, does 1d6+1 damage) If a player participates they earn 1 ticket to the corn maze.
Should be: The participant with the most points at the end of the contest is the winner and receives 2 tickets to the corn maze and a gold encrusted Warhammer of Strength (worth 20 gold, weighs 7, does 1d6+1 damage). If a player participates they earn 1 ticket to the corn maze.
Pg 60 – Horror at the Pumpkin Festival – C1. Living Walls Second paragraph after text box
Currently: When any player makes it halfway down the corridor do the walls come alive and attempt to crush anyone inside.
Should be: When any player makes it halfway down the corridor, the walls come alive and attempt to crush anyone inside.
Pg 61 – Horror at the Pumpkin Festival
Is there a map for this adventure?
Pg 62 OGL
Since the Basic Fantasy Field Guide is mentioned in a couple of the adventures may need to include license info for it.