[AA3] The Mystery of Drakestein Island

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chiisu81
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Re: [AA3] The Mystery of Drakestein Island

Post Fri Jan 31, 2020 9:26 pm

That's a good question. John hasn't been on here in years, so it's something we'll need to decide. I might paste all the entries in an odt to compare them and see what works. Of course I'm curious to hear from others.
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Re: [AA3] The Mystery of Drakestein Island

Post Sat Feb 01, 2020 12:54 am

There's no reason they can't be a one-off; not everything must go into the Field Guides. With that said, if they're statistically close enough to Locathah, yeah, I'd go there.
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AlMan
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Re: [AA3] The Mystery of Drakestein Island

Post Sun Feb 02, 2020 2:37 pm

Here is a list of what I did to go from R6 to R7:


Added non-breaking spaces in stat blocks where needed.

Change instances of ‘they’ and ‘them’ to ‘the characters’ or ‘the nixies’ as needed to cut down on the number of pronouns.

Page 1 – Introduction
Added paragraph in Introduction that explains that Fire Mountain is the first module and The Mystery of Drakestein Island is the second. It also mentions that the third adventure, Wulfric’s Tomb is in AA2 and to visit the BFRPG website to get a copy of that too.

Page 2 – GM Notes – Bullet point two.
Changed ‘BFRPG Field Guide’ to ‘Basic Fantasy Field Guide Volume 1
The website is mentioned, but wasn’t included. I put the website in.

Page 2 – Drakestein Island – Boxed text
Changed (300’) to (300 foot tall).
Changed (150’) to (150 feet).

Page 3 – Young Sea Snake – Stat block, noted that it is young to account for differences from Core Rules info. Added XP adjusted to HD level.
Was:
1 Sea Snake: AC 14, HD 1, #At 1, Dam 1+Poison, Mv 10’, Sv F1, Ml 7
To:
1 Young Sea Snake: AC 14, HD 1, #At 1 Bite, Dam 1+Poison, Mv 10’, Sv F1, Ml 7, XP 10

Page 3 – 2 Rocky Strip – Boxed text
Changed (200’) to (200 feet)

Page 3 – Giant Crab – Stat block
Added ‘XP 145’

Page 3 – 2 Rocky Strip – Note paragraph
Changed:
Note: If it fails its morale roll, it will retreat into its cave. If it is pursued there, it will fight to the death.
To:
Note: If morale roll fails, the crab will retreat into its cave. If pursued there, the crab will fight to the death.

Page 3 – 3 Sandy Strip – Boxed text
Changed (500’) to (500 feet)

Page 3 – 3 Sandy Strip – Paragraph one
Changed ‘BFRPG Field Guide’ to ‘Basic Fantasy Field Guide Volume 1

Page 3 – Kelpie – Stat block – Added special attack to account for the enchantment and drowning; changed HD, Dam, Mv, Sv, Ml, to match Core Rules; added XP.
Was:
1 Kelpie: AC 13, HD 3, #At 2 hooves, Dam 1d6/1d6, Mv 60’, Sv F3, Ml 9
To:
1 Kelpie: AC 13, HD 2*, #At 2 hooves or special, Dam 1d4/1d4 or drowning, Mv 60’ Swim 80’, Sv F2, Ml 7, XP 100

Page 4 – 4 Cliff Path – Paragraph one
Changed (20’) to (20 feet)

Page 4 – Stirge – Stat block
Left Morale at 11 since the parent birds are protecting their young. Added ‘XP 37 ea.’

Page 4 – 4 Cliff Path – 3rd Boxed Text
Was:
Coming up to the end of the path, it reaches the top of the cliff.
To:
Coming up to the end of the path, the characters reach the top of the cliff.

Page 4 – 5 Old Watch Tower – Boxed text
Changed (20’) to (20 feet) twice
Changed (100’) to (100 foot)
Changed (6”) to (6 inches)
Changed (It’s gate…) to (The gate…)

Page 4 – 5 Old Watch Tower – Paragraph 2
Added line at the end to note that the stats for Hobgoblin guard is on the Roof section.

Page 4 – Guard Dogs – Stat block
Added ‘XP 25 ea.’

Page 4 – Hobgoblins in Room 7 – Stat block
Added ‘XP 25 ea.’

Page 5 – Hobgoblins in Room 8 – Stat block
Change ‘longsword’ to ‘long sword’
Change ‘Ml 8’ to ‘Ml 9/8’ to show that morale is increased by Hobgoblin Warrior if the Hobgoblin Warrior is killed the morale will become 8 again.
Added ‘XP 25 ea.’

Page 5 – Hobgoblin Warrior – Stat block
Changed ‘Sv F1’ to ‘Sv F3’ since the Warrior is HD 3.
Also increased the Ml to be the same as the higher Ml of the regular hobgoblins.
Added ‘XP 145’ since the Warrior is HD 3.

Page 5 – Hobgoblins in Room 9 – Stat block
Change ‘longsword’ to ‘long sword’
Added ‘XP 25’

Page 5 – Scrub Wandering Monster Table
Converted Table to Text
Used WanderingMonsterBody Style and applied to Assassin Vine, Blood Rose and Boar entries and Stat Blocks.

Page 5 – Assassin Vine – Stat block
Changed (#At 1 + Special, Dam 1d8 + Special) to (#At Entangle + Crush, Dam 1d8 + 1d8/round crushing,) to better show the type of attacks and damage.
Added ‘XP 500’

Page 5 – Wild Boar – Stat block
Changed ‘Dam 1d6’ to ‘Dam 2d4’ and ‘Sv F2’ to ‘Sv F3’ to better match Core Rules
Added ‘XP 145 ea.’

Page 5 – Blood Rose – Stat block
Changed attack from ‘3 + blood drain’ to ‘2 canes + blood drain’ since the Blood Rose is HD 3 it will have 2 canes to attack with. Changed damage from ‘1d6’ to ‘1d6/round/cane’. Added * to HD to better match Core Rules. Added ‘XP 175’ since it is an HD 3* monster.
Was:
1 Blood Rose: AC 13, HD 3, #At 3 + blood drain, Dam 1d6, Mv 1’, Sv F2, Ml 12
To:
1 Blood Rose: AC 13, HD 3*, #At 2 canes + blood drain, Dam 1d6/round/cane, Mv 1’, Sv F2, Ml 12, XP 175

Page 5 – Moorland Wandering Monster Table
Converted Table to Text
Used WanderingMonsterBody Style and applied to Fishmen, Boar and Giant Sea Hawk entries and Stat Blocks.

Page 5 – Fishman – Stat block
Added ‘XP 75 ea.’

Page 5 – Wild Boar – Stat block
Changed ‘Dam 1d6’ to ‘Dam 2d4’ and ‘Sv F2’ to ‘Sv F3’ to better match Core Rules
Added ‘XP 145’

Page 5 – Giant Sea Hawk – Stat block
Added ‘XP 240’

Page 6 – Nixies – Stat block
Added added ‘*’ to HD and ‘XP 37 ea.’ to better match Core Rules

Page 6 – Ida’s Tomb – Boxed text
Changed (30’) to (30 feet)

Page 6 – The Ruined Tower – 1st Boxed Text
Changed (100’) to (100 feet)
Changed (30’) to (30 feet)

Page 6 – The Ruined Tower – 1st Boxed Text
Inserted comma to break up the phrases of the sentence.
Was:
There is also a small well close to the door.
To:
There is also a small well, close to the door.

Page 7 – The Ruined Tower – Paragraph one
Changed (20’) to (20 feet)

Page 7 – Fishmen – Stat block
Added ‘XP 75 ea.’

Page 7 – Fishman Champion – Stat block
Added ‘XP 145’

Page 7 – Shadow – Stat block
Added ‘magic weapons only’; ‘*’ and ‘XP 100’ to stats to better match Core Rules.

Page 8 – Above the information about Crastar
Added line that this happens if Crastar is in the room.

Page 8 – Crastar – Stat block
Changed Save from ‘F6’ to ‘M6’ since Crastar is listed as being a ‘ Level 6 Magic-User’

Page 8 – After Crastar’s description
Added line and text block if Crastar is not in the room.

Page 9 – Amber Golem – Stat block
Added ‘only magic weapons’ to AC since this type of Golem has double daggers. Added ‘XP 1390’
Adding the XP and non-breaking spaces forced the Golem to move to page 9.

Page 9 – Mendarax – Stat block
Since the HD are at 9, I’ve put Mandarax as an Age 2 dragon. This age level gives him a +8 Attack Bonus, it also changes the damage from claws, bite and tail. The breath weapon is also changed because of the age. Changed turn radius to match Core Rules and added ‘XP 1225’ to match HD XP points with two stars for abilities.
Was:
Mendarax: AC 22, HD 9, #At 2 claws/1 bite or breath/1 tail, Dam 1d6/1d6/4d6 or breath/1d6, Mv 30’ Fly 80’(30’), Sv F9, Ml 10 (when acting under Crastar’s command his morale is 12)
To:
Mendarax: Age 2, AC 22, HD 9 (+8), #At 2 Claws/1 Bite or 1 Breath/1 Tail, Dam 1d6/1d6/4d6 or 2d8 Cone Fire or Poison Gas 70’ long by 30’ at the far end/1d6, Mv 30’ Fly 80’(20’), Sv F9, Ml 10 (when acting under Crastar’s command his morale is 12), XP 1225

Page 10 – Ralph (Human form) – Stat block
Added ‘XP 25’

Page 10 – Ralph (Ratman form) – Stat block
Changed Sv from ‘F9’ to ‘F3’ to match HD. Added ‘XP 175’

Page 10 – Fishmen – Stat block
Added ‘XP 75 ea.’

Page 11 – Fishmen – Stat block
Added ‘XP 75 ea.’

Page 11 – Note
The other fishmen are inside the cave, not outside. The first note in Room 25 mentions the guards coming from here to warn the fishmen in that room.
Was:
Note: If the fishmen surprise the party, they will throw their tridents down and draw their short swords. If their moral fails, they will flee to the beach (30) and warn the other fishmen.
To:
Note: If the fishmen surprise the party, they will first throw their tridents and draw their short swords. If their moral fails, they will flee to the sleeping cave (25) and warn the other fishmen.

Page 12 – Fishmen – Stat block
Added ‘XP 75 ea.’

Page 12 – Fishmen Chieftain– Stat block
Added ‘XP 240’

Page 12 – Giant Bass -Stat block
Change Mv from (30’ Swim 40’) to (Swim 40’ (10’)) since fish don’t move on land. Added ‘XP 75’

Page 13 – Ship’s Dog – Stat block
Added ‘XP 25’

Page 14 – Fishmen description – Paragraph 3
Since it is the proper name of an actual movie I capitalized the name and put it into quotes and italicized it.
Was:
creature from the black lagoon
To:
Creature from the Black Lagoon

Updated first post with r7.
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AlMan
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Re: [AA3] The Mystery of Drakestein Island

Post Sun Feb 02, 2020 2:43 pm

Here are some things that still need to be done mostly to the maps.


Page 11 – Crastar’s Secret Chamber
It mentions the Hydra Teeth Skeleton’s should we Stat these out in case the party decides to use the teeth or tries to experiment with one?

Page 22 – Map for Mendarax’s Cave
At the top change the ‘17’ to ‘18’ since the entrance is described as being behind the West door of room 18. Change the ‘14’ to ‘21’ since the Fishmen lair comes from Room 20.

Suggest moving the Ship maps from page 21 to page 23 so that it comes after Mandarax’s Cave and the Fishmen Caves. Another thing for the ship maps the rooms 34 and 35 should be reversed, I wasn’t in the Navy but to my untrained eye the left side looks like the Fore Cabin and the right side looks like the Aft Cabin.
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teaman
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Re: [AA3] The Mystery of Drakestein Island

Post Sat Feb 15, 2020 10:11 am

Hoping that you can use this FISHMAN illustration for this one and/or elsewhere too. The ocean is copyright free from pixabay.

His name is Glub-Glub-Blub-Blub
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chiisu81
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Re: [AA3] The Mystery of Drakestein Island

Post Wed Feb 19, 2020 2:45 pm

AlMan wrote:
Sun Feb 02, 2020 2:43 pm
Here are some things that still need to be done mostly to the maps.


Page 11 – Crastar’s Secret Chamber
It mentions the Hydra Teeth Skeleton’s should we Stat these out in case the party decides to use the teeth or tries to experiment with one?

Page 22 – Map for Mendarax’s Cave
At the top change the ‘17’ to ‘18’ since the entrance is described as being behind the West door of room 18. Change the ‘14’ to ‘21’ since the Fishmen lair comes from Room 20.

Suggest moving the Ship maps from page 21 to page 23 so that it comes after Mandarax’s Cave and the Fishmen Caves. Another thing for the ship maps the rooms 34 and 35 should be reversed, I wasn’t in the Navy but to my untrained eye the left side looks like the Fore Cabin and the right side looks like the Aft Cabin.
I agree with all of these changes; we can work on them for r8.
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chiisu81
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Re: [AA3] The Mystery of Drakestein Island

Post Wed Feb 19, 2020 2:46 pm

teaman wrote:
Sat Feb 15, 2020 10:11 am
Hoping that you can use this FISHMAN illustration for this one and/or elsewhere too. The ocean is copyright free from pixabay.

His name is Glub-Glub-Blub-Blub
Fantastic work as always 8-) We can def. use it!
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teaman
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Re: [AA3] The Mystery of Drakestein Island

Post Wed Feb 19, 2020 4:01 pm

chiisu81 wrote:
Wed Feb 19, 2020 2:46 pm
teaman wrote:
Sat Feb 15, 2020 10:11 am
Hoping that you can use this FISHMAN illustration for this one and/or elsewhere too. The ocean is copyright free from pixabay.

His name is Glub-Glub-Blub-Blub
Fantastic work as always 8-) We can def. use it!
Great! Glad he'll be out in the deep blue BFRPG sea.
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Re: [AA3] The Mystery of Drakestein Island

Post Thu Feb 20, 2020 7:23 pm

Colin the Bard also has a nice dragon head that would work for this adventure. It's on his art thread.
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chiisu81
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Re: [AA3] The Mystery of Drakestein Island

Post Wed Feb 26, 2020 8:38 am

r8 uploaded to first post. Applied Al's corrections/suggestions, along with some other small fixes.
Also added artwork from John and Colin. 8-)
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