CS1 Castle by the Sea

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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AlMan
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Re: CS1 Castle by the Sea

Post Sun Aug 18, 2019 1:47 pm

Looked over ver 19 and it looks good. Just need to add the art from Zaozabob and I think we'll have a print release.
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Solomoriah
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Re: CS1 Castle by the Sea

Post Tue Aug 20, 2019 8:48 am

Announcing!

CS1 Castle by the Sea, Release 20 -- August 20, 2019
There are no textual changes in this version; our entire proofing staff (James Lemon and Al Vetter) have already blessed r19 of this book. However, additional art by Zaozabob, filling in some of the worst white spaces, has resulted in this new, hopefully final print release candidate.

https://basicfantasy.org/downloads.html#cs1
My personal site: www.gonnerman.org
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chiisu81
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Re: CS1 Castle by the Sea

Post Tue Sep 03, 2019 9:38 am

Fortress of the Barbarian Queen: Header says "Conclave at the Conch Throne"
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Solomoriah
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Re: CS1 Castle by the Sea

Post Tue Sep 03, 2019 11:22 pm

Announcing!

CS1 Castle by the Sea, Release 21 -- September 03, 2019
One stupid header error later, we have another print release candidate.

https://basicfantasy.org/downloads.html#cs1
My personal site: www.gonnerman.org
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AlMan
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Re: CS1 Castle by the Sea

Post Thu Mar 12, 2020 1:03 pm

Since Chii was going through the older print versions and making updates, I thought I would do another editing pass on CS1. Unfortunately I found these:

Page 2 – Notes for the Game Master – Paragraph 1
Was:
Several of the monsters found in this adventure are found in the Basic Fantasy RPG Field Guide 1. If you do not have a copy, you may download the free PDF from the Basic Fantasy website.
Changed to:
Several of the monsters found in this adventure are found in the Basic Fantasy Field Guide Volume 1. If you do not have a copy, you may download the free PDF from the Basic Fantasy website, www.basicfantasy.org.

Page 11 – Bone Horror – HP Blocks
Was:
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Changed to:
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

Page 11 – Jack o’Lantern – Stat Block
Was:
… Mv 20' fly, …
Changed to:
… Mv 20' Fly, …

Page 12 – Zombies – Stat block
Changed AC note about being attacked to match other entries in the full document.
Was:
AC 12, ½ damage from blunt, 1 point only from missiles, …
Changed to:
AC 12 (half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones), …

Page 12 – Jack o’Lantern – Stat Block
Was:
… Mv 20' fly, …
Changed to:
… Mv 20' Fly, …

Page 12 – Giant Shrieking Tarantula – HP Blocks
Was:
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Changed to:
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐

Page 12 – Haunted Bones – HP Blocks
Was:
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Changed to:
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Page 13 – Jack o’Lantern – Stat Block
Was:
… Mv 20' fly, …
Changed to:
… Mv 20' Fly, …

Page 13 – Jack o’Lantern – HP Blocks
Was:
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Changed to:
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Page 13 – Zombies – Stat block
Changed AC note about being attacked to match other entries in the full document.
Was:
AC 12, ½ damage from blunt, 1 point only from missiles, …
Changed to:
AC 12 (half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones), …

Page 15 – Bone Golem – Stat Block
The number in parenthesis are explained in the Basic Fantasy RPG Core Rules (page 24 of 3rd Edition r107).
Was:
… Mv 40' (10' turning), …
Changed to:
… Mv 40' (10'), …

Conclave at the Conch Tower
Changed all cases of fish man or fish men to fish-man or fish-men.

Page 19 – 4. Northwest Tower, Lower – Title
Was:
4. NORTH WEST TOWER, LOWER:
Changed to:
4. NORTHWEST TOWER, LOWER:

Page 20 – 7. Northeast Tower, Lower – Title
Was:
7. NORTH EAST TOWER, LOWER:
Changed to:
7. NORTHEAST TOWER, LOWER:

Page 21 – 8. Southeast Tower, Lower – Title
Was:
8. SOUTH EAST TOWER, LOWER:
Changed to:
8. SOUTHEAST TOWER, LOWER:

Page 22 – 11. Southwest Tower, Lower – Title
Was:
11. SOUTH WEST TOWER, LOWER:
Changed to:
11. SOUTHWEST TOWER, LOWER:

Page 23 – 11. South West Tower, Lower – Paragraph 1
Was:
It blends in perfectly with the surrounding stone work and will therefore surprise 4 in 6.
Changed to:
It blends in perfectly with the surrounding stone work and will therefore surprise with a 1-4 on 1d6.

Page 24 – Living Iron Statue – Stat Block
Damage shows three attacks, There is only one Attack listed. Added 2 fist attacks that are in the Basic Fantasy Core Rules.
Was:
#At 1 weapon, Dam 1d8/1d8 or 1d8+2,
Changed to:
#At 2 Fists or 1 weapon, Dam 1d8/1d8 or 1d8+2,

Page 24 – 18. Northeast Tower, Upper – Title
Was:
18. NORTH EAST TOWER, UPPER:
Changed to:
18. NORTHEAST TOWER, UPPER:

Page 25 – 19. Southeast Tower, Upper – Title
Was:
19. SOUTH EAST TOWER, UPPER:
Changed to:
19. SOUTHEAST TOWER, UPPER:

Page 25 – 21. Southwest Tower, Upper – Title
Was:
21. SOUTH WEST TOWER, UPPER:
Changed to:
21. SOUTHWEST TOWER, UPPER:

Page 25 – 22. Northwest Tower, Upper – Title
Was:
22. NORTH WEST TOWER, UPPER:
Changed to:
22. NORTHWEST TOWER, UPPER:

Page 26 – What’s Going On Here? - Paragraph 3
Was:
The GM may choose to use the Barbarian subclass found on the Downloads page of the basicfantasy.org website, or alternately treat them as being ordinary Fighters.
Changed to:
The GM may choose to use the Barbarian subclass found on the Downloads page of the www.basicfantasy.org website, or alternately treat them as being ordinary Fighters.

Page 29 – Paragraph 3
Was:
If a male character touches the orb, it turns red and animates the heads on pikes.
Changed to:
If a male character touches the orb, it turns red and animates the heads on the pikes.

Page 29 – 4. Northwest Tower – Paragraph 1
Was:
If the player characters search through the pile of hay they will find a sack of 25 gp that one of the barbarians has hidden here.
Changed to:
If the player characters search through the pile of hay, they will find a sack, holding 25 gp, that one of the barbarians has hidden here.

Page 30 – 7. Northeast Tower – Paragraph 2
Was:
… escape; failure at this roll results in 1 point of damage, and …
Changed to:
… escape; failure results in 1 point of damage, and …

Page 30 – 12. Staircase – Paragraph 1
Was:
A string across the third stair from the bottom sets off the trap; if not detected, assume a chance of activation of 1-2 on 1d6 for each character who passes by.
Changed to:
A string across the third stair from the bottom sets off the trap; if not detected, the trap will activate with a 1-2 on 1d6 for each character who passes by.

Page 35 and 38 – 4 Zombies – Stat block
Added “(half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones)” to AC field.

Page 40 – What’s Going On Here? - Paragraph 1
Was:
Basic Fantasy RPG Field Guide 1
Changed to:
Basic Fantasy Field Guide Volume 1. …

Page 41 – The Monsters – Paragraph 2
Was:
After 1d4+1 hours it will return with the additional undead minions raised up by the horn.
Changed to:
After 1d4+1 hours it will return with the additional undead minions raised by the horn.

Page 41 – The Monsters – Paragraph 3
Was:
It will only seek out the adventurers after it has collected minions from at least two of those room, …
Changed to:
It will only seek out the adventurers after it has collected minions from at least two of those rooms, …

Page 45 – 13. Corridor and 14. Zombie Barracks
The first paragraph should be moved from Room 13 to Room 14.
Was:
13. CORRIDOR:
The upstairs corridor is silent, and the air colder than you would expect. Cobwebs hang here and there. The dust on the floor has been disturbed, as if a large troop of men have been at work dragging things around... but for the moment, there is no sign of any inhabitants.
This is one of the rooms where the skeletaire has stored his undead minions. They will attack immediately, unless otherwise commanded by Peter (who must have the horn on his person in order to do so).
Note that making too much noise in this corridor might attract the attention of the skeletaire in room 16, if it is present there.
14. ZOMBIE BARRACKS:
6 Zombies: AC 12 (half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones), HD 2, #At 1 weapon, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75 ea.

Changed to:

13. CORRIDOR:
The upstairs corridor is silent, and the air colder than you would expect. Cobwebs hang here and there. The dust on the floor has been disturbed, as if a large troop of men have been at work dragging things around... but for the moment, there is no sign of any inhabitants.
Note that making too much noise in this corridor might attract the attention of the skeletaire in room 16, if it is present there.
14. ZOMBIE BARRACKS:
This is one of the rooms where the skeletaire has stored his undead minions. They will attack immediately, unless otherwise commanded by Peter (who must have the horn on his person in order to do so).
6 Zombies: AC 12 (half damage from blunt weapons, 1 point only from arrows, bolts, or sling stones), HD 2, #At 1 weapon, Dam 1d8, Mv 20', Sv F2, Ml 12, XP 75 ea.

Posted R22 to Projects folder.
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AlMan
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Re: CS1 Castle by the Sea

Post Thu Mar 12, 2020 1:14 pm

I have one suggestion that I'll let Solo or Chii comment on:

Page 29 – 20 Rats – HP Blocks
Should this stay with the 20 blocks and numbers or a single group of 20 blocks, like we've been doing in the other multi-modules.
Currently:
HP 1 ☐ 1 ☐ 1 ☐ 1 ☐
1 ☐ 1 ☐ 1 ☐ 1 ☐
1 ☐ 1 ☐ 1 ☐ 1 ☐
1 ☐ 1 ☐ 1 ☐ 1 ☐
1 ☐ 1 ☐ 1 ☐ 1 ☐
Propose:
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
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Solomoriah
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Re: CS1 Castle by the Sea

Post Thu Mar 12, 2020 11:08 pm

On that last bit... yes, I like that change.
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chiisu81
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Re: CS1 Castle by the Sea

Post Fri Mar 13, 2020 7:18 am

Yes, that's how I've seen it in other print modules, usually with a note after the checkboxes ("Note: each checkbox represents one rat").
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