AA1 Adventure Anthology One
- Solomoriah
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Re: AA1 Adventure Anthology One
The online copy is the current one; I don't have any updates or changes applied since R2 was released. If someone wants to have a go at it, feel free. Please post a summary of the actual changes here, and send the modified copy to me when you're done so I can get the formatting checked and upload it.
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Re: AA1 Adventure Anthology One
I was going to tackle it.. I just wanted to make sure I was working with your latest version.
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Re: AA1 Adventure Anthology One
Chris.. Here is what I did to this version..
Merilla's Magic Tower
Entry Level:
1. Got rid of the whole scroll and potions piece by just making the scrolls and potions non magical.. Figure if a DM wants to throw some in they can but removing this makes this less problematic if they don't.
2. Fixed the Bronze Golems stat block. It was missing the HD and the Movement was in the wrong spot
Tower Level 2:
1. Moved the magical armor from Level 3 to this one, since this level seems to be Merilla's treasure room.
2. Added my own take on the armor to make it less 'evil'. Now its armor created to battle undead that can drain levels.
Tower Level 4:
1. Removed the gas spores and added Pipe Beasts instead. I didn't like Giant Centipedes in this room because a) The creatures here are supposed to be her guardians and the Pipe Beast fit the bill and b) How would Centipedes get 3 levels up this tower? They are more underground creatures.
2. Decided to stop the central staircase at this level. It would make more sense that she would want to limit access to her personal room.
Tower Level 5:
1. Changed the Sword to be non-evil although I think I would still like it to do more to undead..
-Updated the Magic Items and the Map
Slaver's Fortress
Added Boxed Room Descriptions of Rooms 7-12. This included the Slave Quarters, showing that there are a dozen people in this room. I didn't flesh out the Duke's son as an NPC but I did note he was in this room but would be reluctant to reveal himself unless he trusted the party was there to rescue them.
Island in River
Added the updated maps Chii made (sorry I missed your updated ODT file Chii)
Added the Wandering Monsters table
Merilla's Magic Tower
Entry Level:
1. Got rid of the whole scroll and potions piece by just making the scrolls and potions non magical.. Figure if a DM wants to throw some in they can but removing this makes this less problematic if they don't.
2. Fixed the Bronze Golems stat block. It was missing the HD and the Movement was in the wrong spot
Tower Level 2:
1. Moved the magical armor from Level 3 to this one, since this level seems to be Merilla's treasure room.
2. Added my own take on the armor to make it less 'evil'. Now its armor created to battle undead that can drain levels.
Tower Level 4:
1. Removed the gas spores and added Pipe Beasts instead. I didn't like Giant Centipedes in this room because a) The creatures here are supposed to be her guardians and the Pipe Beast fit the bill and b) How would Centipedes get 3 levels up this tower? They are more underground creatures.
2. Decided to stop the central staircase at this level. It would make more sense that she would want to limit access to her personal room.
Tower Level 5:
1. Changed the Sword to be non-evil although I think I would still like it to do more to undead..
-Updated the Magic Items and the Map
Slaver's Fortress
Added Boxed Room Descriptions of Rooms 7-12. This included the Slave Quarters, showing that there are a dozen people in this room. I didn't flesh out the Duke's son as an NPC but I did note he was in this room but would be reluctant to reveal himself unless he trusted the party was there to rescue them.
Island in River
Added the updated maps Chii made (sorry I missed your updated ODT file Chii)
Added the Wandering Monsters table
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- AA1-Adventure-Anthology-One-r3.odt
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Check out my BFRPG Campaign Setting
The Dragonclaw Barony
The Dragonclaw Barony
- Solomoriah
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Re: AA1 Adventure Anthology One
Thanks!
But... I just got an email from some guy telling me this:
But... I just got an email from some guy telling me this:
So... before we publish the changed version, does anyone want to take a crack at rewriting these things too? Changing the names should be good enough.I am sending you these mail because, when I was browsing the anthology of scenarios, I found one that references Glaaki, Eihort and the Revelations of Glaaki. These were elements invented by the writer Ramsey Campbell -- so they are still not in the public domain --, and I would assume that Chaosium actually holds copyrights to their usage in rpgs as part of the Cthulhu Mythos, as they are prominently described in their core rulebook.
My personal site: www.gonnerman.org
Re: AA1 Adventure Anthology One
DAMMIT LOL is that all just in the one module? If so I'll take a stab at it..
OK I hope you don't mind the anagram fun..
Eihort to Thoire (Thow-eyre)
Glaaki to Akalgi (Akawl-jee)
Revelations = Apotheoses (which is a damn cool word)
If you are OK with that I'll send you the updated version of AA1
OK I hope you don't mind the anagram fun..
Eihort to Thoire (Thow-eyre)
Glaaki to Akalgi (Akawl-jee)
Revelations = Apotheoses (which is a damn cool word)
If you are OK with that I'll send you the updated version of AA1
Check out my BFRPG Campaign Setting
The Dragonclaw Barony
The Dragonclaw Barony
Re: AA1 Adventure Anthology One
"Maps: J. D. Neal" - it may be too early, but here's a starter list (I'm uncertain who did many of them).
Gold in the Hills by Ray Allen (?)
Merilla's Magic Tower ??? based on originals by Rob Pinnell (?)
The Zombraire's Estate by Russ Westbrook (?)
Beneath Brymassen A Collaborative Dungeon (?)
Ruin of Darkfir Castle by Onno Tasler (?)
Shepherds of Pineford Maps by J.D. Neal based on ideas from Jason Reilly
Deathcrypt of Khaldhun by Scott A. Murray (?)
The Vault of Eihort by David Grant Sinclair (?)
The Slaver's Fortress by Chris Gonnerman (?)
Taming the Flames by Dave Gerard (?)
The Lost Tome by Dave Gerard (?)
Insect Valhalla Maps by J.D. Neal
Island in River Maps by J.D. Neal
Night of the Necromancer by Raymond L. Allen (?)
Gold in the Hills by Ray Allen (?)
Merilla's Magic Tower ??? based on originals by Rob Pinnell (?)
The Zombraire's Estate by Russ Westbrook (?)
Beneath Brymassen A Collaborative Dungeon (?)
Ruin of Darkfir Castle by Onno Tasler (?)
Shepherds of Pineford Maps by J.D. Neal based on ideas from Jason Reilly
Deathcrypt of Khaldhun by Scott A. Murray (?)
The Vault of Eihort by David Grant Sinclair (?)
The Slaver's Fortress by Chris Gonnerman (?)
Taming the Flames by Dave Gerard (?)
The Lost Tome by Dave Gerard (?)
Insect Valhalla Maps by J.D. Neal
Island in River Maps by J.D. Neal
Night of the Necromancer by Raymond L. Allen (?)
Re: AA1 Adventure Anthology One
[see below, in case someone read this...]
Re: AA1 Adventure Anthology One
Shepherds of Pineford *************
The Ruined Temple - hit point boxes for 1 skeleton. 12 total?
Merilla's Magic Tower*********
TOWER LEVEL 4. - malformed hit point boxes in the PDF (likely hidden characters or non-standard hit point box that looks okay but isn't the same as the others)
The Zombraire's Estate: ********
8e. SECRET ROOM: 1-3 = 1d3, 2-8 = 2d4
9. GRAVEYARD. "1-6 of the" = "1d6 of the"
Insect Valhalla: ********
21. GIANT BEE NEST:
"20 to 40 g.p." = "20 to 40 gp"
Island in River **********
"Base Movement, Outdoor, Per 10 minute turn" table - originally this was a generic module, and now it needs a column for the Basic Fantasy standard (1/3 the base movement rate) or perhaps convert the whole table to Basic Fantasy.
5. SKELETONS:
"* a silver necklace worth 10 - 60 gp (1d6 x 10)" = "* a silver necklace worth 1d6 x 10 gp"
* a gold necklace worth 50 - 300 gp (1d6 x 50)" = "* a gold necklace worth 1d6 x 50 gp"
Wandering Monsters - needs to be reformatted or redone.
Giant Frogs (3) (note the space after 1d4+1)(AC 13, HD 2, #At 1 tongue or bite, Grab or 1d4+1 , Mv
The Ruined Temple - hit point boxes for 1 skeleton. 12 total?
Merilla's Magic Tower*********
TOWER LEVEL 4. - malformed hit point boxes in the PDF (likely hidden characters or non-standard hit point box that looks okay but isn't the same as the others)
The Zombraire's Estate: ********
8e. SECRET ROOM: 1-3 = 1d3, 2-8 = 2d4
9. GRAVEYARD. "1-6 of the" = "1d6 of the"
Insect Valhalla: ********
21. GIANT BEE NEST:
"20 to 40 g.p." = "20 to 40 gp"
Island in River **********
"Base Movement, Outdoor, Per 10 minute turn" table - originally this was a generic module, and now it needs a column for the Basic Fantasy standard (1/3 the base movement rate) or perhaps convert the whole table to Basic Fantasy.
5. SKELETONS:
"* a silver necklace worth 10 - 60 gp (1d6 x 10)" = "* a silver necklace worth 1d6 x 10 gp"
* a gold necklace worth 50 - 300 gp (1d6 x 50)" = "* a gold necklace worth 1d6 x 50 gp"
Wandering Monsters - needs to be reformatted or redone.
Giant Frogs (3) (note the space after 1d4+1)(AC 13, HD 2, #At 1 tongue or bite, Grab or 1d4+1 , Mv
Re: AA1 Adventure Anthology One
jdn2006 wrote:21. GIANT BEE NEST:
"20 to 40 g.p." = "20 to 40 gp" FIX: Should be (1d3+1) x 10 gp (20 to 40), though I would be inclined to modify this to 1d4 x 10 gp (10 to 40 gp) just to make things easier all around.
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- Solomoriah
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- Posts: 8834
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Re: AA1 Adventure Anthology One
I don't generally list a maps credit when the author of the adventure did his or her own maps; I also tend to omit my own map credit when I redo a map. The former is a matter of policy, the latter modesty.
My personal site: www.gonnerman.org
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