DC1 Tales from the Laughing Dragon

Creating game materials? Monsters, spells, classes, adventures? This is the place!
User avatar
Solomoriah
Site Admin
Posts: 12460
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: DC1 Tales from the Laughing Dragon

Post by Solomoriah »

Ouch.

:D

Okay, I'm braced for it...
My personal site: www.gonnerman.org
User avatar
AlMan
Posts: 694
Joined: Fri Jun 26, 2015 5:01 pm

Re: DC1 Tales from the Laughing Dragon

Post by AlMan »

Solo, do you want me to fix the single spaces between sentences? Or do I just leave them? Some sentences do have the double space, but most just have a single space. I'm old school and was trained to use double space between sentences. Especially since this is going to be printed not just pdf or html.
User avatar
Solomoriah
Site Admin
Posts: 12460
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: DC1 Tales from the Laughing Dragon

Post by Solomoriah »

If you want, sure. It's not a priority though.
My personal site: www.gonnerman.org
User avatar
AlMan
Posts: 694
Joined: Fri Jun 26, 2015 5:01 pm

Re: DC1 Tales from the Laughing Dragon

Post by AlMan »

Here are the Suggestions for DC1 Tales from the Laughing Dragon:

Suggestions

Whole Book – Maps
All the maps that I printed had a peach pink background that is gray on the page. May want to make sure these are gray scale instead of color scale.

Page 7 (5) – 7. Undead Guardians – Skeleton stat block
Normally skeletons are 1 HD monsters, these are 2 HD and the Save As and XP are also based on 2HD. Damage shows a +1 to damage. Do you want to keep this as a one-off monsters that are stronger than normal or do you want to adjust the HD, Save As, Damage, and XP? Would also have to adjust the HPs and blocks to account for the 1 HD.

Page 9 (7) – 18. Watchdogs – Large Wolf stat blocks.
There is no “Warg” listed in the Core Rules or any of the BFRPG Field Guides. There is a “Worg” listed in the BFRPG Field Guide Volume 1. Should these creatures be changed to use the stat block from the Field Guide? Will need to adjust HP accordingly. Another possibility is to use the Dire Wolf stats from the Core Rules.

Page 10 (8) – Map – The Ruins – Upper Level
The room numbers are all over the place. If possible number the rooms in a more logical order starting from the upper right corner where the entrance steps are located. Probably end on the room where the character find what they are looking for, currently room 4. Also what is the orientation of the map, there isn’t a compass on the map.

Page 14 (12) – Wandering Monsters – Bugbear Patrol stat block
Since HD was changed in the stat block may want to alter the HP and bloks for the given monsters.

Page 15 (13) – Troglodyte Barracks – Troglodyte stat block
Basic Fantasy Core Rules has changed the name to Subterranean Lizard Man should we use the new name since this is an updated version of the book?

Page 15 (13) or Page 16(14) – Room 4 and first text box
Had to move the blocks for the illustrations which is covering the Room 4 title and the first text block. Don’t know which illustration block is covering the text Page 15 (13) 3.28” x 3.35” or Page 16 (14) 3.28” x 3.35”

Page 16(14) – 6. Centipede Folly – Giant Centipede stat block.
There is an explanation for high number of HP for this creature. Since it is so high should this creature be a one off with an HD of 2 and a higher XP of 75 or 100 if it gets an astrisk.

Page 17 (15) – 7 Valanunthe’s Room – Valanunthe stat block
May want to put a note to remind the GM that the Amulet of the Mighty Fist increases the wearer’s STR.

Page 18 (16) – 9 Captain of the Guard – Paragraph 3 (Starts with ‘The man …’
Second half of the

Page 19 (17) – 12 Kobold Barracks – Kobold Warrior stat block
Need to mention the weapons that the Kobold Warriors are using.

Page 20 (18) – 13 Sappers – Goblin stat block
Since these goblins are mining and not on patrol are they in armor or normal clothing? This would affect the AC and Movement in the stat block. Also with a 1-1 HD how did one of the goblins get 8 HP?

Page 21 (19) – The Ruins – Lower Level
The room numbers are all over the place. If possible number the rooms in a more logical order from the stairs from the Upper Level. Make sure the stairs are aligned to match the stairs on the Upper Level, currently looks like the stairs are Upper level would be South to the top for the stairs to make sense.

Page 28 (26) – 8 Master Bedrooom – All Goblin stat blocks
Need to have attack forms (weapons) for all three types of goblins.

Page 28 (26) – 9 Watch Room – Goblin stat blocks
Need to have attack forms (weapons) for the goblins.

Page 31 (29) – 9 The Keep of the Catacombs – Zombie stat block
Need to have attack forms (weapons) for the zombies.

Page 32 (30) – 14 Interrupted Feast – Dread Zombies stat block
Need to have attack forms (weapons) for the zombies.
User avatar
AlMan
Posts: 694
Joined: Fri Jun 26, 2015 5:01 pm

Re: DC1 Tales from the Laughing Dragon

Post by AlMan »

Here are the corrections I did to DC1 Tales from the Laughing Dragon

Corrections

There are many instances of single space after sentence. Since this book is to be published in printed format double space after sentences is standard. Putting double spaces after sentences. There were already some in the document.

Page 3 (1) – About the Dragonclaw Barony – Text Box Paragraph 1
Double space in middle of sentence, between ‘west,’ and ‘the’.
Was: … north and west, the Sea of Storms, …
Changed to: … north and west, the Sea of Storms, …

Page 4 (2) – Laughing Dragon Inn Boxed Text – Paragraph 1
Four spaces in middle of sentence, between ‘former’ and ‘advisor’
Was: … town’s sage and former adviser to the Baron, …
Changed to: … town’s sage and former adviser to the Baron, …

Page 5 (3) – Wandering Monsters – Giant Fly stat block
Save needs to match HD.
Was: … Sv F1, …
Changed to: … Sv F2, …

Page 5 (3) – Wandering Monsters – Kobold Hunting Party stat block
Basic Fantasy Core Rules has Kobold HD as ½ (1d4 HP).
Was: … HD 1d4, …
Changed to: … HD ½ (1d4 HP), …

Page 5 (3) – Wandering Monsters – Gray Jelly stat block
Basic Fantasy Core Rules has Gray Ooze renamed as Gray Jelly. Also has HD as 3*. Attack is listed as 1 pseudopod.
Was: … Gray Ooze
AC 12, HD 3, #At 1, …
Changed to: … Gray Jelly
AC 12, HD 3*, #At 1 pseudopod, …

Page 5 (3) – Wandering Monsters – Giant Bombardier Beetle stat block
Basic Fantasy Core Rules has Giant Bombardier Beetle HD as 2*.
Was: … HD 2, …
Changed to: … HD 2*, …

Page 5 (3) – Wandering Monsters – Shoshanna Smythe stat block
Add class and level (based on Save As)
Was: … NPC: Shoshanna Smythe …
Changed to: … NPC: Shoshanna Smythe: Fighter 2, …

Page 5 (3) – Wandering Monsters – Mercenary Guards stat block
Add class and level (based on Save As)
Was: … Mercenary Guards (6) …
Changed to: … Mercenary Guards (6): Fighter 2 …

Page 5 (3) – Wandering Monsters – Giant Bee stat block
Basic Fantasy Core Rules has Giant Bee HD as ½* (1d4 HP).
Was: … HD 1d4, …
Changed to: … HD ½* (1d4 HP), …

Page 6 (4) – 2 Secret Forge – Paragraph 2 (paragraph after text block)
Add DEX bonus to Save for trap, will use the same verbage as the entries on Page 7 (5) and Page 8 (6).
Was: … causing 1d8 points of damage (save vs. Dragon Breath for half damage). …
Changed to: … causing 1d8 points of damage, save vs. Dragon Breath for half damage (add Dex bonus to roll). …

Page 8 (6) – 11. Rats Nest – Giant Rat stat block
Basic Fantasy Core Rules has Giant Rat HD as ½ (1d4 HP).
Was: … HD 1d4, …
Changed to: … HD ½ (1d4 HP), …

Page 9 (7) – 17. Another Empty Room – Text box
Word order.
Was: … suggesting that were clay pots stored in here at one time. …
Changed to: … suggesting that clay pots were stored in here at one time. …

Page 14 (12) – Wandering Monsters – Giant Fly stat block
Save needs to match HD.
Was: … Sv F1, …
Changed to: … Sv F2, …

Page 14 (12) – Wandering Monsters – Kobold Hunting Party stat block
Basic Fantasy Core Rules has Kobold HD as ½ (1d4 HP).
Was: … HD 1d4, …
Changed to: … HD ½ (1d4 HP), …

Page 14 (12) – Wandering Monsters – Gray Jelly stat block
Basic Fantasy Core Rules has Gray Ooze renamed as Gray Jelly.
Was: … Gray Ooze …
Changed to: … Gray Jelly …

Page 14 (12) – Wandering Monsters – Gnoll HP blocks
HP blocks broke across line. Put each monster on a single line.

Page 14 (12) – Wandering Monsters – Giant Bombardier Beetle stat block
Basic Fantasy Core Rules has Giant Bombardier Beetle HD as 2*.
Was: … HD 2, …
Changed to: … HD 2*, …

Page 14 (12) – Wandering Monsters – Mercenary Guards stat block
Add class and level (based on Save As)
Was: … Mercenary Guards (6) …
Changed to: … Mercenary Guards (6): Fighter 2 …

Page 14 (12) – Wandering Monsters – Bugbear Patrol stat block
Basic Fantasy Core Rules has Bugbear HD as 3+1. Will also have to update Save As. XP is already listed at the HD 3 level of 145. Removing manual line break after Movement, may need to put in non-breaking space after Mv to keep the field and entry together.
Was: … AC 15, HD 2+2, #At 1 mace, Dam 1d8, Mv 30',
Sv F2, ML 9, XP 145 ea. …
Changed to: … AC 15, HD 2+2, #At 1 mace, Dam 1d8, Mv 30',
Sv F2, ML 9, XP 145 ea. …

Page 14 (12) – Wandering Monsters – Orc Patrol stat block
Basic Fantasy Core Rules has Orc Movement at 30’ for armored and 40’ for unarmored movement.
Was: … Mv 40', …
Changed to: … Mv 30', …

Page 14 (12) – Wandering Monsters – NPC: Willard Rataess stat block
Basic Fantasy Core Rules has Creature AC as 13(s) to indicate the need for silver or magic weapons, HD is listed as 3* and the XP is set for 3*. Inserted non-breaking space in Save As field.
Was: … AC 13, HD 3, …
Changed to: … AC 13 (s), HD 3*, …

Page 15 (13) – Troglodyte Barracks – Troglodyte stat block
Basic Fantasy Core Rules has changed the name to Subterranean Lizard Man the Movement is given as 30’ Swim 40’. Changing the land movement to match and will leave off the Swim since there isn’t any place for the creatures to swim.
Was: … Mv 40', …
Changed to: … Mv 30', …

Page 15 (13) – 2E What are you doing here? - Paragraph 1
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … the northeast door of Room #10 …
Changed to: … the southast door of Room #10 …

Page 15 (13) – 2E What are you doing here? - Boxed text
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … closing a door to the east. …
Changed to: … closing a door to the south. …

Page 15 (13) – 2E What are you doing here? - Hobgoblin stat block
The hobgoblins are not in the barracks and are not described as being out of armor. AC is showing the non armored stat, will remove the non-armor stat.
Was: … AC 14 (11), …
Changed to: … AC 14, …

Page 16(14) – Room 4 – Second Test Box.
Misspelling ‘Dwarfs’ should be ‘Dwarves’ this Style Guide has that ‘Dwarves’ should be used.
Was: … the two Dwarfs encountered …
Changed to: … the two Dwarves encountered …

Page 16(14) – Room 4 – Paragraph after second text box. Start ‘If either…’
Misspelling ‘Dwarfs’ should be ‘Dwarves’ this Style Guide has that ‘Dwarves’ should be used.
Was: … the Dwarfs are killed …
Changed to: … the Dwarves are killed …

Page 16(14) – 5 Dead Man’s Party – Text box
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … in the northwest corner. …
Changed to: … in the northeast corner. …

Page 16(14) – 6. Centipede Folly – Text box
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … in the northwest corner. …
Changed to: … in the northeast corner. …

Page 17 (15) – 7 Valanunthe’s Room – Text Box 2
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … There are several books stacked next to a small cot against the east wall. …
Changed to: … There are several books stacked next to a small cot against the south wall. …

Page 18 (16) – 9 Captain of the Guard – Paragraph 7
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … In the north wall there is a small recess containing an empty wash basin. Against the east wall you see a small table and a single chair. The only other oddity here is a lever on the south wall with the lever in the 'Up' position. …
Changed to: … In the east wall there is a small recess containing an empty wash basin. Against the south wall you see a small table and a single chair. The only other oddity here is a lever on the west wall with the lever in the 'Up' position. …

Page 18 (16) – 9b Secret Hallway – Boxed text
The hallway is described as going south, but according to the compass on the map this hallway is headed to the west.
Was: … hallway heading south, …
Changed to: … hallway heading west, …

Page 18 (16) – 9b Secret Hallway – Paragraph 2
The hallway is described as going south, but according to the compass on the map this hallway is headed to the west.
Was: … It is fired from the wall at the south end of the hallway …
Changed to: … It is fired from the wall at the west end of the hallway …

Page 18 (16) – 10. The Transfer Room – Boxed text
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … This large room contains two doors on the north wall, one on the far west, and the other on the far east. There is nothing in this room other than an odd stain near the west door. …
Changed to: … This large room contains two doors on the east wall, one on the far north, and the other on the far south. There is nothing in this room other than an odd stain near the north door. …

Page 18 (16) – 10. The Transfer Room – Paragraph 2
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … The door on the west side of the north wall is trapped. …
Changed to: … The door on the north side of the east wall is trapped. …

Page 19 (17) – 10 E Surprise! - Boxed Text
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … arrow fire coming from the west; …
Changed to: … arrow fire coming from the north; …

Page 19 (17) – 10 E Surprise! - Orc Fighter stat block
Since these Orcs are on patrol they will be in Armor don’t need the unarmored AC. Movement is listed as 40’ which is for unarmored creatures.
Was: … AC 14 (11), HD 1, #At 1 longsword, Dam 1d8, Mv 40', …
Changed to: … AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', …

Page 19 (17) – 10 E Surprise! - Orc Archer stat block
Since these Orcs are on patrol they will be in Armor don’t need the unarmored AC. Movement is listed as 40’ which is for unarmored creatures.
Was: … AC 14 (11), HD 1, #At 1 longsword, Dam 1d8, Mv 40', …
Changed to: … AC 14, HD 1, #At 1 longsword, Dam 1d8, Mv 30', …

Page 19 (17) – 12 Kobold Barracks – Paragraph 2 (after the first Text box. Starts with ‘This room…’.
Weapon name Basic Fantasy uses single word for swords, so ‘shortsword’ vs. ‘short sword’.
Was: … and pull out their short swords. …
Changed to: … and pull out their shortswords. …

Page 19 (17) – 12 Kobold Barracks – Second Text box
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … There is a small area on the south wall set aside for sleeping, …
Changed to: … There is a small area on the west wall set aside for sleeping, …

Page 19 (17) – 12 Kobold Barracks – (Normal) Kobold stat block
Basic Fantasy Core Rules has Kobold HD as ½ (1d4 HP). Need to mention the weapons that the (Normal) Kobolds are using. Listed in room description as slings and shortswords. Will also need to show damage for the attack forms.
Was: … HD 1d4 HP, #At 1 weapon, Dam 1d4 or by weapon, …
Changed to: … HD ½ (1d4 HP), #At 1 sling or 1 shortsword, Dam 1d4 sling, 1d6 shortsword, …

Page 20 (18) – 13 Sappers – Text box 1
The room is described as if the south is on the bottom of the page. The compass is set to have the south on the right of the page. Setting directions to use the compass.
Was: … going east you can …
Changed to: … going south you can …

Page 24 (22) – GM’s Information – Illustration block
Added several line of text to move the text that was behind the illustration block. Added about entries to move the text below the illustration block.

Page 25 (23) – Wilderness Encounters – Hobgolin Archers stat block
Added non-breaking space between movement and field.

Page 26 (24) – Outside the Keep – Ghoul stat block
Added non-breaking space between movement and field.

Page 28 (26) – 7 Dining Room – Green Slime stat block
Basic Fantasy Core Rules has Green Slime renamed as Green Jelly. AC is listed as 12 (only hit by fire or cold). Need to mention the attack form and damage, pulled attack form and damage from Morgansfort.
Was: … Green Jelly: AC 12 (only hit by fire or cold), HD 2**, #At 1 special, Dam special, …
Changed to: … Green Jelly: AC 12 (only hit by fire or cold), HD 2**, #At 1 Acid, Dam if not scraped off in first round, will destroy flesh and clothing in 6+1d4 rounds, …

Page 29 (27) – 2 Small Burial Chamber – Vampire Spawn stat block
In the Basic Fantasy Field Guide Volume 1 has the double dagger icon for requiring magic weapons to injure. Attack is listed as 1 punch or 1 bite. The damage is listed as 1d6+3 and 1d3 + special. The special is the level drain. Removing manual line break.
Was: … AC 15, HD 4*, #At 1 + special,
Dam 1d6 + 3, …
Changed to: … AC 15 (m), HD 4*, #At 1 punch or 1 bite, Dam 1d6 + 3 punch 1d3 +level drain bite, …

Page 29 (27) – Large Burial Chamber #2 – Wraith stat block
Basic Fantasy Core Rules has Creature AC as 15 (m) to indicate the need for magic weapons.
Was: … AC 15, …
Changed to: … AC 15 (m), …

Page 30 (28) – 4 Royal Burial Chamber – Paragraph 1
Extra word ‘in’ will remove it.
Was: … (adding in any Dex bonus) …
Changed to: … (adding any Dex bonus) …

Page 30 (28) – 4 Royal Burial Chamber – Ghoul stat block
Added non-breaking space between movement and field.

Page 31 (29) – 9 The Keep of the Catacombs – Bone Horror stat block
In the Basic Fantasy Field Guide Volume 1 has the double dagger icon for requiring magic weapons to injure. Setting to new Core Rule standard of ‘(m)’.
Was: … AC 14 (can only be damaged by spells, fire or magic weapons), …
Changed to: … AC 14 (m), …

Page 32 (30) – 12 Goblin’s Last Stand – Paragraph 3 (Starts with ‘If the barricade…’)
Wrong word ‘hear’ vs. ‘here’.
Was: … they will here him say …
Changed to: … they will hear him say …

Page 32 (30) – 12 Goblin’s Last Stand – Goblin stat block
Damage needs to list attack forms.
Was: … Dam 1d6, …
Changed to: … Dam 1d6 shortsword, 1d6 shortbow, …

Page 32 (30) – 14 Interrupted Feast – Dread Zombies stat block
Include information on piercing damage.
Was: … AC 12 (½ damage from blunt weapons), …
Changed to: … AC 12 (½ damage from blunt weapons, 1 point only from piercing), …
User avatar
AlMan
Posts: 694
Joined: Fri Jun 26, 2015 5:01 pm

Re: DC1 Tales from the Laughing Dragon

Post by AlMan »

I'm putting R24 in the Project folder.
User avatar
dymondy2k
Posts: 1709
Joined: Wed Jun 29, 2011 12:56 am

Re: DC1 Tales from the Laughing Dragon

Post by dymondy2k »

I thought I had fixed all the goofy room numbers? Maybe I only adjusted them for the first dungeon. OK I did fix them and adjusted the room numbers accordingly but it looks like my changes never got uploaded? So I have brand new maps for the ruins but its also going to take moving the text around to get them in the new right order.

As for the Skeleton Warriors they are a bit tougher than the standard skelly, so the 2 HD is valid.
Check out my BFRPG Campaign Setting
The Dragonclaw Barony
User avatar
Solomoriah
Site Admin
Posts: 12460
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: DC1 Tales from the Laughing Dragon

Post by Solomoriah »

If your changes got missed, it's probably my fault. Sorry about that. I'll see about getting this and a few other things uploaded in a day or so, after I check them over, and we'll do another round of edits.
My personal site: www.gonnerman.org
User avatar
dymondy2k
Posts: 1709
Joined: Wed Jun 29, 2011 12:56 am

Re: DC1 Tales from the Laughing Dragon

Post by dymondy2k »

let me know if I need to re-upload my version.
Check out my BFRPG Campaign Setting
The Dragonclaw Barony
User avatar
Solomoriah
Site Admin
Posts: 12460
Joined: Thu Nov 13, 2008 8:15 pm
Location: LaBelle, Missouri
Contact:

Re: DC1 Tales from the Laughing Dragon

Post by Solomoriah »

If you have a version that is different from Al's upload, using yours would invalidate his and vice versa.

Do you have access to the Projects folder? You'd be welcome to take a look at Al's revised version, and decide for yourself whether it would be easier to make your changes in his copy or his changes in yours. I'd think the latter, honestly, since Al has listed the changes here in detail.

If you need Projects access, email me and I'll make it so.
My personal site: www.gonnerman.org
Post Reply

Who is online

Users browsing this forum: Google [Bot] and 36 guests