Herremann the Wise
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Hi Everyone,
There have been several requests for an errata thread but understandably, the Dungeon staff have plenty on their plate bringing out new stuff rather than revising old stuff. As such, I thought I'd start this thread to help everyone out (and I'll then start up individual threads for each of the other modules).
Feel free to post on this thread - if it is to work, it needs as many people posting as possible. There are several areas that I think are worth covering:
- Incorrect monster or NPC stats
- Typos and incorrect references
However, the one that I would like to see the most of is
- DM warnings and suggestions.
For example, the iron balls in area 23 have concerned many DMs as well as the use of Swarms in area 7 against parties that may not be prepared or able to reasonably cope with them. These don't have to be things that need to be changed, but just issues that DMs should be aware of.
If there is anything else you think this thread should be doing, post it and I'll edit this post. Remember, the aim of this is to have a lot of useful information in the one place - a Whispering Cairn Compendium so to speak. Soon I will collate all the responses into a single post to post up later. We'll see how this goes.
Best Regards and Looking Forward to Your Responses
Herremann the Wise
| UltimaGabe |
As far as the iron balls, I think the easiest and most logical fix (other than telling your group, "Your characters wouldn't want to spend all of this time and effort taking and selling those iron balls") is to not have them be actual iron- instead, they're magically-created iron created specifically for that trap, and if taken from the confines of that room, they change into smoke (being as they were, after all, created by the Wind Dukes). Allow them to emit a faint conjuration aura or something. (That's my suggestion.)
Sean Halloran
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As far as the iron balls, I think the easiest and most logical fix (other than telling your group, "Your characters wouldn't want to spend all of this time and effort taking and selling those iron balls") is to not have them be actual iron- instead, they're magically-created iron created specifically for that trap, and if taken from the confines of that room, they change into smoke (being as they were, after all, created by the Wind Dukes). Allow them to emit a faint conjuration aura or something. (That's my suggestion.)
Or just make them ceramic or clay...Just like the stuff the Wind Warriors are made out of. Your players will still grimace in pain when you describe soft-ball sized balls of clay hitting them.
| UltimaGabe |
I just ran the Whispering Cairn (at least, half of it) yesterday, and so far it's been pretty good- although one thing did stand out. The Sarcophagus in the main section of the tomb is covered, and it has a Burning Hands trap- first off, there's no strength check DC to get it open, but that could very well be that it isn't very hard to open, thus no check is needed. But the second is that it says that it has an automatic reset- yet in the Ghost in the Machine section, it states that the trap is reset once a week. I'm assuming, then, that it's supposed to be a manual reset.