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Kudos and Errors: Dungeon 118
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 1918586" data-attributes="member: 5868"><p>I continue to enjoy the reformatted <em>Dungeon</em>. There's some great stuff in issue 118. I think the Throne of Iuz adventure -- suitably modified -- will make it into my campaign. The other adventures are great, even if I'm not the biggest fan of flumpfs. I particularly liked Monte Cook's article, and the other columns are decent as well.</p><p></p><p>Oh -- the Greyhawk map is fantastic. I'm tempted to frame it when I get all four parts. Could we maybe get it in a one-piece, rolled tube as special order?</p><p></p><p>But -- does anyone check the stat blocks? I'm not talking nitnoid things like having skill bonuses correct. I expect those to be right, but I don't bother to add them up to check errors, nor do they have much impact on the game, really. I'm talking about consistency with the adventure text.</p><p></p><p>For example, on page 22, the rogue Cami is supposed to be waiting to sneak attack an NPC with a sap -- except she doesn't have a sap in her equipment, nor do her stats include attacks or damage data for a sap. Easy enough for a DM to add, but a jarring inconsistency -- did anyone read the stat block?</p><p></p><p>Similarly, on page 72, the Serpent Mound entrance guards are supposed to be [spoiler]"A pair of Hant captains, three Hant clerics, and two vrock demons"[/spoiler], yet the encounter text provides text instead for [spoiler]6 Hant soldiers, one cleric, and two vrocks -- I'm not even sure what the stats of a "captain" are supposed to be, as olny "soldier" stat blocks are provided.[/spoiler]. Again, it's an easy adjustment for a DM to make -- but it does make me wonder if this sort of obvious thing can be missed, what sorts of errors are buried deep in the stat blocks.</p><p></p><p>C'mon, Erik! You've got such great content and organization now -- hope the proof reading can keep up! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 1918586, member: 5868"] I continue to enjoy the reformatted [i]Dungeon[/i]. There's some great stuff in issue 118. I think the Throne of Iuz adventure -- suitably modified -- will make it into my campaign. The other adventures are great, even if I'm not the biggest fan of flumpfs. I particularly liked Monte Cook's article, and the other columns are decent as well. Oh -- the Greyhawk map is fantastic. I'm tempted to frame it when I get all four parts. Could we maybe get it in a one-piece, rolled tube as special order? But -- does anyone check the stat blocks? I'm not talking nitnoid things like having skill bonuses correct. I expect those to be right, but I don't bother to add them up to check errors, nor do they have much impact on the game, really. I'm talking about consistency with the adventure text. For example, on page 22, the rogue Cami is supposed to be waiting to sneak attack an NPC with a sap -- except she doesn't have a sap in her equipment, nor do her stats include attacks or damage data for a sap. Easy enough for a DM to add, but a jarring inconsistency -- did anyone read the stat block? Similarly, on page 72, the Serpent Mound entrance guards are supposed to be [spoiler]"A pair of Hant captains, three Hant clerics, and two vrock demons"[/spoiler], yet the encounter text provides text instead for [spoiler]6 Hant soldiers, one cleric, and two vrocks -- I'm not even sure what the stats of a "captain" are supposed to be, as olny "soldier" stat blocks are provided.[/spoiler]. Again, it's an easy adjustment for a DM to make -- but it does make me wonder if this sort of obvious thing can be missed, what sorts of errors are buried deep in the stat blocks. C'mon, Erik! You've got such great content and organization now -- hope the proof reading can keep up! ;) [/QUOTE]
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