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| #1pukunuiApr 10, 2015 22:57:57 | Hi folks,
My copy of Princes of the Apocalypse arrived last Friday, and I've been hungrily reading my way through it, as I'm planning on running it for my wife and our friends after we finish Lost Mine in a session or two. As I read through the module, I've been compiling a list of all the issues I've come across - some are fairly major errors with maps and things, others are just minor discrepancies and inconsistencies. I've listed them all here anyway, though, for the sake of being thorough, if nothing else.
MAP ISSUES
TEXT ERRORS
STATBLOCK ERRORS
MINOR DISCREPANCIES
I'll post more as I come across them. Feel free to post any you've found, and I'll add them to this list.
Cheers, Jonathan
p.s. Is anyone else annoyed by Rich's continued use of "lays" instead of "lies"? Eg. "a lost dwarven city lays in ruins ..." and "a platinum goblet ... lays on the moat's floor." |
| #2pukunuiApr 11, 2015 16:43:28 | On a somewhat related note, at first I thought it was odd that Aerisi would tolerate the presence of several monsters that prey on her followers, but then I got to the part where it says she views "ordinary mortals as expendable, weak-willed toys ...". Clearly, any cultist who gets himself killed by one of the monsters isn't worthy of his place in the cult. |
| #3abs1nthApr 11, 2015 16:22:45 |
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| #4pukunuiApr 11, 2015 16:46:32 |
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| #5EchamilApr 11, 2015 18:46:27 | To be honest? I really don't pay to much heed to the discrepencies within the text versus images. As an intern Graphic Artist, I can honestly say that past the initial sketching, there is little communication between the Artist and the Writers in a case like a Published Adventure.
Once the Director or Supervisor gives his Okay to an initial sketch, (done on a rough draft from the editorial crew), the team goes ahead with the various polishing ups of the art. During that time, the Editorial Team can go through any number of drafts, which usually results in the artwork not being 100% to the description. It happens.
As a Dungeon Master, you should expect that, that work with it, alter it a little instead of directly reading from the text. Make notes and fix things for your own campaign.
As far as the rest of the stuff you pointed out, I say the same thing. Don't just read it word by word. Correct what you feels needs to be corrected.
When I DM a published adventure, before my group even meets, I spend a good 2 weeks reading the adventure cover to cover numerous times. If I have the time, I run a Multi-NPC Control Party through it, using my experience as a Player and as a DM to see what I feel may need changed. I don't always get the chance to do that, so I toss in a single NPC, scale down the battles appropriately and let him handle the key parts that need corrected. |
| #6pukunuiApr 11, 2015 19:10:18 | You're right. Some of the things I've listed are fairly trivial and shouldn't be too difficult to fix. Nevertheless, I feel they are worth noting, especially for new DMs for whom Princes might be their first adventure. (Note, also, that we have had similar threads here on the forums for the Lost Mine and Tyranny of Dragons modules, so I am merely continuing the tradition here ...)
The most glaring issues I've found so far are the positioning discrepancies on the various maps and the issue with Aerisi summoning the djinni in the air temple. Those are things for which we can collectively brainstorm solutions. |
| #7MonsterEnvyApr 11, 2015 22:47:19 |
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| #8pukunuiApr 11, 2015 22:02:44 |
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| #9EchamilApr 11, 2015 23:03:01 | I know you were Puku. I wasn't trying to be a jerk about it.
I hear it a lot though at my LGS. I hear loads of people, (even some employees), complain about the product. "Oh, this part wasn't written right.." "Oh, this description doesn't match the map.."
It makes me want to shake people by the shoulders and say "Published Adventures are a base. They are meant to be used to inspire your players into an adventure. You're meant to mess around with it at certain points. If you don't like it, correct it. You're a damn DM for Oghma's Sake."
As I said, I intern for a company that publishes adventures. As I am under a Non-Disclosure Agreement, I am unable to say specifically which company I work for or anything related to the company's products.
What I can say though, is that there is constantly a lack of communication, (along with a piss-poor editorial staff)--and the result is that some pieces are incorrect. Unfortunately, it can't be blamed on the Play-testers like a certain company tried to do in 2012, because editining happens up till a good week before publishing.
Like I said, I read through the adventure, and I run a single-NPC through it with scaled down battles. It helps. |
| #10pukunuiApr 12, 2015 0:00:57 |
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| (Reply to #3)Hrall |
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| #12pukunuiApr 12, 2015 4:27:28 | Yes, you can lay the goblet on the floor, but it doesn't lay there by itself. It lies there. |
| #13OrethalionApr 12, 2015 6:51:04 |
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| #14HobbitFanApr 12, 2015 8:53:25 | One I noticed is that at Feathergale Spire, the NPC you are supposed to save (Savra Belabranta) invites you to a feast there at the tower once you meet her there. It's to celebrate the 10th anniversary of the Feathergale Society. Yet the cultists are only supposed to have been in the keeps and causing problems for about 6 months. Now, this may not be an outright error. Thurl Merosska could have formed the Feathergale Society years ago and only recently joined up with the Aerisi and the other cultists leaders. The thing is, the adventure should have been alot clearer on this. It's not. That's a problem and once editors and readers/playtesters should have pointed out to Sasquatch. |
| #15MonsterEnvyApr 12, 2015 10:52:36 |
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| #16pukunuiApr 12, 2015 12:05:52 | It could also be the truth. The society may have been kicking around Waterdeep for most of that time before relocating to the Sumber Hills six months prior. |
| #17pukunuiApr 12, 2015 14:33:56 | I've just gotten up to the Howling Caves. I was under the impression that the whole thing would be the "air node", but it sounds like only areas N15-19 are (since N14 is the "Air Node's Doorstep"). Am I reading that correctly?
EDIT: Also, are the PCs expected to close all the nodes even if they've previously defeated the associated prophet/cult? It seems that way, but it isn't entirely clear to me. Perhaps the first time a PC takes hold of one of the elemental weapons (if they get it in the temple or the fane rather than the node), they get a brief vision of the node and feel a slight tug in that direction? If they get the weapon in the node itself, perhaps they feel an urge to toss it into the portal? Otherwise, I'm not entirely sure how to telegraph that to the players. |
| #18DesignbotApr 12, 2015 16:02:24 | Chapter 4 Temple of Black Earth - Screaming Statues: The text says Marlos flees to area B23—this should be area B22. |
| #19pukunuiApr 12, 2015 16:25:57 |
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| #20HobbitFanApr 12, 2015 16:46:18 | I've got one but I think it's just a typo. On page 48 under Spyglass Knifepoint Gully is given the (area C3) notation when I think that should be V3 (see map page 51). C3 is a room in another area on another map. |
| #21pukunuiApr 12, 2015 16:55:15 |
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| #22DesignbotApr 12, 2015 21:39:28 | Earth Temple - East Guardroom: There are five duergar, but it says two are posted at the arrow slits and "the other two" defend the entrance.
Earth Temple - Gatewarden's Quarters: A burrowshark, a Black Earth guard, and 4 cultists occupy the room, at any given time 1d4 cultists are "sacked out in their bunks," and "at least two of the residents are awake even in the middle of the night." Actually, I think this one works out, but it took a while for me to get it. |
| #23DesignbotApr 13, 2015 10:29:00 | Temple of Eternal Flame - Fire Temple: The alcove & altar are described as being on the west wall, but drawn on the east wall. |
| #24DesignbotApr 13, 2015 11:12:27 | Fane of the Eye - Worm's Stair: It's not clear how the map corresponds to the description of F1 and F2. Is F1 the bottom of the worm, or is the staircase leading northwest supposed to be part of it? Is that ropy thing a spinal column?
Fane of the Eye - Hall of Battle: There are "a dozen dead warriors, clearly of the earth and water cults." Later, the corpses "include air cultists, earth cultists, and a pair of fire cultists." A sentence later, there are clothes for "five air cultist disguises, four earth cultist disguises, and one fire cultist disguise." |
| #25BranrApr 13, 2015 12:37:17 | One thing I noticed was on page 31, the encounter tables list, under Fire Cult Raiders and Fire Cult War Band, Eternal Flame warriors. This creature is not listed in the book. Someone suggested that it is meant to be the Eternal Flame Guardian, but that leaves a hole, since each cult has a 1/8 to 1/2 CR "minion" creature except for the Eternal Flame, and the Guardian is a CR2 creature, a bit too much to be a minion. |
| #26pukunuiApr 13, 2015 16:48:03 |
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| #27DesignbotApr 13, 2015 20:40:23 | The level of the water in The Plunging Torrents is hard to visualize consistently—for instance, at P4, the Temple Entrance, "the water fills the cavern to within 2 feet of the ceiling," presumably covering the plaza, doors, portico, and pediment. (So the kuo-toa are kneeling on the ground underwater?)
But through the doors, in the Shrine of Yngukulub, the stairs appear to immediately ascend to a landing "20 feet above water level" where a block of stone serves as an altar. Is the interior of the temple 20+ feet taller than the exterior? Adding to the confusion, something like an altar is drawn halfway up the stairs, while the broad platform at the top of the stairs appears empty. |
| #28pukunuiApr 13, 2015 21:17:13 | Yeah, that bit was kinda confusing for me too. |
| #29moebius359Apr 14, 2015 19:51:00 | Not sure if anone caught this...planning the transition from Lost Mines to Princes. Page 17 states distance from Phandalin to Triboar is 225 miles. Page 36 states that most direct route to Neverwinter " is to head west along Triboar trail to the tiny town of Phandalin ( about 140 miles) The second description is more in line with the Lost Mine map scale. I had two riding days (48 m/d) to Conyberry, so about two and half to Triboar ( 125-140 miles) |
| #30pukunuiApr 14, 2015 21:05:25 |
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| #31pukunuiApr 15, 2015 2:53:37 | Something that isn't clear to me about the prophets' lair actions is their ability to cast a spell with concentration using their lair action. The text talks about them being unable to use another lair action while concentrating on a lair action spell, but is the idea that this counts as an extra concentration spell? Can they cast another spell requiring concentration at the same time without losing the one they cast as a lair action, or are they still limited to only one concentration spell at a time like normal? |
| #32FFSAAApr 16, 2015 6:39:48 |
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| #33pukunuiApr 16, 2015 13:26:16 |
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| #34caridhorApr 16, 2015 15:55:59 | My only issue with PoA is that the physical product I received is a raging POS. There is glue everywhere, the pages are stuck together and the cover is warped. other than that, its pretty good. |
| #35pukunuiApr 16, 2015 16:04:32 |
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| #36RamzourApr 17, 2015 2:28:24 | Pukunui, great thread! I haven't gotten to this one yet (we're still in the the Tyranny of Dragons), but I'll definitely reference this later! Maybe we can get some feedback from the authors like we did in the last one. Also, you should put this link in your sig. |
| #37pukunuiApr 17, 2015 6:47:59 |
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| #38GrendelDaveApr 25, 2015 0:07:05 | On page 115, Saving the Delegates: >Teresiel is in the Weeping Colossus (area W17), along with her pouch of magical seeds.
There is no area W17. After scouring all of chapter 5, I don't even see any mention of Teresiel at all. Methinks a paragraph got cut and never pasted. |
| #39HobbitFanApr 25, 2015 10:54:05 | Oreioth (pg. 152) is described as having a "shaved head" yet the illustration on pg. 210 shows him with a full head of hair. |
| #40pukunuiApr 26, 2015 3:05:33 |
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| #41DesignbotApr 28, 2015 15:08:38 | Some of the descriptions seem like they would make more sense if the scale of the Dessarin Valley map was 1 mile per hex.
I also noticed that the location of the Shallow Graves on the map is very odd. According to page 40, the earth cultists skirmished with air cultists on their way back to Sacred Stone Monastery from the River Dessarin. But the graves are over 10 miles southwest of Sacred Stone Monastery, not on the route at all. There would be no reason for the delegation to be there. |
| #42pukunuiApr 28, 2015 15:56:58 | Yes, I noticed that too. The only thing I could think of it to explain it away was that the earth cultists deliberately buried the bodies out of the way to hide the evidence, as it were. If they'd buried them by the ambush site, it would've been too obvious. |
| #43DesignbotApr 28, 2015 17:06:11 | Vizeran DeVir: Page 7 says he returned to the Fane of the Eye "a few years ago," created the elemental weapons, and left them on an altar where they were found "within the last few months." But on page 180, the Dark Lady says Vizeran DeVir forged the elemental weapons "centuries ago." He's not mentioned anywhere else (except for a sketch in the Afterword).
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| #44pukunuiApr 28, 2015 18:30:48 |
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| #45WebsterApr 28, 2015 20:43:52 | My only problem is yet another "Save the world" adventure. We just saved the world from Tiamat, and now we have to save it again? We should have let the dragon queen take over and let her deal with the elemental princes. :D
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| #46pukunuiApr 29, 2015 2:57:43 |
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| #47DesignbotApr 29, 2015 14:16:24 | Regarding map scale…
The maps line up great—if the Dessarin Valley hexes represent ~4.25 miles each instead of 10.
On Twitter, Mike Schley indicates that he raised this issue, but the scale was made to WotC's specifications.
I also attempted to map the path of the delegation here—you can see that the path of the earth cult to the monastery doesn't make a whole lot of sense, and Bruldenthar was carrying a whole lot of books! |
| #48pukunuiApr 30, 2015 2:08:38 | Cool. Thanks for doing that! That would solve a number of the "a few miles away" issues.
EDIT: Now that I think about it, I do recall finding that the scale for the Scourge of the Sword Coast map was a bit off. There wasn't quite enough distance between Waterdeep and Daggerford as there is on older maps. So maybe the scale isn't exactly right on all the maps, not just the Princes map? |
| (Reply to #48)Designbot |
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| #50DevilbassApr 30, 2015 9:29:57 | I don't think this has been mentioned, and I didn't spot it in the OP which I believe pukunui has been updating with time.
Sacred Stone Monastery - Trapped Stairs: It states that characters on the stairs when the lever is activated must make a dexterity saving throw, though does not specify a DC for said saving throw. Personally, I will probably make it DC 15. |
| #51DevilbassApr 30, 2015 10:45:34 | So I've been working to determine what CR Ghald should actually be using the DMG guidelines.
Defensive CR (5) Ghald's 102 hit points put him at a defensive CR of 3, and he does not have resistances and such to increase his efffective HP. His AC of 15 however, puts him up from a CR 3 to 4. Additionally, he has four saving throw proficiencies, thus increasing his effective AC by 2, and once more bumping up his CR, making his final defensive CR 5.
Offensive CR (7 or 8) Ghald is capable of dealing oodles of damage, especially in a surprise round. In calculating three rounds worth of damage, I'm assuming Ghald surprises a foe. The wording of his assassinate ability suggests that all attacks that hit are crits, not just one. One of these attacks will also be a sneak attack (a CRAZY first round of damage!).
Round 1 Bite crit: 14 (4d4+4) Shortsword crit: 18 (4d6+4) (x2) Sneack Attack crit: 28 (8d6) Total damage: 78
Rounds 2 and 3 Bite: 9 (2d4+4) Shortsword: 11 (2d6+4) (x2) Total Damage: 31
Damage Output = [78 + 2(31)]/3 = 140/3 = 47
This damage output puts Ghald at offensive CR 7. At CR 7, his attack bonus should be roughly +6, and saves he forces on others should be at a DC of roughly 15. His +7 to attack and DC 15 grapple do not alter his offensive CR.
For those wondering, if Ghald gets a sneak attack on two turns, or every turn, his offensive CR increases to 8. This would make his overal CR 6.5, rounding up or down as would be appropriate. Personally, I don't think a sneak attack every round is likely. I suppose it is pretty likely that he will get two sneak attacks Ghald could get a second one off easily if one round is spent grappling (still dealing damage, but much less), but the extra sneak attack damage would be offset by the loss of multiattack damage, so it doesn't really increase his offensive CR.
Total CR (6 or 7) So Ghald has a defensive CR of 5, and an offensive CR of 7, maybe 8. Making his total CR = (5 + 7)/2 = 6, or (5 + 8)/2 = 7
Does anyone else have thoughts on this? Am I missing something? |
| (Reply to #45)FFSAA |
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| #53FFSAAApr 30, 2015 12:32:13 |
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| #54DevilbassApr 30, 2015 13:28:30 |
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| #55pukunuiApr 30, 2015 15:39:33 |
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| #56cilplxmMay 01, 2015 7:20:27 | Page 105, E5: If the characters slay the ogres ... some of the ogres from area E9 replace them in an hour. Page 106, E7: If trouble takes the soldiers in this room unaware... (t)he ogres in area E9 are particularly slow to respond.
But, in the entry for E9, there's no mention of ogres being here, just 2 smelly piles of fur that are used as beds by the ogres in E5.
As DM, I'd probably add 2 ogres to E9 (unless things were already going badly for the PCs...=). |
| #57MonsterEnvyMay 02, 2015 17:00:52 | They forgot to give Ghald the Sahaghin racial trait of blood frenzy which gives him advantage on attack rolls agaist damaged enemies. In the dmg it says to increase his attack bonus by efectivly plus 4. Check if that makes him match his CR of 7 perfectly. |
| #58DesignbotJun 11, 2015 13:07:10 | I posted this in the thread on ENWorld:
The maps aren't even internally consistent within the adventure.
I overlaid the Red Larch Surroundings map over the Dessarin Valley map—if you scale the features to match up, each "2 mile" hex on the Red Larch Surroundings map corresponds to 1/4 of a "10 mile" hex on the Dessarin Valley map. Feathergale Spire should actually be on the Red Larch Surroundings map, near the "H" in "Sumber Hills."
It seems like the simplest way to resolve this is to call the hexes on the Dessarin Valley map 4 miles, and the hexes on the Red Larch Surroundings map 1 mile. I would guess that this is how they started.
(Interestingly, this interpretation puts Feathergale Spire 10 miles from Red Larch, and Scarlet Moon Hall 20 miles from Red Larch, as described on the Red Larch Surroundings map.)
I haven't found a good way to reconcile the temple descriptions with the map.
For the descriptions of the entrances to match up, the ancient city of Tyar-Besil should be about 1/2 mile northeast of Feathergale Spire, about 1/4 mile southwest of Sacred Stone Monastery, "over a mile" southeast of Scarlet Moon Hall, and about 2 miles northwest of Rivergard Keep.
That would put all of the Haunted Keeps in the same hex, close to the river, even at the reduced 4-mile hex scale.
(Actually, now that I consider it, I think there is one way to make the keeps match the descriptions—that would be to make the hexes on the Dessarin Valley map equivalent to 1 mile each (instead of 10 miles). The hexes on the Red Larch map would then represent 1/4 mile each (instead of 2 miles). The winding of the laval tubes, passage, and river would be able to fudge any discrepancies. This is obviously a huge change, and way off of any existing scale, but I wonder if this is closer to what the designers had in mind when they were writing the adventure.) |
| #59pukunuiJun 11, 2015 14:50:24 | Yeesh. How annoying. |
| #60Sim78Jun 19, 2015 7:14:42 | Don't know whether I'm stupid or not, but in the adventure synopsis on page 6 it says "The delegation stopped in the tiny village of Beliard, where the members mentioned their intent |
| #61pukunuiJun 19, 2015 13:06:13 | No, you're not stupid. That's yet another mistake. It makes no sense that they'd go back the way they came. The sacred dwarven sites in the area are more easily reached by going southeast to Summit Hall. (I believe the sites referred to are the ones you can visit in various side treks, such as the Hall of the Hunting Axe). |
| #62pukunuiAug 19, 2015 20:57:00 | Just discovered a new error. The DM map you can purchase and download from Mike Schley has extra numbered locations on it. The Red Larch locations only go up to 22 in the book, but Mike's map has 23-25 as well. The last two are the quarries, while #23 looks to be another business of some sort. Obviously if you buy Mike's map to use with your game, you'll have to just ignore those last few numbers. |
| (Reply to #62)CCS |
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| #64pukunuiAug 20, 2015 5:09:52 |
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| #65EmirikolAug 22, 2015 14:11:09 | I'm stuck running POTA right now. Personally, I think it's the worst adventure I've seen in a few decades (I'd compare it to Forest Oracle). My review: https://www.facebook.com/groups/tabletoprpgs/search/?query=pota#
My biggest beefs with this scenario, other than it looks like it was haphazardly thrown together late one night and is completely cliche murder-hoboisms at it's best, is that it was $50 and I want my money back ;) I believe it /had/ potential, but it appears to be just another half-attempted 'nuther dungeon crawl. Sure, every adventure is what you make it...I don't buy scenarios to have to "make it." I buy scenarios because they are professionally produced and non-suckworthy.
Here's a pic from our most recent session (sure the players are having fun, but I want to gouge out my eyeballs having to deal with this). BTW, there is an ONLINE NPC list spreadsheet for this 'adventure.'
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| #66EmirikolAug 22, 2015 13:39:51 | btw, here's my players guide to red larch: https://dl.dropboxusercontent.com/u/167876/D%26D%20Stuff/Red%20Larch%20PLAYER%20SUMMARY%202015%20by%20jh.docx |
| #67MonsterEnvyAug 22, 2015 14:15:40 |
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