JN1 The Chaotic Caves

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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teaman
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Re: JN1 The Chaotic Caves

Post by teaman »

Just wanted to let J.D. Neal and everyone involved with this that I ran a solo game for myself using the abandoned halfling farm chapter. My party is not quite through clearing the place out yet. They'll move on to the Caves of Horror from that same chapter next.

I just wanted to let folks know their work is appreciated. I'm testing out some streamlined mechanics I'm working on (for faster online play). The Chaotic Caves are working fine as a test case.
Teaman is the sole proprietor of Sharp Mountain Games at roll20 and DTRPG

https://marketplace.roll20.net/browse/p ... tain-games
http://drivethrurpg.com/browse/pub/8418 ... tain-Games
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chiisu81
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Re: JN1 The Chaotic Caves

Post by chiisu81 »

r27 put in Projects. Newer template, CC license, updated stat-lines where needed
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AlMan
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Re: JN1 The Chaotic Caves

Post by AlMan »

Suggestions for R27.
Didn't work on the ODT to avoid flow issues.

The Chaotic Caves r27

Whole Book

Human fighters HD is listed as F# with # being the level. All of these should be changed to HD # with the # equaling the fighter level.

Page 5 (1) – Introduction: Paragraph 1
This paragraph starts with a warning about players shouldn’t read the module. May want to put our current warning in place here.
Currently: … If you are a player and not a GM, do not read this module. Doing so only ruins the fun of not knowing what is going on. …
Should be: …
If you might be a player in this adventure, stop reading now! Beyond this point lies information meant only for the Game Master's eyes!


Page 10 (6) to Page 14 (10) – Town Key: List of residents all residents.
All the residents that are stated out have HD 1d4 HP the Core Rules and other books use HD ½ (1d4) HP. Since these are the residents of the town and are ‘Normal Men’ (and Women) there are no weapons listed. There is a paragraph in loctation 38 that mentions residents bringing ‘whatever weapons they can if called up’. May want to give some suggestions such as Hand Axes for anyone that works with wood, or Warhammers for anyone that works metal or stone, there are a few that have a Shortsword that has been handed down through generations. Also suggest that the paragraph be updated with above information and then put into the section before the towns people are listed and stated out. May want to mention that the weapons listed here have a damage of 1d6.
Weapon suggestions by family.
Hunters – shortbow
Chicken Ranchers – light crossbow and hand axes
Family – shortswords and warhammers
Smith – warhammers
Armor – warhammers
Militia Leader/Cobbler – warhammer
Stonemason – warhammers
Bankers – shortswords
Tax Collector and Deputy – shortsword
Mayor - shortsword
Healer (Cleric) – mace (chain mail and shield) mentioned in description
Barber – hand axe
New merchants – hand axes
Bachelor – hand axe
Old Man and family – hand axes
Woodworking family – hand axes
Hunters and trackers – Shortbows and shortswords
Leather worker – hand axe
Pig Farmer – warhammer
Garrison Coomander, Human Fighter – longsword
Garrison Officers, Human Fighters – Crossbows are mentioned in description.
Private Residence, 3 Grown Boys – shortswords
Freight Service, Brothers – shortswords

Page 11 (7) – 4c. Farrier: Farrier stat block
Since NPC is an elf needs to Save As an Elf. Since she is a Farrier she would be hammering horseshoes on horses and forging the shoes into shape, she would be able to use a warhammer with ease. Put extra damage from strength in parenthesis to match other entries.
Currently: … #At 1 weapon, Dam by weapon +1 for strength of 13, Mv 40', Sv NM, …
Should be: … #At 1 warhammer, Dam 1d6 (+1 for strength of 13), Mv 40', Sv E-NM, …

Page 13 (9) – 21. Beer Brewer and Home: Dwarf Fighter stat block
Fighters 1 would use HD 1. Since NPCs are dwarves need to Save As a Dwarf Fighter (D-F). Since brewers would use hammers to build and tap kegs, and to mash the grains used in brewing, suggest that they have warhammers for attack and damage.
Currently: … 3 Dwarf Fighters: AC 13, F 1, #At 1 weapon, Dam by weapon, Mv 30', Sv F1 …
Should be: … 3 Dwarf Fighters 1: AC 13, HD 1, #At 1 warhammer, Dam 1d6, Mv 30', Sv D-F1 …

Page 16 (12) – Random Encounters: ODT File Flow issue with nothing appearing after the heading in the second column.

Page 17 (13) – Random Encounters: Both Standard and Special tables
Human and Humanoid creatures are using F# for HD instead of HD #. No weapons are given

Page 17 (13) – Random Encounters: Standard table Human Bandits stat block
Since these are ‘bandits’ should the Save be T1?

Page 17 (13) – Random Encounters: Standard table Giant Rat stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Edit by Chii: attacks AND damage need to have slashes removed, we use commas now.
Page 17 (13) – Random Encounters: Special table Mountain Lion stat block
Damage needs to have one entry per attack form.
Currently: … #At 2 claws/1 bite, Dam 1d4/1d4/1d6, …
Should be: … #At 2 claws/1 bite, Dam 1d4 claw, 1d6 bite, …

Page 17 (13) – Random Encounters: Special table Ghoul stat block
Damage needs to have one entry per attack form.
Currently: … #At 2 claws/1 bite, Dam 1d4/1d4/1d4 + paralysis, …
Should be: … #At 2 claws/1 bite, Dam 1d4 claw, 1d4 bite, all + paralysis, …

Page 17 (13) – Random Encounters: Special table Harpies stat block
Damage needs to have one entry per attack form. Special attack is not stated.
Currently: … #At 2 claws/1 weapon + special, Dam 1d4/1d4/1d6 or by weapon + special, …
Should be: … #At 2 claws/1 weapon + singing, Dam 1d4 claw 1d6 or by weapon + charm person singing, …

Page 17 (13) – Random Encounters: Special table Giant Toad stat block
Damage needs to have one entry per attack form.
Currently: … #At 1 tongue or 1 bite, Dam grab or 1d4+1, …
Should be: … #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, …

Page 17 (13) – Random Encounters: ODT File Flow issue image of half orc overlaps the last entry of the Special table.

Page 18 (14) – 1. Ruined Castle: Orc Leader and Orcs stat blocks
What weapons would be carried on the move?

Page 18 (14) – 2. Bandits on the Road: Paragraph 1 and 2.
The actual name of of the “travel’s home” is “vardo”. We’ve already had this conversation for the Adventure Anthology 3 Fire Mountain adventure and it is called a vardo in the adventure now.

Page 18 (14) – 2. Bandits on the Road: Human Fighter stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?
Currently: … AC 15, F2, #At 1 weapon, Dam 1d6, …
Should be: … AC 15, HD 2, #At 1 ????????, Dam 1d# ????????, …

Page 18 (14) – 2. Bandits on the Road: 9 Human Fighters stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?
Currently: … AC 13, F 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 18 (14) – 2. Bandits on the Road Riding Horse stat block
Damage needs to have one entry per attack form.
Currently: … #At 2 hooves, Dam 1d4/1d4, …
Should be: … #At 2 hooves, Dam 1d4, …

Page 20 (16) – H12. Living Room: Zombie – Stat block
Complete AC damage information, include ranged attack. Include bludgeon attack and is needed a melee weapon and damage information.
Currently: … AC 12, HD 2, #At 1 weapon, Dam 1d8, …
Should be: … AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon or 1 ????????, Dam 1d8 bludgeon, 1d## ????????, …

Page 20 (16) – H14. Master Bedroom: Zombie – Stat block
Complete AC damage information, include ranged attack. Include bludgeon attack and is needed a melee weapon and damage information. Mentions flail (war hammer) in text add that to attacks.
Currently: … AC 12, HD 2, #At 1 weapon, Dam 1d8, …
Should be: … AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon or 1 flail, Dam 1d8 bludgeon, 1d8 flail, …

Page 20 (16) – 5. Giant Toads and Harpy: Giant Toad stat block
Damage needs to have one entry per attack form.
Currently: … #At 1 tongue or 1 bite, Dam grab or 1d4+1, …
Should be: … #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, …

Page 20 (16) – 5. Giant Toads and Harpy: Harpy stat block
Damage needs to have one entry per attack form. Special attack is not stated. Short bow is listed as a weapon in the description.
Currently: … #At 2 claws/1 weapon + special, Dam Dam 1d4 claw, 1d6 or by weapon + special, …
Should be: … #At 2 claws/1 short bow + singing, Dam 1d4 claw, 1d6 short bow + charm person singing, …

Page 21 (17) – C2. Ogre’s Lair: Ogre stat block
Has both armored and unarmored AC and movement, which should it be the creature is in its lair which would let me believe that it is unarmored unless the party talks to the creature and is able to bring it along on an adventure when it would don its armor. May want to note it in the description of the room. Room description mentions a giant club need to put into Attack.
Currently: … AC 15 (12), HD 4+1, #At 1 weapon, Dam 2d6, Mv 30' Unarmored 40', …
Should be: … AC 15 (12), HD 4+1, #At 1 giant club, Dam 2d6, Mv 30' Unarmored 40', …

Page 21 (17) – C3. Gray Ooze’s Pool: whole room
In Core Rules 4th Ed the Gray Ooze was renamed Gray Jelly will need to change in this room description and creature stat block.

Page 22 (18) – C10. Cave Crickets: Giant Cave Locust stat block
Damage needs to have one entry per attack form.
Currently: … #At 1 bite or 1 bump or 1 spit, Dam 1d2 or 1d4* or special, …
Should be: … #At 1 bite or 1 bump or 1 spit, Dam 1d2 bite,1d4* bump, save vs Poison or unable to do anything for 3d6 rounds from spit, …

Page 22 (18) – C11. Pool of Water: Sea Snake stat block
Should the stats note that the Poison is at -4 to save?

Page 22 (18) – 7. Bee Hive: 6 Giant Bee stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP*, …
Should be: … HD ½ (1d4 HP)*, …

Page 22 (18) – 7. Bee Hive: 3 Giant Bee stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP*, …
Should be: … HD ½ (1d4 HP)*, …

Page 22 (18) – 7. Bee Hive: ODT File Flow issue with nothing appearing in the second column.

Page 23 (19) – 7. Bee Hive: Pixie stat block
HD indicates two special abilities (**) the Core Rules have one (*). Will also effect XP of the creature. Mentions Elf bonus for Save this is usually put as E.
Currently: … HD 1**, #At 1 dagger, Dam 1d4, Mv 30' Fly 60', Sv F1 (+Elf bonuses), Ml 7, XP 49 …
Should be: … HD 1*, #At 1 dagger, Dam 1d4, Mv 30' Fly 60', Sv E-F1, Ml 7, XP 37 …

Page 23 (19) – 8. Crypt: Wight stat block
AC has the single dagger to denote needing silver or magic weapons to harm. Changing to ‘(s)’ to match the Core Rules 4th Ed.
Currently: … AC 18†, …
Should be: … AC 18 (s), …

Page 23 (19) – 37 (33) The Caves sections
Except for room 1 all the Entrances are not numbered on the map or in the description. See caves B, C D, E, G, and I. Also the room numbering advances from cave to cave. If someone is splitting up the caves and spreading them around the area map should each cave or for the caves that go from one to another (Cave A and B, Cave C and D) start over from one?

Page 25 (21) – A. Orc Lair: Wandering Orc stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 25 (21) – A. Orc Lair: 1. Entrance: Orc stat block
Description mentions that these orcs have spears this will effect the attack and damage entries.
Currently: … #At 1 weapon, Dam 1d8, …
Should be: … #At 1 spear, Dam 1d6, …

Page 26 (22) – A. Orc Lair: 3. Common Room: Orc stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? The description mentions their “weapons and gear”, but doesn’t specify if it worn or available to put on and use. This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 26 (22) – A. Orc Lair: 5. Door to Jail: Orc Warden
What weapons would be carried in the lair?
Currently: … HD 2, #At 1 weapon, Dam 1d8+1 for strength, …
Should be: … HD 2, #At 1 ????????, Dam 1d##+1 for strength ????????, …

Page 26 (22) – A. Orc Lair: 5. Door to Jail: 2 Orc stat block
Already has HD 1 doesn’t need to have the HP reference. Also what weapons would be carried in the lair?
Currently: … HD 1, HP 4 each, #At 1 weapon, Dam 1d8, …
Should be: … HD 1, #At 1 ????????, Dam 1d## ????????, …

Page 26 (22) – A. Orc Lair: 5. Door to Jail: Jail Area merchant stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). May also want to put that the merchant would need to pick up a weapon from a dead orc or find a weapon to use.
Currently: … HD 1d4 HP*, …
Should be: … HD ½ (1d4 HP)*, …

Page 26 (22) – A. Orc Lair: 6. Chief’s Room: Orc Chief stat block
What weapons would be carried in the lair?
Currently: … HD 4, #At 1 weapon, Dam 1d8+1 for strength, …
Should be: … HD 4, #At 1 ????????, Dam 1d##+1 for strength ????????, …

Page 26 (22) – A. Orc Lair: 6. Chief’s Room: 4 Orcs stat block
What weapons would be carried in the lair?

Page 27 (23) – A. Orc Lair: 7. Common Room/Guard Room: 4 Orcs stat block
What weapons would be carried in the lair?

Page 27 (23) – B. Orc Lair: Wandering Orc stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 27 (23) – B. Orc Lair: Entrance: Orc and Hobgoblin stat block
What weapons would be carried by the gaurds?

Page 28 (24) – B. Orc Lair: 12. Guard Post: Orc stat block
Description mentions that these orcs have spears and hand axes this will effect the attack and damage entries.
Currently: … #At 1 weapon, Dam 1d8, …
Should be: … #At 1 spear, or 1 hand axe Dam 1d6 spear, 1d6 hand axe …

Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: Paragraph 3
Verb ‘is’ vs. ‘are’ there are several versions of coins and a potion.
Currently: … In the chest is 800 gp, 500 ep, 700 sp, and a Potion of Healing. …
Should be: … In the chest are 800 gp, 500 ep, 700 sp, and a Potion of Healing. …

Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: Orc Chief stat block
Sword is mentioned in stat block under damage, since damage is 1d8 setting to longsword.
Currently: … #At 1 weapon, Dam 1d8+2 for strength (sword), …
Should be: … #At 1 longsword, Dam 1d8+2 for strength, …

Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: Orc War Leader stat block
What weapons would be carried in the lair?
Currently: … HD 2, #At 1 weapon, Dam 1d8+1 for strength, …
Should be: … HD 2, #At 1 ????????, Dam 1d##+1 for strength ????????, …

Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: 2 Orcs stat block
What weapons would be carried in the lair? Since there is a Chief and War Leaders in this room there should be an increase in Morale.

Page 28 (24) – B. Orc Lair: 14. Common Room: 9 Orcs stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 28 (24) – B. Orc Lair: 15. Common Room: 7 Orcs stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 29 (25) – C. Hobgoblin Lair: Entrance: 5 Hobgoblins stat block
What weapons would be carried by the gaurds?

Page 29 (25) – C. Hobgoblin Lair: 17. Common Room: 6 Hobgoblins stat block
Since it is mentioned that these hobgoblins are not wearing armor, but may don it if given time the AC should show both entries without the ‘or’. Also what weapons would be carried in the lair?
Currently: … AC 14 or 11, …
Should be: … AC 14 (11), …

Page 29 (25) – C. Hobgoblin Lair: 19. Sub-leader: Hobgoblin stat block
Since this Hobgoblin is in its ‘Lair’ would it be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair? A short bow is mentioned but is not stated.
Currently: … AC 14, HD 3, #At 1 weapon, Dam 1d8, …
Should be: … AC 14, HD 3, #At 1 short bow, 1 ????????, Dam 16 short bow, 1d## ????????, …

Page 29 (25) – C. Hobgoblin Lair: 20. Guard Room: 4 Hobgoblin stat block
What weapons would be carried by the gaurds?

Page 29 (25) – C. Hobgoblin Lair: 21. Chief’s Room: Hobgoblin Chief stat block
What weapons would be carried by the gaurds?

Page 29 (25) – C. Hobgoblin Lair: 21. Chief’s Room: Hobgoblin stat block
What weapons would be carried by the gaurds? Since there is a Chief present in this room would the Morale have a boost?

Page 30 (26) – D. Abandoned Crypts: 23. Skeletons: Skeleton stat block
What weapons would be carried in the lair? Complete AC damage information, include ranged attack. Needs a melee weapon and damage information.
Currently: … AC 13, HD 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 (½ damage from edged weapons, 1 point only from arrows or bolts), HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 30 (26) – D. Abandoned Crypts: 24 Zombies: Zombie Stat block
Complete AC damage information, include ranged attack. Include bludgeon attack and is needed a melee weapon and damage information.
Currently: … AC 12, HD 2, #At 1 weapon, Dam 1d8, …
Should be: … AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon or 1 ????????, Dam 1d8 bludgeon, 1d## ????????, …

Page 30 (26) – D. Abandoned Crypts: 25. Skeletons: Skeleton stat block
What weapons would be carried in the lair? Complete AC damage information, include ranged attack. Needs a melee weapon and damage information.
Currently: … AC 13, HD 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 (½ damage from edged weapons, 1 point only from arrows or bolts), HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 31 (27) – E. Goblin Lair: 26. Guard Post: 6 Goblins stat block
What weapons would be carried by the guards? A sling is mentioned but is not fully in the stat block.
Currently: … #At 1 weapon, Dam 1d6 or 1d4 by sling, …
Should be: … #At 1 ???????? or 1 sling, Dam 1d6 ????????, 1d4 sling, …

Page 31 (27) – E. Goblin Lair: 27. Common Room: 7 Goblins stat block
What weapons would be carried in the lair?

Page 31 (27) – E. Goblin Lair: 29. Goblin Priest: Goblin stat block
What weapons would be carried in the lair?

Page 31 (27) – E. Goblin Lair: 30. Common Room/Store Room: 11 Goblins stat block
What weapons would be carried in the lair?

Page 31 (27) – E. Goblin Lair: 31, Goblin Chief Room: Goblin King stat block
In the Core Rules a Goblin King has HD of 7-7 since this Goblin has HD of 5-5 an other setting will rename to Goblin Chief. Short sword +1 is listed in stat block but is not fully stated. Does a Goblin Chief give the Morale boost that a Goblin Warrior would?
Currently: … Goblin King: AC 15, HD 5-5, #At 1 weapon, Dam 1d6+2 (strength and +1 short sword), …
Should be: … Goblin Chief: AC 15, HD 5-5, #At 1 short sword +1, Dam 1d6+2 short sword +1 (strength bonus), …

Page 31 (27) – E. Goblin Lair: 31. Goblin Chief Room: 3 Goblins stat block
Does a Goblin Chief give the Morale boost that a Goblin Warrior would?
The morale boost is +2 which would be for a Goblin King. What weapons would be carried by the guards?
Currently: … #At 1 weapon, Dam 1d6, Mv 20', Sv F1, Ml 9 (7), …
Should be: … #At 1 ????????, Dam 1d# ????????, Mv 20', Sv F1, Ml 8 (7), …

Page 32 (28) – F. Bandit Lair: 32. East Entrance: Paragraph 1
Make pronouns more gender neutral.
Currently: … Each has 1d6 + 6 sp on his person. …
Should be: … Each has 1d6 + 6 sp on his or her person. …

Page 32 (28) – F. Bandit Lair: 32. East Entrance: 5 Bandits stat block
Since a Dwarf is mentioned as one of the guards should the dwarf be stated out differently? HD is set at F-1 should be HD 1. Crossbows are mentioned in the description but is not listed in the stat block.
Currently: … 5 Bandits: AC 13, F 1, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, Ml 8, XP 25 ea. …
Should be: … 4 Human Bandits: AC 13, HD 1, #At 1 ????????, Light crossbow Dam 1d# ????????, 1d6 light crossbow, Mv 30', Sv F1, Ml 8, XP 25 ea.
Dwarf Bandit: AC 13, HD 1, #At 1 ????????, Light crossbow Dam 1d# ????????, 1d6 light crossbow, Mv 30', Sv D-F1, Ml 8, XP 25 ea. …

Page 32 (28) – F. Bandit Lair: 33. Common Room: Paragraph 1
Make pronouns more gender neutral.
Currently: … Each has 1d6 + 6 sp on his person. …
Should be: … Each has 1d6 + 6 sp on his or her person. …

Page 32 (28) – F. Bandit Lair: 33. Common Room: 6 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?
Currently: … AC 13, F 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 32 (28) – F. Bandit Lair: 35. Common Room: 6 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?
Currently: … AC 13, F 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 32 (28) – F. Bandit Lair: 36. Leader’s Room: Bandit Leader stat block
HD is set at F 4 should be HD 4. Sword +1 is given as weapon since Damage is 1d8 +1 setting this to Longsword +1.
Currently: … AC 16 (17), F4, #At 1 weapon, Dam 1d8+1, …
Should be: … AC 16 (17), HD 4, #At 1 LongSword +1, Dam 1d8+1, …

Page 32 (28) – F. Bandit Lair: 36. Leader’s Room: 2 Bandit Cronies stat block.
HD is set at F 2 should be HD 2. What weapons would be carried in the lair?

Page 33 (27) – F. Bandit Lair: 38: Dungeon Room C: Bandit stat block
HD is set at F 1 should be HD 1.

Page 33 (27) – F. Bandit Lair: 39 Guard Post: Paragraph 1
Make pronouns more gender neutral.
Currently: … Each has 1d6 + 6 sp on his person. …
Should be: … Each has 1d6 + 6 sp on his or her person. …

Page 33 (27) – F. Bandit Lair: 39 Guard Post: 3 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?

Page 33 (27) – F. Bandit Lair: 41 Bandit Lieutenant: Paragraph 1
Weapon name in Core Rules is shortsword.
Currently: … The lieutenant is an Elven Thief wearing leather armor and carrying a dagger and short sword. …
Should be: … The lieutenant is an Elven Thief wearing leather armor and carrying a dagger and shortsword. …

Page 33 (27) – F. Bandit Lair: 41 Bandit Lieutenant: Elven Thief stat block.
HD is set at T3 should be HD 3d4. Shortsword short bow and dagger are listed in description but are not stated. Save doesn’t mention the Elf bonus.
Currently: … Elven Thief: AC 14 due to dexterity, T3, #At 1 weapon, Dam 1d6, Mv 30', Sv T3, …
Should be: … Elven Thief: AC 14 due to dexterity, HD 3d4, #At 1 shortsword, 1 dagger, 1 short bow, Dam 1d6 shortsword, 1d4 dagger, 1d6 short bow, Mv 30', Sv E-T3, …

Page 33 (27) – F. Bandit Lair: 42. West Entrance: 5 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?

Page 33 (27) – G. Kobold Lair: 43. Guard Post: 9 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 44. Guards: 7 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 45. Common Room: 12 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 46. Common Room: 9 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 48. Chief’s Room: Kobold Chief stat block
Description mentions that this kobold has a silver hand axe this will effect the attack and damage entries.
Currently: … #At 1 weapon, Dam 1d8, …
Should be: … #At 1 silver hand axe Dam 1d6 …

Page 34 (30) – G. Kobold Lair: 48. Chief’s Room: 2 Kobold Bodyguards stat block
What weapons would be carried in the lair?

Page 34 (30) – G. Kobold Lair: 48. Chief’s Room: 4 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair? Since there is at least one Kobold warrior (bodyguard) the Core Rules mention that regular Kobolds will have an increase in Morale.
Currently: … HD 1d4 HP, #At 1 weapon, Dam 1d4, Mv 20', Sv NM, Ml 6, …
Should be: … HD ½ (1d4 HP), #At 1 weapon, Dam 1d4, Mv 20', Sv NM, Ml 7 (6), …

Page 35 (31) – G. Kobold Lair: 49. Escape Route: 7 Centipedes stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP).
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 35 (31) – H. Lizard Man Lair: 50. North Entrance: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair?
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …

Page 35 (31) – H. Lizard Man Lair: 52. Common Room: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …

Page 36 (32) – H. Lizard Man Lair: 54. Main Harem: Aplpha Lizard man stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair?
Currently: … Alpha Lizard Man: …
Should be: … Alpha Common Lizard Man: …

Page 36 (32) – H. Lizard Man Lair: 54. Main Harem: 2 Female Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried by the females? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 2 Female Lizard Men: …
Should be: … 2 Female Common Lizard Men: …

Page 36 (32) – H. Lizard Man Lair: 54. Main Harem: 6 Young Lizard man stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried by the younglings? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 6 Young Lizard Men: …
Should be: … 6 Young Common Lizard Men: …

Page 36 (32) – H. Lizard Man Lair: 55. Common Room: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …

Page 36 (32) – H. Lizard Man Lair: 56. Guard Post: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair?
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …

Page 37 (33) – I. Bugbear Lair: 58. Entrance: 3 Bugbears stat block
Description mentions pole arm for weapon not in stats.
Currently: … #At 1 weapon, Dam 1d8+1 (1d10+1 pole arms), …
Should be: … #At 1 pole arm, Dam 1d10+1, …

Page 37 (33) – I. Bugbear Lair: 61. Common Room: 3 Bugbears stat block
What weapons would be carried in the lair?

Page 37 (33) – I. Bugbear Lair: 65. Prison: 2 Bugbears stat block
What weapons would be carried in the lair? Since these Bugbears are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block.

Page 38 (34) – I. Bugbear Lair: 66. Common Room: 3 Bugbears stat block
What weapons would be carried in the lair? Since these Bugbears are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block.

Page 38 (34) – I. Bugbear Lair: 68: Main Boss: Bugbear Chief stat block
What weapons would be carried in the lair?

Page 38 (34) – I. Bugbear Lair: 68: Main Boss: 2 Bugbears stat block
Description mentions pole arm for weapon not in stats.
Currently: … #At 1 weapon, Dam 1d8+1 (1d10+1 pole arms), …
Should be: … #At 1 pole arm, Dam 1d10+1, …

Page 38 (34) – J. Gnoll Lair: 70. Guard Post: 3 Gnolls stat block
What weapons would be carried in the lair?

Page 38 (34) – J. Gnoll Lair: 71. Guard Post: 3 Gnolls stat block
What weapons would be carried in the lair?

Page 39 (35) – J. Gnoll Lair: 72. Common Room: 5 Gnolls stat block
What weapons would be carried in the lair? Since these Gnolls are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block.

Page 39 (35) – J. Gnoll Lair: 74. Leader’s Room: Gnoll Leader stat block
What weapons would be carried in the lair? Since these Gnolls are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Description mentions Battle Axe +1 this weapon is not stated.
Currently: … #At 1 weapon, Dam 2d4+2 …
Should be: … #At 1 Battle Axe +1, Dam 2d4+3 Battle Axe +1 +2 for STR, …

Page 39 (35) – J. Gnoll Lair: 74. Leader’s Room: 2 Gnoll Females stat block
What weapons would be carried in the lair? Since these Gnolls are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Since these females are lead by a Pack Leader their Morale would be 12 until the pack leader is killed. From the Core Rules 4th Ed: “In the lair, gnolls never fail a morale check as long as the pack leader is alive.”
Currently: … ML 8, …
Should be: … ML 12 (8), …

Page 39 (35) – J. Gnoll Lair: 74. Leader’s Room: Treasure Hoard: Giant Black Widow Spider stat block
HD in the Core Rules has special ability asterisk, it isn’t in the stat block will also affect the XP.
Currently: … HD 3, …
Should be: … HD 3*, …

Page 39 (35) – J. Gnoll Lair: 76. Dungeon: Gnoll stat block
What weapons would be carried in the lair?

Page 42 (38) – Sylvan Encounter: Centaur stat block
Centaur AC and Movement given without armor, since this creature is “on patrol” shouldn’t it be armored? Damage needs to have one entry per attack form. Sword is mentioned in stat block, but isn’t stated out. Since sword does 1d6 damage will make it a shortsword.
Currently: … #At 2 hooves/1 weapon, Dam 1d6/1d6/1d8 (sword), …
Should be: … #At 2 hooves/1 shortsword, Dam 1d6 hoof, 1d6 shortsword, …

Page 42 (38) – Sylvan Encounter: Elven Fighters stat block
HD is set at F 1 should be HD 1d6 to match Elf restriction. Save doesn’t mention the Elf bonus. What weapons would be carried on patrol?
Currently: … AC 14, F 1, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, …
Should be: … AC 14, HD 1d6 Elf restriction, #At 1 weapon, Dam 1d6, Mv 30', Sv E-F1, …

Page 43 (39) – 78. West Gate Tower: Fighter stat block
Human creatures are using F# for HD instead of HD #. Sword is mentioned in stat block, but isn’t stated out. Since sword does 1d8+1 damage will make it a longsword +1.
Currently: … AC 15, F2, #At 1 weapon, Dam 1d8 (1d8+1 for one for sword +1), …
Should be: … AC 15, HD 2, #At 1 Longsword +1, Dam 1d8 +1, …

Page 43 (39) – 78. West Gate Tower: 6 Human Fighters stat block
Human creatures are using F# for HD instead of HD #. No weapons are given
Currently: … AC 15, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 15, HD 1, #At 1 ????????, Dam 1d6, …

Page 43 (39) – 78. West Gate Tower: Giant Black Widow Spider stat block
HD in the Core Rules has special ability asterisk, it isn’t in the stat block will also affect the XP.
Currently: … HD 3, …
Should be: … HD 3*, …

Page 43 (39) – 79. East Gate Tower: 9 Giant Centipedes stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP).
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 43 (39) – 79. East Gate Tower: 9 Giant Rat stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 43 (39) – 80. Stables: Giant Weasel stat block.
Core Rules 4th Ed give the Damage as 2d4 + 2d4/round
Currently: … #At 1 bite + hold, Dam 2d4 + 2d4, …
Should be: … #At 1 bite + hold, Dam 2d4 + 2d4/round, …

Page 43 (39) – 80. Stables: 3 Giant Shrews stat block
Core Rules 4th Ed give the XP as 25.
Currently: … XP 10 ea. …
Should be: … XP 25 ea. …

Page 44 (40) – 82. North Wall: Minotaur stat block.
What weapons would be carried on patrol? AC indicates creature is wearing armor, Movement is for unarmored movement.
Currently: … Mv 40', …
Should be: … Mv 30', …

Page 45 (41) – 85. Main Hall: Paragraph 5
Mentions Sword +1 in the description, damage in stat block is 1d8 +1 will make this a Longsword +1.
Currently: … One is a woman (she carries a Sword +1). …
Should be: … One is a woman (she carries a Longsword +1). …

Page 45 (41) – 85. Main Hall: 3 Fighter stat block.
HD is set at F # should be HD #. Mentions Sword +1 in the description, damage in stat block is 1d8 +1 will make this a Longsword +1.
Currently: … #At 1 weapon, Dam 1d8 (1d8+1 for one for Sword +1), …
Should be: … #At 1 Longsword (one fighter has Longsword +1), Dam 1d8 (1d8+1 for one for Longsword +1), …

Page 45 (41) – 85. Main Hall: Fighter (smith) stat block.
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 45 (41) – 85. Main Hall: 2 Fighters (assisants) stat block.
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 45 (41) – 88. Prep Room: Fighter Leader stat block.
HD is set at F # should be HD #. Damage mentions 1d8 and 1d8 +1for the sword, does the leader have a Longssword or a Longsword +1?

Page 46 (42) – 88. Prep Room: 6 Fighters stat block.
HD is set at F # should be HD #. Weapons that have 1d6 are given in description but, none are actually stated out. How many shortswords, hand axes and warhammers are being used?

Page 46 (42) – 89. Kitchen: 2 Fighters stat block
HD is set at F # should be HD #. Description gives weapon as hand axe, but it is’t stated out.
Currently: … AC 13, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 hand axe, Dam 1d6, …

Page 46 (42) – 92. Wash Room: Paragraph
There is only a single space between first and second sentences. Rest of book has double space between sentences.

Page 46 (42) – 94 to 97 Servant Quarters: Room 94: 2 Fighters stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 46 (42) – 94 to 97 Servant Quarters: Room 97: 4 Fighters stat block
HD is set at F # should be HD #. Descripton mentions spears and hand axes for these fighters, but are not stated out. Description mentions that these fighters are not wearing armor to begin with.
Currently: … AC 13, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 or 11, HD 1, #At 1 spear, 1 hand axe, Dam 1d6 spear, 1d6 hand axe, …

Page 46 (42) – 100. Guest Room: Python stat block.
Damage needs to have one entry per attack form.
Currently: … #At 1 bite, 1 constrict, Dam 1d4, 2d4, …
Should be: … #At 1 bite, 1 constrict, Dam 1d4 bite, 2d4 constrict, …

Page 47 (43) – 106. Master Room: 4th Level Magic-User stat block.
HD is set at M 4 should be HD 4d4. What weapons would be carried in the lair? Suggest dagger since this is a Magic-user.
Currently: … M 4, #At 1 weapon, Dam 1d4, …
Should be: … HD 4d4, #At 1 dagger, Dam 1d4, …

Page 47 (43) – 106. Master Room: 3rd Level Cleric stat block.
HD is set at C 3 should be HD 3d6. Description mentions mace, but it is not stated out.
Currently: … wearing plate mail and wielding mace and shield: AC 18, C3, #At 1 weapon, Dam 1d8+1, …
Should be: … wearing plate mail and shield: AC 18, HD 3d6, #At 1 mace, Dam 1d8+1, …

Page 48 (44) – 106. Master Room: 3rd Level Cleric stat block.
HD is set at C 3 should be HD 3d6. Description mentions mace, but it is not stated out.
Currently: … wearing plate mail and wielding mace and shield: AC 18, C3, #At 1 weapon, Dam 1d8+1, …
Should be: … wearing plate mail and shield: AC 18, HD 3d6, #At 1 mace, Dam 1d8+1, …

Page 51 (47) – Pre-Generated Characters: Symardi Thundergut
Only gives sword as weapon, since character is a dwarf suggest changing to shortsword.

Page 51 (47) – Pre-Generated Characters: Triloro Drystaffe
Only gives sword as weapon, since character is a elf need to determine if he is using shortsword or longsword.

Page 51 (47) – Pre-Generated Characters: Ola Deerkiller
Only gives sword as weapon, since character is a human need to determine if she is using shortsword or longsword.

Page 51 (47) – Pre-Generated Characters: Rebecca Aron
Only gives sword as weapon, since character is a human need to determine if she is using shortsword or longsword.
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

Working on this now.
My personal site: www.gonnerman.org
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

AlMan wrote: Sun Jul 30, 2023 6:56 pm Suggestions for R27.
Didn't work on the ODT to avoid flow issues.

The Chaotic Caves r27

Whole Book

Human fighters HD is listed as F# with # being the level. All of these should be changed to HD # with the # equaling the fighter level.
Definitely not right; I have changed the format for those with fighter levels to

Name, Human Fighter N: AC...
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 5 (1) – Introduction: Paragraph 1
This paragraph starts with a warning about players shouldn’t read the module. May want to put our current warning in place here.
Currently: … If you are a player and not a GM, do not read this module. Doing so only ruins the fun of not knowing what is going on. …
Should be: …
If you might be a player in this adventure, stop reading now! Beyond this point lies information meant only for the Game Master's eyes!
I'm leaving this as is, as it's part of J.D.'s presentation. It's been like this for years after all.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 10 (6) to Page 14 (10) – Town Key: List of residents all residents.
All the residents that are stated out have HD 1d4 HP the Core Rules and other books use HD ½ (1d4) HP. Since these are the residents of the town and are ‘Normal Men’ (and Women) there are no weapons listed. There is a paragraph in loctation 38 that mentions residents bringing ‘whatever weapons they can if called up’. May want to give some suggestions such as Hand Axes for anyone that works with wood, or Warhammers for anyone that works metal or stone, there are a few that have a Shortsword that has been handed down through generations. Also suggest that the paragraph be updated with above information and then put into the section before the towns people are listed and stated out. May want to mention that the weapons listed here have a damage of 1d6.
I've replaced all the "weapon/by weapon" references with specifics; used some of your suggestions, did some my way.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 11 (7) – 4c. Farrier: Farrier stat block
Since NPC is an elf needs to Save As an Elf. Since she is a Farrier she would be hammering horseshoes on horses and forging the shoes into shape, she would be able to use a warhammer with ease. Put extra damage from strength in parenthesis to match other entries.
Currently: … #At 1 weapon, Dam by weapon +1 for strength of 13, Mv 40', Sv NM, …
Should be: … #At 1 warhammer, Dam 1d6 (+1 for strength of 13), Mv 40', Sv E-NM, …

Page 13 (9) – 21. Beer Brewer and Home: Dwarf Fighter stat block
Fighters 1 would use HD 1. Since NPCs are dwarves need to Save As a Dwarf Fighter (D-F). Since brewers would use hammers to build and tap kegs, and to mash the grains used in brewing, suggest that they have warhammers for attack and damage.
Currently: … 3 Dwarf Fighters: AC 13, F 1, #At 1 weapon, Dam by weapon, Mv 30', Sv F1 …
Should be: … 3 Dwarf Fighters 1: AC 13, HD 1, #At 1 warhammer, Dam 1d6, Mv 30', Sv D-F1 …
I have marked the non-humans like this:

Sv NME
or
Sv F1D

for clarity. These have had their classes fixed as above, with appropriate weapons assigned.

The extra damage for strength clauses have been updated a bit by me:

... Dam 1d6+1 (bonus for strength of 13), ...

If it wouldn't wreck the flow I'd put in statlines:

STR 13 (+1)

but that would be more work than it's possibly worth.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 16 (12) – Random Encounters: ODT File Flow issue with nothing appearing after the heading in the second column.
No need to call out borked flow at this stage, but I hope you will check my next upload for any such issues. Check the PDF for this, not the ODT.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 17 (13) – Random Encounters: Both Standard and Special tables
Human and Humanoid creatures are using F# for HD instead of HD #. No weapons are given

Page 17 (13) – Random Encounters: Standard table Human Bandits stat block
Since these are ‘bandits’ should the Save be T1?
Bandits are actually as often fighters as thieves. In this case I've chosen to assume fighter, as that seems to be what J.D. meant.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 17 (13) – Random Encounters: Standard table Giant Rat stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …
I think I have fixed this globally in this document, so I'm going to skip further instances (if any) in these notes.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Edit by Chii: attacks AND damage need to have slashes removed, we use commas now.
Page 17 (13) – Random Encounters: Special table Mountain Lion stat block
Damage needs to have one entry per attack form.
Currently: … #At 2 claws/1 bite, Dam 1d4/1d4/1d6, …
Should be: … #At 2 claws/1 bite, Dam 1d4 claw, 1d6 bite, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 17 (13) – Random Encounters: Special table Ghoul stat block
Damage needs to have one entry per attack form.
Currently: … #At 2 claws/1 bite, Dam 1d4/1d4/1d4 + paralysis, …
Should be: … #At 2 claws/1 bite, Dam 1d4 claw, 1d4 bite, all + paralysis, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 17 (13) – Random Encounters: Special table Harpies stat block
Damage needs to have one entry per attack form. Special attack is not stated.
Currently: … #At 2 claws/1 weapon + special, Dam 1d4/1d4/1d6 or by weapon + special, …
Should be: … #At 2 claws/1 weapon + singing, Dam 1d4 claw 1d6 or by weapon + charm person singing, …
Fixed. Also needed specific weapon.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 17 (13) – Random Encounters: Special table Giant Toad stat block
Damage needs to have one entry per attack form.
Currently: … #At 1 tongue or 1 bite, Dam grab or 1d4+1, …
Should be: … #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 18 (14) – 1. Ruined Castle: Orc Leader and Orcs stat blocks
What weapons would be carried on the move?
Longswords, based on damage given. Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 18 (14) – 2. Bandits on the Road: Paragraph 1 and 2.
The actual name of of the “travel’s home” is “vardo”. We’ve already had this conversation for the Adventure Anthology 3 Fire Mountain adventure and it is called a vardo in the adventure now.
I've revised this. Vardo is not a common word in modern parlance (I must have missed the AA3 discussion as I don't recall ever seeing the word before) so I've revised the text to define the word briefly.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 18 (14) – 2. Bandits on the Road: Human Fighter stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?
Currently: … AC 15, F2, #At 1 weapon, Dam 1d6, …
Should be: … AC 15, HD 2, #At 1 ????????, Dam 1d# ????????, …

Page 18 (14) – 2. Bandits on the Road: 9 Human Fighters stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?
Currently: … AC 13, F 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 ????????, Dam 1d# ????????, …
Fixed these as noted above.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 18 (14) – 2. Bandits on the Road Riding Horse stat block
Damage needs to have one entry per attack form.
Currently: … #At 2 hooves, Dam 1d4/1d4, …
Should be: … #At 2 hooves, Dam 1d4, …
I know we said that where a single weapon or attack form is given, the damage doesn't need to include the attack form name, but in this case I chose to go ahead with "Dam 1d4 hoof" to be clear. Clarity is more important than consistency.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 20 (16) – H12. Living Room: Zombie – Stat block
Complete AC damage information, include ranged attack. Include bludgeon attack and is needed a melee weapon and damage information.
Currently: … AC 12, HD 2, #At 1 weapon, Dam 1d8, …
Should be: … AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon or 1 ????????, Dam 1d8 bludgeon, 1d## ????????, …

Page 20 (16) – H14. Master Bedroom: Zombie – Stat block
Complete AC damage information, include ranged attack. Include bludgeon attack and is needed a melee weapon and damage information. Mentions flail (war hammer) in text add that to attacks.
Currently: … AC 12, HD 2, #At 1 weapon, Dam 1d8, …
Should be: … AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon or 1 flail, Dam 1d8 bludgeon, 1d8 flail, …
Fixed both of these.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 20 (16) – 5. Giant Toads and Harpy: Giant Toad stat block
Damage needs to have one entry per attack form.
Currently: … #At 1 tongue or 1 bite, Dam grab or 1d4+1, …
Should be: … #At 1 tongue or 1 bite, Dam grab tongue, 1d4+1 bite, …

Page 20 (16) – 5. Giant Toads and Harpy: Harpy stat block
Damage needs to have one entry per attack form. Special attack is not stated. Short bow is listed as a weapon in the description.
Currently: … #At 2 claws/1 weapon + special, Dam Dam 1d4 claw, 1d6 or by weapon + special, …
Should be: … #At 2 claws/1 short bow + singing, Dam 1d4 claw, 1d6 short bow + charm person singing, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 21 (17) – C2. Ogre’s Lair: Ogre stat block
Has both armored and unarmored AC and movement, which should it be the creature is in its lair which would let me believe that it is unarmored unless the party talks to the creature and is able to bring it along on an adventure when it would don its armor. May want to note it in the description of the room. Room description mentions a giant club need to put into Attack.
Currently: … AC 15 (12), HD 4+1, #At 1 weapon, Dam 2d6, Mv 30' Unarmored 40', …
Should be: … AC 15 (12), HD 4+1, #At 1 giant club, Dam 2d6, Mv 30' Unarmored 40', …
Doesn't need unarmored, so removed. Weapon fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 21 (17) – C3. Gray Ooze’s Pool: whole room
In Core Rules 4th Ed the Gray Ooze was renamed Gray Jelly will need to change in this room description and creature stat block.
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 22 (18) – C10. Cave Crickets: Giant Cave Locust stat block
Damage needs to have one entry per attack form.
Currently: … #At 1 bite or 1 bump or 1 spit, Dam 1d2 or 1d4* or special, …
Should be: … #At 1 bite or 1 bump or 1 spit, Dam 1d2 bite,1d4* bump, save vs Poison or unable to do anything for 3d6 rounds from spit, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 22 (18) – C11. Pool of Water: Sea Snake stat block
Should the stats note that the Poison is at -4 to save?
Yes. Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 23 (19) – 7. Bee Hive: Pixie stat block
HD indicates two special abilities (**) the Core Rules have one (*). Will also effect XP of the creature. Mentions Elf bonus for Save this is usually put as E.
Currently: … HD 1**, #At 1 dagger, Dam 1d4, Mv 30' Fly 60', Sv F1 (+Elf bonuses), Ml 7, XP 49 …
Should be: … HD 1*, #At 1 dagger, Dam 1d4, Mv 30' Fly 60', Sv E-F1, Ml 7, XP 37 …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 23 (19) – 8. Crypt: Wight stat block
AC has the single dagger to denote needing silver or magic weapons to harm. Changing to ‘(s)’ to match the Core Rules 4th Ed.
Currently: … AC 18†, …
Should be: … AC 18 (s), …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 23 (19) – 37 (33) The Caves sections
Except for room 1 all the Entrances are not numbered on the map or in the description. See caves B, C D, E, G, and I. Also the room numbering advances from cave to cave. If someone is splitting up the caves and spreading them around the area map should each cave or for the caves that go from one to another (Cave A and B, Cave C and D) start over from one?
We could have an interesting argument on a philosophical basis, but it works as is and is how J.D. designed it; without original map sources, renumbering would be a bear. So I'm leaving this alone.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 25 (21) – A. Orc Lair: Wandering Orc stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?
I'm going with longswords, as that's what I've been arming orcs with throughout this adventure so far. And yeah, I think if they are awake, in the congested environment of rival species where they are living they would go around armed and in full armor.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 25 (21) – A. Orc Lair: 1. Entrance: Orc stat block
Description mentions that these orcs have spears this will effect the attack and damage entries.
Currently: … #At 1 weapon, Dam 1d8, …
Should be: … #At 1 spear, Dam 1d6, …
Good catch. Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 26 (22) – A. Orc Lair: 3. Common Room: Orc stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? The description mentions their “weapons and gear”, but doesn’t specify if it worn or available to put on and use. This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?
Leaving the armor question alone as explained. Armed them with spears, since I now see that's common in this lair.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 26 (22) – A. Orc Lair: 5. Door to Jail: Orc Warden
What weapons would be carried in the lair?
Currently: … HD 2, #At 1 weapon, Dam 1d8+1 for strength, …
Should be: … HD 2, #At 1 ????????, Dam 1d##+1 for strength ????????, …
This dude gets the longsword, as do his flunkies.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 26 (22) – A. Orc Lair: 5. Door to Jail: 2 Orc stat block
Already has HD 1 doesn’t need to have the HP reference. Also what weapons would be carried in the lair?
Currently: … HD 1, HP 4 each, #At 1 weapon, Dam 1d8, …
Should be: … HD 1, #At 1 ????????, Dam 1d## ????????, …
HP reference is a holdover from the very earliest versions of this adventure; amazing how we miss things for so long.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 26 (22) – A. Orc Lair: 5. Door to Jail: Jail Area merchant stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). May also want to put that the merchant would need to pick up a weapon from a dead orc or find a weapon to use.
Currently: … HD 1d4 HP*, …
Should be: … HD ½ (1d4 HP)*, …
Gave him a fist attack.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 26 (22) – A. Orc Lair: 6. Chief’s Room: Orc Chief stat block
What weapons would be carried in the lair?
Currently: … HD 4, #At 1 weapon, Dam 1d8+1 for strength, …
Should be: … HD 4, #At 1 ????????, Dam 1d##+1 for strength ????????, …

Page 26 (22) – A. Orc Lair: 6. Chief’s Room: 4 Orcs stat block
What weapons would be carried in the lair?

Page 27 (23) – A. Orc Lair: 7. Common Room/Guard Room: 4 Orcs stat block
What weapons would be carried in the lair?
Gave them all longswords, as these are the elites (and the elite's flunkies).
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 27 (23) – B. Orc Lair: Wandering Orc stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 27 (23) – B. Orc Lair: Entrance: Orc and Hobgoblin stat block
What weapons would be carried by the gaurds?
Fixed, more or less as above.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 28 (24) – B. Orc Lair: 12. Guard Post: Orc stat block
Description mentions that these orcs have spears and hand axes this will effect the attack and damage entries.
Currently: … #At 1 weapon, Dam 1d8, …
Should be: … #At 1 spear, or 1 hand axe Dam 1d6 spear, 1d6 hand axe …
Fixed. Consolidated damage as described in another adventure; basically, where the die roll is the same for two different weapons, I don't think it's unclear to just give the die roll once without comment.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: Paragraph 3
Verb ‘is’ vs. ‘are’ there are several versions of coins and a potion.
Currently: … In the chest is 800 gp, 500 ep, 700 sp, and a Potion of Healing. …
Should be: … In the chest are 800 gp, 500 ep, 700 sp, and a Potion of Healing. …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: Orc Chief stat block
Sword is mentioned in stat block under damage, since damage is 1d8 setting to longsword.
Currently: … #At 1 weapon, Dam 1d8+2 for strength (sword), …
Should be: … #At 1 longsword, Dam 1d8+2 for strength, …

Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: Orc War Leader stat block
What weapons would be carried in the lair?
Currently: … HD 2, #At 1 weapon, Dam 1d8+1 for strength, …
Should be: … HD 2, #At 1 ????????, Dam 1d##+1 for strength ????????, …

Page 28 (24) – B. Orc Lair: 13. Chief’s Quarters: 2 Orcs stat block
What weapons would be carried in the lair? Since there is a Chief and War Leaders in this room there should be an increase in Morale.
Longswords all around. Gave a bump to morale.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 28 (24) – B. Orc Lair: 14. Common Room: 9 Orcs stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?

Page 28 (24) – B. Orc Lair: 15. Common Room: 7 Orcs stat block
Since these Orcs are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair?
Spears all around.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 29 (25) – C. Hobgoblin Lair: Entrance: 5 Hobgoblins stat block
What weapons would be carried by the gaurds?
Scimitars is what I've been arming the hobgoblins and bugbears with.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 29 (25) – C. Hobgoblin Lair: 17. Common Room: 6 Hobgoblins stat block
Since it is mentioned that these hobgoblins are not wearing armor, but may don it if given time the AC should show both entries without the ‘or’. Also what weapons would be carried in the lair?
Currently: … AC 14 or 11, …
Should be: … AC 14 (11), …
I wrote it out in longer words for clarity. Scimitars again.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 29 (25) – C. Hobgoblin Lair: 19. Sub-leader: Hobgoblin stat block
Since this Hobgoblin is in its ‘Lair’ would it be in Armor or in common clothes? This would change the AC and movement given in the stat block. Also what weapons would be carried in the lair? A short bow is mentioned but is not stated.
Currently: … AC 14, HD 3, #At 1 weapon, Dam 1d8, …
Should be: … AC 14, HD 3, #At 1 short bow, 1 ????????, Dam 16 short bow, 1d## ????????, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm 29 (25) – C. Hobgoblin Lair: 20. Guard Room: 4 Hobgoblin stat block
What weapons would be carried by the gaurds?

Page 29 (25) – C. Hobgoblin Lair: 21. Chief’s Room: Hobgoblin Chief stat block
What weapons would be carried by the gaurds?

Page 29 (25) – C. Hobgoblin Lair: 21. Chief’s Room: Hobgoblin stat block
What weapons would be carried by the gaurds? Since there is a Chief present in this room would the Morale have a boost?
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 30 (26) – D. Abandoned Crypts: 23. Skeletons: Skeleton stat block
What weapons would be carried in the lair? Complete AC damage information, include ranged attack. Needs a melee weapon and damage information.
Currently: … AC 13, HD 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 (½ damage from edged weapons, 1 point only from arrows or bolts), HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 30 (26) – D. Abandoned Crypts: 24 Zombies: Zombie Stat block
Complete AC damage information, include ranged attack. Include bludgeon attack and is needed a melee weapon and damage information.
Currently: … AC 12, HD 2, #At 1 weapon, Dam 1d8, …
Should be: … AC 12 (½ damage from blunt weapons, 1 point only from arrows or bolts), HD 2, #At 1 bludgeon or 1 ????????, Dam 1d8 bludgeon, 1d## ????????, …

Page 30 (26) – D. Abandoned Crypts: 25. Skeletons: Skeleton stat block
What weapons would be carried in the lair? Complete AC damage information, include ranged attack. Needs a melee weapon and damage information.
Currently: … AC 13, HD 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 (½ damage from edged weapons, 1 point only from arrows or bolts), HD 1, #At 1 ????????, Dam 1d# ????????, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 31 (27) – E. Goblin Lair: 26. Guard Post: 6 Goblins stat block
What weapons would be carried by the guards? A sling is mentioned but is not fully in the stat block.
Currently: … #At 1 weapon, Dam 1d6 or 1d4 by sling, …
Should be: … #At 1 ???????? or 1 sling, Dam 1d6 ????????, 1d4 sling, …

Page 31 (27) – E. Goblin Lair: 27. Common Room: 7 Goblins stat block
What weapons would be carried in the lair?

Page 31 (27) – E. Goblin Lair: 29. Goblin Priest: Goblin stat block
What weapons would be carried in the lair?

Page 31 (27) – E. Goblin Lair: 30. Common Room/Store Room: 11 Goblins stat block
What weapons would be carried in the lair?
Shortswords. Fixed all of these.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 31 (27) – E. Goblin Lair: 31, Goblin Chief Room: Goblin King stat block
In the Core Rules a Goblin King has HD of 7-7 since this Goblin has HD of 5-5 an other setting will rename to Goblin Chief. Short sword +1 is listed in stat block but is not fully stated. Does a Goblin Chief give the Morale boost that a Goblin Warrior would?
Currently: … Goblin King: AC 15, HD 5-5, #At 1 weapon, Dam 1d6+2 (strength and +1 short sword), …
Should be: … Goblin Chief: AC 15, HD 5-5, #At 1 short sword +1, Dam 1d6+2 short sword +1 (strength bonus), …

Page 31 (27) – E. Goblin Lair: 31. Goblin Chief Room: 3 Goblins stat block
Does a Goblin Chief give the Morale boost that a Goblin Warrior would?
The morale boost is +2 which would be for a Goblin King. What weapons would be carried by the guards?
Currently: … #At 1 weapon, Dam 1d6, Mv 20', Sv F1, Ml 9 (7), …
Should be: … #At 1 ????????, Dam 1d# ????????, Mv 20', Sv F1, Ml 8 (7), …
Fixed all of this.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 32 (28) – F. Bandit Lair: 32. East Entrance: Paragraph 1
Make pronouns more gender neutral.
Currently: … Each has 1d6 + 6 sp on his person. …
Should be: … Each has 1d6 + 6 sp on his or her person. …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 32 (28) – F. Bandit Lair: 32. East Entrance: 5 Bandits stat block
Since a Dwarf is mentioned as one of the guards should the dwarf be stated out differently? HD is set at F-1 should be HD 1. Crossbows are mentioned in the description but is not listed in the stat block.
Currently: … 5 Bandits: AC 13, F 1, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, Ml 8, XP 25 ea. …
Should be: … 4 Human Bandits: AC 13, HD 1, #At 1 ????????, Light crossbow Dam 1d# ????????, 1d6 light crossbow, Mv 30', Sv F1, Ml 8, XP 25 ea.
Dwarf Bandit: AC 13, HD 1, #At 1 ????????, Light crossbow Dam 1d# ????????, 1d6 light crossbow, Mv 30', Sv D-F1, Ml 8, XP 25 ea. …
Rewrote all of this, splitting up the bandits due to differing saves.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 32 (28) – F. Bandit Lair: 33. Common Room: Paragraph 1
Make pronouns more gender neutral.
Currently: … Each has 1d6 + 6 sp on his person. …
Should be: … Each has 1d6 + 6 sp on his or her person. …

Page 32 (28) – F. Bandit Lair: 33. Common Room: 6 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?
Currently: … AC 13, F 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 ????????, Dam 1d# ????????, …

Page 32 (28) – F. Bandit Lair: 35. Common Room: 6 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?
Currently: … AC 13, F 1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 ????????, Dam 1d# ????????, …
Shortswords all around. Fixed the gendered language.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 32 (28) – F. Bandit Lair: 36. Leader’s Room: Bandit Leader stat block
HD is set at F 4 should be HD 4. Sword +1 is given as weapon since Damage is 1d8 +1 setting this to Longsword +1.
Currently: … AC 16 (17), F4, #At 1 weapon, Dam 1d8+1, …
Should be: … AC 16 (17), HD 4, #At 1 LongSword +1, Dam 1d8+1, …

Page 32 (28) – F. Bandit Lair: 36. Leader’s Room: 2 Bandit Cronies stat block.
HD is set at F 2 should be HD 2. What weapons would be carried in the lair?
Fixed them all.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 33 (27) – F. Bandit Lair: 38: Dungeon Room C: Bandit stat block
HD is set at F 1 should be HD 1.

Page 33 (27) – F. Bandit Lair: 39 Guard Post: Paragraph 1
Make pronouns more gender neutral.
Currently: … Each has 1d6 + 6 sp on his person. …
Should be: … Each has 1d6 + 6 sp on his or her person. …

Page 33 (27) – F. Bandit Lair: 39 Guard Post: 3 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?

Page 33 (27) – F. Bandit Lair: 41 Bandit Lieutenant: Paragraph 1
Weapon name in Core Rules is shortsword.
Currently: … The lieutenant is an Elven Thief wearing leather armor and carrying a dagger and short sword. …
Should be: … The lieutenant is an Elven Thief wearing leather armor and carrying a dagger and shortsword. …

Page 33 (27) – F. Bandit Lair: 41 Bandit Lieutenant: Elven Thief stat block.
HD is set at T3 should be HD 3d4. Shortsword short bow and dagger are listed in description but are not stated. Save doesn’t mention the Elf bonus.
Currently: … Elven Thief: AC 14 due to dexterity, T3, #At 1 weapon, Dam 1d6, Mv 30', Sv T3, …
Should be: … Elven Thief: AC 14 due to dexterity, HD 3d4, #At 1 shortsword, 1 dagger, 1 short bow, Dam 1d6 shortsword, 1d4 dagger, 1d6 short bow, Mv 30', Sv E-T3, …

Page 33 (27) – F. Bandit Lair: 42. West Entrance: 5 Bandits stat block
HD is set at F 1 should be HD 1. What weapons would be carried in the lair?
Fixed all of these also.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 33 (27) – G. Kobold Lair: 43. Guard Post: 9 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 44. Guards: 7 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 45. Common Room: 12 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 34 (30) – G. Kobold Lair: 46. Common Room: 9 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair?
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …
Fixed these as well. Tiny swords all around.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 34 (30) – G. Kobold Lair: 48. Chief’s Room: Kobold Chief stat block
Description mentions that this kobold has a silver hand axe this will effect the attack and damage entries.
Currently: … #At 1 weapon, Dam 1d8, …
Should be: … #At 1 silver hand axe Dam 1d6 …

Page 34 (30) – G. Kobold Lair: 48. Chief’s Room: 2 Kobold Bodyguards stat block
What weapons would be carried in the lair?

Page 34 (30) – G. Kobold Lair: 48. Chief’s Room: 4 Kobolds stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP). What weapons would be carried in the lair? Since there is at least one Kobold warrior (bodyguard) the Core Rules mention that regular Kobolds will have an increase in Morale.
Currently: … HD 1d4 HP, #At 1 weapon, Dam 1d4, Mv 20', Sv NM, Ml 6, …
Should be: … HD ½ (1d4 HP), #At 1 weapon, Dam 1d4, Mv 20', Sv NM, Ml 7 (6), …

Page 35 (31) – G. Kobold Lair: 49. Escape Route: 7 Centipedes stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP).
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …
Fixed all of these. Tiny swords except for the boss, morale boosted, etc.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 35 (31) – H. Lizard Man Lair: 50. North Entrance: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair?
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …
They all have spears. I'm leaving out "common" as I believe it's safe to assume it, given their stats.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 35 (31) – H. Lizard Man Lair: 52. Common Room: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …
Fixed the notation about the armor.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 36 (32) – H. Lizard Man Lair: 54. Main Harem: Aplpha Lizard man stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair?
Currently: … Alpha Lizard Man: …
Should be: … Alpha Common Lizard Man: …
Fixed. I don't like "Alpha" so I made him a "Lizard Man Leader" instead. Could be chief, I suppose, but it's fine as is.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 36 (32) – H. Lizard Man Lair: 54. Main Harem: 2 Female Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried by the females? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 2 Female Lizard Men: …
Should be: … 2 Female Common Lizard Men: …

Page 36 (32) – H. Lizard Man Lair: 54. Main Harem: 6 Young Lizard man stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried by the younglings? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 6 Young Lizard Men: …
Should be: … 6 Young Common Lizard Men: …
They all have spears, it seems. Did a bunch of rewriting.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 36 (32) – H. Lizard Man Lair: 55. Common Room: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair? Since the AC and Movement indicate that these Lizard Men are unarmored it should be noted in the description paragraph.
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …

Page 36 (32) – H. Lizard Man Lair: 56. Guard Post: 3 Lizard men stat block
The Core Rules 4th Ed has Common and Subterranean these are Common Lizard Men. What weapons would be carried in the lair?
Currently: … 3 Lizard Men: …
Should be: … 3 Common Lizard Men: …
Fixed these as above.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 37 (33) – I. Bugbear Lair: 58. Entrance: 3 Bugbears stat block
Description mentions pole arm for weapon not in stats.
Currently: … #At 1 weapon, Dam 1d8+1 (1d10+1 pole arms), …
Should be: … #At 1 pole arm, Dam 1d10+1, …

Page 37 (33) – I. Bugbear Lair: 61. Common Room: 3 Bugbears stat block
What weapons would be carried in the lair?

Page 37 (33) – I. Bugbear Lair: 65. Prison: 2 Bugbears stat block
What weapons would be carried in the lair? Since these Bugbears are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block.

Page 38 (34) – I. Bugbear Lair: 66. Common Room: 3 Bugbears stat block
What weapons would be carried in the lair? Since these Bugbears are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block.

Page 38 (34) – I. Bugbear Lair: 68: Main Boss: Bugbear Chief stat block
What weapons would be carried in the lair?

Page 38 (34) – I. Bugbear Lair: 68: Main Boss: 2 Bugbears stat block
Description mentions pole arm for weapon not in stats.
Currently: … #At 1 weapon, Dam 1d8+1 (1d10+1 pole arms), …
Should be: … #At 1 pole arm, Dam 1d10+1, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 38 (34) – J. Gnoll Lair: 70. Guard Post: 3 Gnolls stat block
What weapons would be carried in the lair?

Page 38 (34) – J. Gnoll Lair: 71. Guard Post: 3 Gnolls stat block
What weapons would be carried in the lair?

Page 39 (35) – J. Gnoll Lair: 72. Common Room: 5 Gnolls stat block
What weapons would be carried in the lair? Since these Gnolls are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block.

Page 39 (35) – J. Gnoll Lair: 74. Leader’s Room: Gnoll Leader stat block
What weapons would be carried in the lair? Since these Gnolls are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Description mentions Battle Axe +1 this weapon is not stated.
Currently: … #At 1 weapon, Dam 2d4+2 …
Should be: … #At 1 Battle Axe +1, Dam 2d4+3 Battle Axe +1 +2 for STR, …

Page 39 (35) – J. Gnoll Lair: 74. Leader’s Room: 2 Gnoll Females stat block
What weapons would be carried in the lair? Since these Gnolls are in their ‘Lair’ would they be in Armor or in common clothes? This would change the AC and movement given in the stat block. Since these females are lead by a Pack Leader their Morale would be 12 until the pack leader is killed. From the Core Rules 4th Ed: “In the lair, gnolls never fail a morale check as long as the pack leader is alive.”
Currently: … ML 8, …
Should be: … ML 12 (8), …

Page 39 (35) – J. Gnoll Lair: 74. Leader’s Room: Treasure Hoard: Giant Black Widow Spider stat block
HD in the Core Rules has special ability asterisk, it isn’t in the stat block will also affect the XP.
Currently: … HD 3, …
Should be: … HD 3*, …

Page 39 (35) – J. Gnoll Lair: 76. Dungeon: Gnoll stat block
What weapons would be carried in the lair?
Fixed this. Added a note about their weapons at the beginning, corrected stats more or less as given. Also fixed some boldface checkboxes for the spider.

AND this has taken longer than I expected. I'll finish up the items below later.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 42 (38) – Sylvan Encounter: Centaur stat block
Centaur AC and Movement given without armor, since this creature is “on patrol” shouldn’t it be armored? Damage needs to have one entry per attack form. Sword is mentioned in stat block, but isn’t stated out. Since sword does 1d6 damage will make it a shortsword.
Currently: … #At 2 hooves/1 weapon, Dam 1d6/1d6/1d8 (sword), …
Should be: … #At 2 hooves/1 shortsword, Dam 1d6 hoof, 1d6 shortsword, …

Page 42 (38) – Sylvan Encounter: Elven Fighters stat block
HD is set at F 1 should be HD 1d6 to match Elf restriction. Save doesn’t mention the Elf bonus. What weapons would be carried on patrol?
Currently: … AC 14, F 1, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, …
Should be: … AC 14, HD 1d6 Elf restriction, #At 1 weapon, Dam 1d6, Mv 30', Sv E-F1, …

Page 43 (39) – 78. West Gate Tower: Fighter stat block
Human creatures are using F# for HD instead of HD #. Sword is mentioned in stat block, but isn’t stated out. Since sword does 1d8+1 damage will make it a longsword +1.
Currently: … AC 15, F2, #At 1 weapon, Dam 1d8 (1d8+1 for one for sword +1), …
Should be: … AC 15, HD 2, #At 1 Longsword +1, Dam 1d8 +1, …

Page 43 (39) – 78. West Gate Tower: 6 Human Fighters stat block
Human creatures are using F# for HD instead of HD #. No weapons are given
Currently: … AC 15, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 15, HD 1, #At 1 ????????, Dam 1d6, …

Page 43 (39) – 78. West Gate Tower: Giant Black Widow Spider stat block
HD in the Core Rules has special ability asterisk, it isn’t in the stat block will also affect the XP.
Currently: … HD 3, …
Should be: … HD 3*, …

Page 43 (39) – 79. East Gate Tower: 9 Giant Centipedes stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP).
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 43 (39) – 79. East Gate Tower: 9 Giant Rat stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 43 (39) – 80. Stables: Giant Weasel stat block.
Core Rules 4th Ed give the Damage as 2d4 + 2d4/round
Currently: … #At 1 bite + hold, Dam 2d4 + 2d4, …
Should be: … #At 1 bite + hold, Dam 2d4 + 2d4/round, …

Page 43 (39) – 80. Stables: 3 Giant Shrews stat block
Core Rules 4th Ed give the XP as 25.
Currently: … XP 10 ea. …
Should be: … XP 25 ea. …

Page 44 (40) – 82. North Wall: Minotaur stat block.
What weapons would be carried on patrol? AC indicates creature is wearing armor, Movement is for unarmored movement.
Currently: … Mv 40', …
Should be: … Mv 30', …

Page 45 (41) – 85. Main Hall: Paragraph 5
Mentions Sword +1 in the description, damage in stat block is 1d8 +1 will make this a Longsword +1.
Currently: … One is a woman (she carries a Sword +1). …
Should be: … One is a woman (she carries a Longsword +1). …

Page 45 (41) – 85. Main Hall: 3 Fighter stat block.
HD is set at F # should be HD #. Mentions Sword +1 in the description, damage in stat block is 1d8 +1 will make this a Longsword +1.
Currently: … #At 1 weapon, Dam 1d8 (1d8+1 for one for Sword +1), …
Should be: … #At 1 Longsword (one fighter has Longsword +1), Dam 1d8 (1d8+1 for one for Longsword +1), …

Page 45 (41) – 85. Main Hall: Fighter (smith) stat block.
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 45 (41) – 85. Main Hall: 2 Fighters (assisants) stat block.
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 45 (41) – 88. Prep Room: Fighter Leader stat block.
HD is set at F # should be HD #. Damage mentions 1d8 and 1d8 +1for the sword, does the leader have a Longssword or a Longsword +1?

Page 46 (42) – 88. Prep Room: 6 Fighters stat block.
HD is set at F # should be HD #. Weapons that have 1d6 are given in description but, none are actually stated out. How many shortswords, hand axes and warhammers are being used?

Page 46 (42) – 89. Kitchen: 2 Fighters stat block
HD is set at F # should be HD #. Description gives weapon as hand axe, but it is’t stated out.
Currently: … AC 13, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 hand axe, Dam 1d6, …

Page 46 (42) – 92. Wash Room: Paragraph
There is only a single space between first and second sentences. Rest of book has double space between sentences.

Page 46 (42) – 94 to 97 Servant Quarters: Room 94: 2 Fighters stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 46 (42) – 94 to 97 Servant Quarters: Room 97: 4 Fighters stat block
HD is set at F # should be HD #. Descripton mentions spears and hand axes for these fighters, but are not stated out. Description mentions that these fighters are not wearing armor to begin with.
Currently: … AC 13, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 or 11, HD 1, #At 1 spear, 1 hand axe, Dam 1d6 spear, 1d6 hand axe, …

Page 46 (42) – 100. Guest Room: Python stat block.
Damage needs to have one entry per attack form.
Currently: … #At 1 bite, 1 constrict, Dam 1d4, 2d4, …
Should be: … #At 1 bite, 1 constrict, Dam 1d4 bite, 2d4 constrict, …

Page 47 (43) – 106. Master Room: 4th Level Magic-User stat block.
HD is set at M 4 should be HD 4d4. What weapons would be carried in the lair? Suggest dagger since this is a Magic-user.
Currently: … M 4, #At 1 weapon, Dam 1d4, …
Should be: … HD 4d4, #At 1 dagger, Dam 1d4, …

Page 47 (43) – 106. Master Room: 3rd Level Cleric stat block.
HD is set at C 3 should be HD 3d6. Description mentions mace, but it is not stated out.
Currently: … wearing plate mail and wielding mace and shield: AC 18, C3, #At 1 weapon, Dam 1d8+1, …
Should be: … wearing plate mail and shield: AC 18, HD 3d6, #At 1 mace, Dam 1d8+1, …

Page 48 (44) – 106. Master Room: 3rd Level Cleric stat block.
HD is set at C 3 should be HD 3d6. Description mentions mace, but it is not stated out.
Currently: … wearing plate mail and wielding mace and shield: AC 18, C3, #At 1 weapon, Dam 1d8+1, …
Should be: … wearing plate mail and shield: AC 18, HD 3d6, #At 1 mace, Dam 1d8+1, …

Page 51 (47) – Pre-Generated Characters: Symardi Thundergut
Only gives sword as weapon, since character is a dwarf suggest changing to shortsword.

Page 51 (47) – Pre-Generated Characters: Triloro Drystaffe
Only gives sword as weapon, since character is a elf need to determine if he is using shortsword or longsword.

Page 51 (47) – Pre-Generated Characters: Ola Deerkiller
Only gives sword as weapon, since character is a human need to determine if she is using shortsword or longsword.

Page 51 (47) – Pre-Generated Characters: Rebecca Aron
Only gives sword as weapon, since character is a human need to determine if she is using shortsword or longsword.
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Solomoriah
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 42 (38) – Sylvan Encounter: Centaur stat block
Centaur AC and Movement given without armor, since this creature is “on patrol” shouldn’t it be armored? Damage needs to have one entry per attack form. Sword is mentioned in stat block, but isn’t stated out. Since sword does 1d6 damage will make it a shortsword.
Currently: … #At 2 hooves/1 weapon, Dam 1d6/1d6/1d8 (sword), …
Should be: … #At 2 hooves/1 shortsword, Dam 1d6 hoof, 1d6 shortsword, …
Fixed. Giving damage as 1d6 hoof, 1d6 sword as that's adequately clear.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 42 (38) – Sylvan Encounter: Elven Fighters stat block
HD is set at F 1 should be HD 1d6 to match Elf restriction. Save doesn’t mention the Elf bonus. What weapons would be carried on patrol?
Currently: … AC 14, F 1, #At 1 weapon, Dam 1d6, Mv 30', Sv F1, …
Should be: … AC 14, HD 1d6 Elf restriction, #At 1 weapon, Dam 1d6, Mv 30', Sv E-F1, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 43 (39) – 78. West Gate Tower: Fighter stat block
Human creatures are using F# for HD instead of HD #. Sword is mentioned in stat block, but isn’t stated out. Since sword does 1d8+1 damage will make it a longsword +1.
Currently: … AC 15, F2, #At 1 weapon, Dam 1d8 (1d8+1 for one for sword +1), …
Should be: … AC 15, HD 2, #At 1 Longsword +1, Dam 1d8 +1, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 43 (39) – 78. West Gate Tower: 6 Human Fighters stat block
Human creatures are using F# for HD instead of HD #. No weapons are given
Currently: … AC 15, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 15, HD 1, #At 1 ????????, Dam 1d6, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 43 (39) – 78. West Gate Tower: Giant Black Widow Spider stat block
HD in the Core Rules has special ability asterisk, it isn’t in the stat block will also affect the XP.
Currently: … HD 3, …
Should be: … HD 3*, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 43 (39) – 79. East Gate Tower: 9 Giant Centipedes stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP).
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …

Page 43 (39) – 79. East Gate Tower: 9 Giant Rat stat block
HD is listed as HD 1d4 suggest changing to HD ½ (1d4 HP)
Currently: … HD 1d4 HP, …
Should be: … HD ½ (1d4 HP), …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 43 (39) – 80. Stables: Giant Weasel stat block.
Core Rules 4th Ed give the Damage as 2d4 + 2d4/round
Currently: … #At 1 bite + hold, Dam 2d4 + 2d4, …
Should be: … #At 1 bite + hold, Dam 2d4 + 2d4/round, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 43 (39) – 80. Stables: 3 Giant Shrews stat block
Core Rules 4th Ed give the XP as 25.
Currently: … XP 10 ea. …
Should be: … XP 25 ea. …
Ooh, good catch. Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 44 (40) – 82. North Wall: Minotaur stat block.
What weapons would be carried on patrol? AC indicates creature is wearing armor, Movement is for unarmored movement.
Currently: … Mv 40', …
Should be: … Mv 30', …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 45 (41) – 85. Main Hall: Paragraph 5
Mentions Sword +1 in the description, damage in stat block is 1d8 +1 will make this a Longsword +1.
Currently: … One is a woman (she carries a Sword +1). …
Should be: … One is a woman (she carries a Longsword +1). …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 45 (41) – 85. Main Hall: 3 Fighter stat block.
HD is set at F # should be HD #. Mentions Sword +1 in the description, damage in stat block is 1d8 +1 will make this a Longsword +1.
Currently: … #At 1 weapon, Dam 1d8 (1d8+1 for one for Sword +1), …
Should be: … #At 1 Longsword (one fighter has Longsword +1), Dam 1d8 (1d8+1 for one for Longsword +1), …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 45 (41) – 85. Main Hall: Fighter (smith) stat block.
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 45 (41) – 85. Main Hall: 2 Fighters (assisants) stat block.
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 45 (41) – 88. Prep Room: Fighter Leader stat block.
HD is set at F # should be HD #. Damage mentions 1d8 and 1d8 +1for the sword, does the leader have a Longssword or a Longsword +1?
Fixed. I think the magic sword is a miscopy; removed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 46 (42) – 88. Prep Room: 6 Fighters stat block.
HD is set at F # should be HD #. Weapons that have 1d6 are given in description but, none are actually stated out. How many shortswords, hand axes and warhammers are being used?
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 46 (42) – 89. Kitchen: 2 Fighters stat block
HD is set at F # should be HD #. Description gives weapon as hand axe, but it is’t stated out.
Currently: … AC 13, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13, HD 1, #At 1 hand axe, Dam 1d6, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 46 (42) – 92. Wash Room: Paragraph
There is only a single space between first and second sentences. Rest of book has double space between sentences.
Fixed. Good eye.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 46 (42) – 94 to 97 Servant Quarters: Room 94: 2 Fighters stat block
HD is set at F # should be HD #. What weapons would be carried in the lair?

Page 46 (42) – 94 to 97 Servant Quarters: Room 97: 4 Fighters stat block
HD is set at F # should be HD #. Descripton mentions spears and hand axes for these fighters, but are not stated out. Description mentions that these fighters are not wearing armor to begin with.
Currently: … AC 13, F1, #At 1 weapon, Dam 1d6, …
Should be: … AC 13 or 11, HD 1, #At 1 spear, 1 hand axe, Dam 1d6 spear, 1d6 hand axe, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 46 (42) – 100. Guest Room: Python stat block.
Damage needs to have one entry per attack form.
Currently: … #At 1 bite, 1 constrict, Dam 1d4, 2d4, …
Should be: … #At 1 bite, 1 constrict, Dam 1d4 bite, 2d4 constrict, …
Fixed.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 47 (43) – 106. Master Room: 4th Level Magic-User stat block.
HD is set at M 4 should be HD 4d4. What weapons would be carried in the lair? Suggest dagger since this is a Magic-user.
Currently: … M 4, #At 1 weapon, Dam 1d4, …
Should be: … HD 4d4, #At 1 dagger, Dam 1d4, …

Page 47 (43) – 106. Master Room: 3rd Level Cleric stat block.
HD is set at C 3 should be HD 3d6. Description mentions mace, but it is not stated out.
Currently: … wearing plate mail and wielding mace and shield: AC 18, C3, #At 1 weapon, Dam 1d8+1, …
Should be: … wearing plate mail and shield: AC 18, HD 3d6, #At 1 mace, Dam 1d8+1, …

Page 48 (44) – 106. Master Room: 3rd Level Cleric stat block.
HD is set at C 3 should be HD 3d6. Description mentions mace, but it is not stated out.
Currently: … wearing plate mail and wielding mace and shield: AC 18, C3, #At 1 weapon, Dam 1d8+1, …
Should be: … wearing plate mail and shield: AC 18, HD 3d6, #At 1 mace, Dam 1d8+1, …
Rewrote all of these to be proper NPC format.
AlMan wrote: Sun Jul 30, 2023 6:56 pm Page 51 (47) – Pre-Generated Characters: Symardi Thundergut
Only gives sword as weapon, since character is a dwarf suggest changing to shortsword.

Page 51 (47) – Pre-Generated Characters: Triloro Drystaffe
Only gives sword as weapon, since character is a elf need to determine if he is using shortsword or longsword.

Page 51 (47) – Pre-Generated Characters: Ola Deerkiller
Only gives sword as weapon, since character is a human need to determine if she is using shortsword or longsword.

Page 51 (47) – Pre-Generated Characters: Rebecca Aron
Only gives sword as weapon, since character is a human need to determine if she is using shortsword or longsword.
Fixed.

The flow is slightly borked; I'll upload a new copy as soon as I figure out how to hammer it properly.
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Solomoriah
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

Announcing!

JN1 The Chaotic Caves by J.D. Neal, Release 27 -- October 11, 2023
Editing work by James Lemon and Alan Vetter has led to this new print release candidate under the Creative Commons license! I can't believe it came together in just one release, but here it is.

https://basicfantasy.org/downloads.html#jn1
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orbitalair
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Re: JN1 The Chaotic Caves

Post by orbitalair »

in the PDF r27, the wilderness table on pg 12

the word 'Straight' has wrapped the last 't', table needs a tiny bit more room, or abbreviations.

I will be doing a deeper dive into the situations, and stats as I get time.
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Re: JN1 The Chaotic Caves

Post by chiisu81 »

Good eyes orbitalair 8-) I missed this release candidate, I may have time this weekend to do a read-through
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Re: JN1 The Chaotic Caves

Post by Solomoriah »

Obviously I'll be doing another candidate shortly, but I'll wait until next week to give you time to review the current candidate for more errors.
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