pg 41 in the Chain platforms section, last paragraph. It says the distance is 10feet and would take a DC 10 Jump, the map and all other evidence show it being a 20 foot gap between the platforms.
In the chain bridge room, the tactics section is somewhat wrong. There is no way for a canoloth to attack a PC in the first round they appear (unless a PC has flown over to the central platform or the like). The canoloths appear as the first character steps onto the first moving platform. Even if that PC goes to the far edge of that platform as near to the central platform as she can get, she is still too far away for a toungue attack to reach her.
I am running this encounter in a couple of days, and I will amend this so that the canoloths appear as soon as the chain over the first platform is pulled.
I suspect that the scale issue is the reason for this. Something got confused somewhere and clearly the designers had something else in mind.
I was hoping Nicolas Logue or Shoe would stick their head in and make official unofficial suggestions for fixes.
page 122 - It is stated that the Dread Wraith always employs Combat Expertise, but he doesn't have this feat. I suggest you change one of his feats or just make him fight defensively.
p. 80 - I can't find any information about the stances of the Exarch (see the crusader class in Tome of Battle for information about stances).
On page 26, the second paragraph references 2 1st-level poison dusks to be spotted with a DC 24. They are 2 2nd-level poison dusks, and I believe with their +15 to Hide, that would make the DC 25.
Page 84 - Map of Trebaz Sinara is missing C2-C4, and C1 seems misplaced.
Page 14 - Sur'kil offers the PCs 250 gp per week(for 4 weeks) and half up front then hands them a bag of 200 gp each. This doesn't seem to add up.
The players noted this issue in my game. It's covered, though, in the next sentence ("he indicates that their additional down payment will be given to them once they board the rail.")
Actually, it says "If they negotiate more, then the additional down payment will be given to them when they board the rail." Assuming that if they negotiate up to the 350 gp per week, they still only get 500.
Hnot sure if this is an errata, but how does the Trap in Room A12 on Page 21 / 39 function? :
IMO, a wall drops down in front of the door and moves forward. It's possible that the wall splits with half moving down the hallway, but I prefer the first option.
It is a mechanical Trap. Call me unimaginative, but I can´t imagine that! My players are a curious pack - they often want me to describe how a trap works, just that they can better imagine or disable!
any help with the last dread hold encounter. there are two arcane balistas, but they are missing a few powers, I know that they appered in minatures and I am lucky to have them but I have lost the cards. I know that in both games they can do a fire ball or lightning blast maybe even both 1/day but I cannot remember.
P.S. the spell deep slumber or sleep makes this part of the module far to easy, I hate it.
I ran the Dura's Revenge encounter (pgs 102-103) tonight and it's horribly done. The encounter first describes that Dura and the Boneclaws start the encounter ready to board the PC's ship along with Cloudreavers. Later it states the Boneclaws stay "hidden" until Dura is attacked (how you hide 2 large creatures on that battlefield, I don't know). Then the map only has the two Boneclaws shown, and they are front and center where the PCs can't miss them. Dura is no where to be seen (nor are the Cloudreavers, but it's clear they are meant to be "flavor" and not represented).
Finally, the tactics for the Boneclaws state they won't initially attack, but try to lash at the Cargo Bay doors and have the PCs drop through. The doors aren't marked on the map, but the only thing I see that qualifies is a single 5' square on the enemies ship (and maybe one on the PCs). The odds of a PC being on that single square is pretty rare, especially since a PC has to get by a Boneclaw to be on that square.
Clearly miscommunication between the authors and cartographers. The editors also must have horribly mangled this somehow, since it plain doesn't make sense.
Was wicked fun in the playtest I ran, but it got radically changed in development and some pieces didn't get changed along with.
I do think the Cloudreavers as written in the encounter are cool. They don't really work in a miniature oriented game, though. They work well with a description oriented combat style as something to give players a sense of the battle and to give the players something to do when they are in an "ineffective" position.
Kinda back to the point: It is easy to make an encounter that SOUNDS awesome and makes sense when you imagine it but makes none when actually played out (and vice versa). So I do have some sympathy for the editors but a lot of these kind of issues could be worked out with simply playtesting the final version =\