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							<channel><title>New Posts For Thread: Dungeon Issue #202</title><link>http://community.wizards.com/go/thread/view/75882/29093529/Dungeon_Issue_202</link><description>If you have any errata suggestions for Dungeon Issue #202, please add them to this thread.</description><item><title>Pg. 09 The Isle of Death: Dythan Legion Vanguard's Breath Weapon Power should deal 2d6 +6 since            the Dragonborn is level 11. His Speed should also be 5, not 6 due to Plate armor.Pg. 09 The Isle of Death: Dythan Legion Archer's Longbow Power</title><link>http://community.wizards.com/go/thread/view/75882/29093529/Dungeon_Issue_202?post_id=520308381#520308381</link><description>Pg. 09 The Isle of Death: Dythan Legion Vanguard's Breath Weapon Power should deal 2d6 +6 since            the Dragonborn is level 11. His Speed should also be 5, not 6 due to Plate armor.Pg. 09 The Isle of Death: Dythan Legion Archer's Longbow Power</description><pubDate>Thu, 31 May 2012 20:19:34 -0500</pubDate></item><item><title>The PCs don't know that and the adventure also say:''If the characters survive the encounter with Vaarduun, they receive 800 XP even if they don&#x92;t defeat the elemental in combat.'' Which means there is a high risk they don't if they fight. So t</title><link>http://community.wizards.com/go/thread/view/75882/29093529/Dungeon_Issue_202?post_id=519714951#519714951</link><description>The PCs don't know that and the adventure also say:''If the characters survive the encounter with Vaarduun, they receive 800 XP even if they don&#x92;t defeat the elemental in combat.'' Which means there is a high risk they don't if they fight. So t</description><pubDate>Tue, 15 May 2012 13:56:18 -0500</pubDate></item><item><title>i have to disagree, in the context of the adventure the pcs should run and hide. in 4e the pcs never run; this is a good lesson. so i would keep the level 17 in. note the following quote from the adventure"When it has done any amount of damage and ha</title><link>http://community.wizards.com/go/thread/view/75882/29093529/Dungeon_Issue_202?post_id=519701013#519701013</link><description>i have to disagree, in the context of the adventure the pcs should run and hide. in 4e the pcs never run; this is a good lesson. so i would keep the level 17 in. note the following quote from the adventure"When it has done any amount of damage and ha</description><pubDate>Tue, 15 May 2012 07:17:36 -0500</pubDate></item><item><title>Pg. 11 Cruel as a Desert Wind: Elder Dust Devil's Defenses should be reduced because a Level 17 monster is a little too high for characters of Level 6-8.</title><link>http://community.wizards.com/go/thread/view/75882/29093529/Dungeon_Issue_202?post_id=519661951#519661951</link><description>Pg. 11 Cruel as a Desert Wind: Elder Dust Devil's Defenses should be reduced because a Level 17 monster is a little too high for characters of Level 6-8.</description><pubDate>Mon, 14 May 2012 01:06:34 -0500</pubDate></item><item><title>If you have any errata suggestions for Dungeon Issue #202, please add them to this thread.</title><link>http://community.wizards.com/go/thread/view/75882/29093529/Dungeon_Issue_202?post_id=519223835#519223835</link><description>If you have any errata suggestions for Dungeon Issue #202, please add them to this thread.</description><pubDate>Tue, 01 May 2012 13:21:27 -0500</pubDate></item></channel></rss>
