3.5 VERSION NOTE:
Thanks to a tremendous effort from people too numerous to mention, we now have a 3.5 conversion document. Find it here
Thanks to a tremendous effort from people too numerous to mention, we now have a 3.5 conversion document. Find it here
Update Notes: In order to facilitate the update of the Errata file, an Update log has now been added. It's right at the bottom.
Hi all,
This errata file replaces the old one which has become a bit clunky. Please note the following:
We have an established format for page references.
Any additions to the errata thread is best put in another thread, in order to reduce clutter.
Other than that, here goes:
This is basically the same errata file that lies on the Yahoo group. I'm sure there are things that need clarifications and mistakes that Monte's editors have put into his flawless manuscript. Note that not all of these replys are "official" - i.e. Monte wrote them or said "That's right". The validity of each errata (-tum?) can be easily ascertained, though, by checking the relevant rule books. However: When and if you find something that doesn't seem right, please check in every available rulebook. For instance, I find adding the right number of feats and stat increases to monsters with class fiendishly hard, but check it as much as you can (at the very least, have the books in front of you (I'm not kidding: We are some (yours truly included) who sometimes forget checking the books or the SRD).
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Abbreviations: H Hommlet, M Moat House, N Nulb, OT Old Temple, C Crater Ridge Mines, OF Outer Fane, IF - Inner Fane, RT - Recovered Temple (no errata there... Yet!), FN Fire Node.
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Credits: Board contributors who helped with this errata: Monte, pdrussel, inthane chan, Pjack, HeavyG, Hedrack, IronTetsubo, laconicy, Wandor, Blackthorne, JLXC, Lawithro, Andorax, Zagyg the Mad Archmage, SIERK, Thrommel, TabletopGod, sheetghoul, Zenon, Haplo, Tristan DArque, jmpt, Glyfair of Glamis, Trithereon, Fourecks, Cthuluduck, stanguay, madfox, SSShadowcat7, Sacremas, Infiniti2000, melanikus2000, grumgarr, smetzger, Xel565, Caedrel, and yours truly.
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General: There are wands with no number of charges noted. For example, Vacra's wand of change self (in Hommlet), or the hobgoblin shaman's wand of cure light wounds. I'd use full charges but Vacra is specifically described as using the wand to disguise herself so it's unlikely to be 100% charged. HeavyG suggests rolling d%
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Errata for Hommlet, Moat House, Nulb, and Recovered Temple - and the rod of force
p. 4 -- Verbobonc lies some 10 leagues (30 miles) from Hommlet. According to the overland map as well as previous material, the distance is more like 75 miles. This may also be a matter of miles being confused with leagues at some point.
p. 10 (Hvar.) -- Elmo's Swim skill doesn't include his armor. At his level and with his equipment the maximum the modifier would be +0
p. 10 (Hvar.) -- Nierethi Poscurian, Gnomish Illusionist, should have the Toughness feat. His spellbook isn't detailed, just what spells he has prepared.
p. 10 + 17 (H28) -- Chenashi is listed as a cleric of the Elder Elemental Eye, but she has the Force and Destruction Domains, which only clerics of Tharizdun can have.
p. 11 (Hvar.) -- Xaod the Slayer isn't listed as carrying any arrows. Furthermore, he's listed as a Pal 4 there and on p11, but his listed HD are only 3d10. Unless I'm missing something here, they should be 4d10. Hp of 28 works better for 4d10 as well (required rolls closer to the average - 10@1st plus 6 per level (avg = 5.5)). Finally, many people have noted that his Combat Reflexes don't seem to help him much due to his low Dexterity. Combat Reflexes also enable you to make AoO while flat-footed, so it's not a complete loss.
p. 12 (Hvar.) -- Ingrith is not listed as carrying any ammunition for her crossbow.
p. 12 (H3) -- Canonness Y'Dey has a +7 save bonus from her Protection Domain power. This should be +10 (+1/lvl).
p. 12 (H3) -- Terjon has a +7 save bonus from his Protection Domain power. This should be +6 (+1/lvl).
p. 12 (H3) -- Terjon needs to have at least a 13 Dex to get the Dodge feat. I gave him it since the bonus to AC is the same as 12 (which he's statted with). He's also got 3 spare skill points, but that's not such a concern. Suggestion: Allocate one each to Knowledge (arcana), Knowledge (religion), and Spellcraft.
p. 13 (H4) -- Redithidoor Halfmoon is listed as a human but the text indicates hes an elf. This is more in keeping with his name and the fact that he is proficient in both longbow and short sword (where he would have to pick one or the other if he were human). Therefore, he should be an elf. However, this leaves him with one too many feats (Run, Dodge). Suggestion: Take away Run.
p. 16 (H26) -- The Doppleganger Jaroo isn't listed with an alignment. The Monster Manual indicates they're usually neutral, but given that he's murdered Jaroo and worships (or serves the cult of) the Elder Elemental Eye, he should probably be at least Neutral Evil, if not Chaotic Evil.
p. 16 (H25) -- Spugnoir is listed with 5 second level spells prepared: cat's grace, daylight, flaming sphere, invisibility and web. He should only have 4 (3 for his level, plus 1 bonus), as correctly indicated in brackets at the beginning of the entry. Suggestion: Remove flaming sphere, as it isn't in his spellbook.
Furthermore, Spugnoir is listed as having Move Silently +14. This isn't possible. Even with his familiar, his maximum possible score for this is 9. I suspect what was meant is +4, since that's what he gets from his Dex and his familiar. However, he has 4 points "left over" after purchasing all his other skills, and his Dex + 2 ranks would = +4 (and when he's first met he presumably doesn't have his familiar). My suggested fix for this would be to give him 2 ranks in Move Silently. Also, it says he has 30 hit points, but the Appendix says that he has 33 hit points. 30 probably includes forgetting his Toughness feat (3 hit points). Spugnoir has 33 hit points.
p. 17 (H27) -- Burne should have 46 hp, not 28 hp. He doesn't appear to have any ranks in Knowledge (Arcana), yet has 20 spare skill points. Shatter is listed as a 1st level spell; it's 2nd. He is missing dispel magic from his spellbook, although it's one of his Mastered spells.
p. 17 (H27 17) -- Rufus' Swim skill doesn't include the penalties for his equipment (and thus, should be -4). Also, I think that his Climb and Jump skills don't include the armor check penalty of his shield (and thus, should be +3 and +4, respectively).
Moathouse Map area 13 -- There is no indication of where the stairways in area 13 go. They should lead to area 18 in the moathouse dungeon.
Moathouse Map area 24 -- Just east of area 24 are shown two secret doors, but no Search DC for finding them is listed. The same goes for the secret door leading to 26A.
p. 23 (M24) -- The three black cones should be identified as incense of dreaming
p. 23 (M24) Grens Insanity score of 1 has not been factored in to her Will save; with an effective Wisdom of 13, it should only be +4.
p. 24 -- location M8 should be location M28.
p. 24 (M30) -- DC for Ref save should be 14. Add text "Search (DC28) "
p. 24 (M32A) -- Geynor Ton is not using all his skill points. He gets 10 by 2nd level (1st level = (2 (1st level) - 1 (Int)) * 4 = 4 + 4 for being human = 8 + (2 (2nd level) - 1 (Int)) = 9 + 1 for race = 10. His Concentration only costs 5 ranks and his Spot and Listen don't cost anything (4 each is covered by his +2 wisdom for 14 and +2 for alertness). That leaves 5 ranks.
p. 24 (M32A) -- Ysslansh is given an Init bonus of +0, but that's incorrect. He has a 9 dex, so that's a -1 Initiative penalty. His low dex is not included in his stat block for Init, or Reflex Save but is included for his AC and Hide Score. Correct should be Init -1, Ref -1.
Furthermore, his Will Save should only be +3 (Trog base +0, Class +3, effective Wis bonus +0 [he's insane]).
Finally, his deity should probably be changed to Tharizdun to reflect his domains and his symbol. If you prefer to leave him EEE, change Chaos to Earth and change his symbol.
p. 27 (M32E) -- Festrath should either have Int 13 or another feat instead of Expertise. As a result of having to increase Festrath's Intelligence to 13 for the Expertise feat, he gains 8 more skill points. I dropped them into Spellcraft. Additionally, his Intelligence-based skills (all of them listed other than Concentration) go to +9 rather than +8.
p. 31 (N1) -- In Nulb, Wat the Ghost Assassin should be CR 8, not 6.
p. 31 (N2) -- Lareth has no holy symbol.
p. 33 (OT Random Encounters) -- Undra has no holy symbol.
p. 33-37 (OT general) -- Hobgoblin Warriors have 1 unspent skill point. They have 8 points at 1st level ((2 + 0 Int mod) x 4), Intimidate +3 costs 3, Jump +0 costs 4, Move Silently - 1 costs 0. That leaves 1 point. One supposes it can be spent on a half-rank of Move Silently.
p. 34 -- The sentence ""This area is being watched, see Chapter 7..." is slightly misleading. The succubus mentioned in Chapter 7 isn't there until the Doomdreamers have begun excavating the temple.
p. 34 (OT3) -- Alubya's Move Silently +3 doesn't take into account the fact that with the equipment she's listed with, she's Medium encumbered. That means her true Move Silently modifier should be +0.
p. 34 -- Area OT4 is not marked on the map. It should be halfway between areas OT11 & OT15. It is simply an open area where the hobgoblins house their dogs.
p. 35 (OT10) -- Hit point values are given for 6 warriors, but the text only mentions 4. The last 2 may be the ones mentioned with Rarkus. Suggestion: Remove the two last sets of hit points.
pp. 36-37 (OT13) -- It's said the dire ape down here is called to service by an elite warrior who stands at the top of the stairs, but the "monster paragraph" isn't given for the elite warrior. One must assume it's either from one of the other packs of hobgoblin elites in other parts of the temple, or that it's an oversight and there should be an additional hobgoblin elite here.
p. 37 (OT13) -- The mention of area 1 should be replaced with area 5.
p. 37 (OT16) -- The circle completed by the dais is 60 feet across, not 30. See map titled "The Temple" in RttToEE and drawing p. 42 of ToEE, where there is six ten-foot squares of granite across.
p. 37 (OT16) -- Rarkus' damage should be altered to 1d8+6 (right-hand blade)/1d8+4 (left-hand blade). Having the sword being enchanted in both ends may seem a little much for an opponent of his level. While it can be argued that as a "boss monster" he could have more, DMs who monitor their treasure closely might want to replace the left head with a masterwork blade. This'll keep attack bonuses unchanged and reduce left-hand damage to 1d8+3.
p. 155 -- Force blade effect on the rod of force is only 3', not 30'
