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Thread: Key of Destiny Errata

  1. #1
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    Default Key of Destiny Errata

    Hi all!

    This thread is for any errors that you may have found in the KEY OF DESTINY campaign adventure which you'd like to submit to our list. This thread isn't for discussion of errors or errata, except in cases where clarification or even correction of whether something is an error or misprint or not is needed.

    Also, before you submit an item, PLEASE READ THE ENTIRE THREAD. There is a very good chance somebody else may have posted it earlier.

    We may eventually move this thread to another forum under Gaming, but for now I'm going to keep it stickied up here. Thanks!

    Cheers,
    Cam

  2. #2
    Nived Guest

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    There was once a handy thread on the old Dragonlance.com boards where someone collected all the errata Chrisophter Coyle had posted various times since KoD was released. Well I can't find it, so I'll attempt to recreate this.

    Topics covered:
    -Page 98 "See appendix for more information regaurding the Test of High Sorcery in this adventure?" missing.
    ...And Regaurding Knightly Quests. (Post #2 Note this post is #2)
    -Missing final flicker from the Shattered Temple. (Post #3)
    -On Forlorn Kender. (Post #4)
    -Last paragraphs of Chapter 3 missing. (Post #4)
    -Divine Lock spell missing? (Post #4)
    -Here are the revised stats for The Guardian (p.55) (Post #5)
    -Minor editing notes (Post #6)

    Page 98 "See appendix for more information regaurding the Test of High Sorcery in this adventure?" missing.
    ...And Regaurding Knightly Quests.

    Quote Originally Posted by Stormprince
    *hrms* Well, I haven't gotten my copy of KoD yet, so I dunno exactly what has/hasn't made it in to the final cut (hint, hint, wink, wink, nudge, nudge)... but in my original Epilogue, I did include a short section on Personalizing the adventure, with specifics for Wizards of High Sorcery & Knights of Solamnia. I'll go ahead and post what I had originally put in below... it's lengthy, so sorry in advance for that

    Originally, I had planned on including two mini-quests, but *ahems* the adventure got too long as it was c.c; Sorry for that *laughs* Anyways, here's what I had... dunno if it's in KoD or not, so hopefully it's not repeatin' stuff that's already in there!

    Christopher

    Personalizing the Campaign
    Although this campaign was designed for the “stereotypical” adventuring party of one Fighter, one Wizard, one Rogue, and one Cleric, there are many chances scattered throughout the adventure trilogy for you to alter things, to add your own distinct touch to the game.

    As the adventure progresses, the players may decide that they want to take their characters in different directions than what they had originally imagined. The bumbling Rogue discovers a natural gift for magic that leads him to study wizardry, or a grizzled fighter who’s had enough of bloodshed and wishes to pursue the Blue Path of Mishakal. Keep track of what your players are interested in, in how their characters are developing. Although this book provides a backdrop and storyline, it is the characters and their players that truly make the campaign interesting and unique.

    Below are two examples of how to personalize the adventure around specific player characters, using the Wizard of High Sorcery and the Knight of Solamnia prestige class requirements as examples.

    Personalizing a Test of High Sorcery
    The Test of High Sorcery is an integral initiation into the Orders of High Sorcery, an initiation that weeds out those only dabbling in the magic, or those unwilling to apply themselves properly, for failing the Test often means death for the young wizard attempting to prove worthy of donning the colored Robes of the Orders—the White Robe of Solinari, the Red Robe of Lunitari, or the Black Robe of Nuitari.

    Just as no two wizards are alike, nor are any two Tests alike, which can make it difficult to try and include one as part of the adventure. However, here are a few ideas to help you run a Test for your PCs, although you will have to design the encounters yourself (at least until the Towers of High Sorcery sourcebook is completed).

    Every Test of High Sorcery includes at least three problems that can only be solved by the character’s knowledge of magic and its usage, requiring Spellcraft and Knowledge (Arcana) checks as well as the application of known spells. The character must solve problems and defeat foes, including one foe at least as powerful (if not more so) magically than the character, and by the end of the Test, the wizard should have cast every spell that they know at least once.

    Sometimes, the Test can seem like a single long trial, while at other times the Test can comprise of three completely separate ‘realities,’ each shaped to explore different aspects of the wizard’s psyche and dedication.

    When the Tests were held in the Towers of High Sorcery, great magic was often used to create the Tests, ranging from making friends seem like foes or foes seem like allies, to intricate illusions, mental journeys, or even in one instance of traveling to the past and experiencing someone else’s life. Now that the Towers are abandoned or inaccessible (at least during this part of the adventure), a potential wizard character’s Test could actually be tied into their every day life and an apprentice could be Tested without ever knowing what was going on.

    For example, Zoe decides that a fiery tempered young wizard’s apprentice needs to gain better control over his temper if he is to be a truly great wizard, so she arranges things so that his journey to Pashin involves a trip through the Burning Lands where he must deal with the fiery Azer, all without his ever knowing that she’s watching him from afar to see how he deals with the volatile “fire dwarves.”

    Personalizing a Knightly Quest

    It is possible that characters may wish to petition to join the ranks of the noble Knights of Solamnia, although becoming a member of that august body is not always easy.

    Every petitioner must first become a Squire of the Crown, as detailed in the DRAGONLANCE Campaign Setting. If a character can find a Solamnic Knight in good standing to sponsor her, she will be taken before a Knightly Council where she will formally present her petition, swear an oath to honor the knighthood, the causes of the order, allegiance to the order, and must vow to live by the Oath and the Measure.

    If there is no dissent from the gathered knights, and no question of honor regarding the candidate brought forth, she is accepted into the knighthood as a squire. Once the character advances one character level (in any class), and meets the basic requirements for the Knight of the Crown prestige class, she may petition at the next Knightly Council to be accepted as a full Knight of Solamnia.

    Unfortunately, for this adventure, the characters do not travel through lands controlled by the Knights of Solamnia, nor will they be meeting many Knights. The best opportunity to allow characters an opportunity to begin taking the path towards Knighthood is for them to run into Lord Auchuran in Port Balifor. A Knight of the Rose acting undercover as an agent of the Clandestine Circle, you may choose to have him approach the characters, seeking assistance, particularly if a character displays a sense of honor and justice, as well as virtue and integrity.

    The adventure that the characters are undertaking, particularly the reclamation of the legendary Dragonlance of Huma Dragonbane, is more than suitable fulfill the requirements of Knightly Virtue for petitioning to become either a Knight of the Sword or a Knight of the Rose. Note, however, that if a Solamnic Knight recovered Huma’s Dragonlance and either didn’t return it to its resting place in the Dragon Monument of Southern Ergoth, or place it into the safe-keeping of the Solamnic Knighthood, she may find her virtue is in question if it is ever discovered…
    Last edited by Nived; 09-05-2004 at 12:54 PM.

  3. #3
    Nived Guest

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    Missing final flicker from the Shattered Temple.

    Quote Originally Posted by Stormprince
    Oh dear... that's the final, descriptive flicker. Hrm. 'kay...

    Flicker:
    The Betrayer stands before the large sarcophagus, his hands held high as he gazes up, his voice echoing through the chamber as he offers a prayer to Chemosh.

    “Dark God of Immortality, He Who Stops Death, I devote myself to you, in body, in mind, in heart, and in soul…”

    As the Betrayer repeats his prayer, he does not notice the door opening or the young acolyte entering with the glowing short sword in his hand. In the same vein, the young acolyte does not seem to notice the large skeletal creature lurking in the shadows of the crypt.

    “Halt, Betrayer!” the acolyte cries out.

    Startled out of his prayer, the Betrayer turns around, his eyes gleaming from behind his skull mask as he stares at the young man. Suddenly, the Betrayer begins to laugh, a cruel, mocking sound that causes the acolyte to tremble.

    “Ahhhh, so you are the one who would face me, Neran? You have not even put on the white robes of Paladine what makes you think you can stop me from completing my ritual?” The Betrayer shakes his head, clucking his tongue.

    “Ye…yes, Betrayer. I shall be the one who will bring you before the gods for Justice,” Neran replies softly, clenching his jaw as he takes a step forward, rising the short blade before him.

    The Betrayer’s eyes glitter as he raises a hand to point at the acolyte. He hisses something low under his breath in a strange, disturbing language that causes Neran to flinch back in anticipation of being struck by magic.

    Once more, the Betrayer laughs as he shakes his head, “Ahhh, Neran… I shouldn’t waste my power on you, not when I have something else that can do it for me.
    Krevok! Vagarolinathor!

    From the shadows steps the skeletal figure wreathed in the unholy yellow flames of Chemosh. Clutching a massive glaive in its hands, it stalks toward the boy as the Betrayer once more raises his hands overhead and continues his chant.

    “A barbazu!” Neran gasps, clutching his own weapon in white-knuckled hands. Closing his eyes, he whispers a prayer as he holds his blade forward. Once more, the blade erupts in brilliant sunlight, sending it cascading throughout the room.

    The devil roars as the holy light blinds it. Before the devil, or the Betrayer, can respond, Neran rushes forward at a dead run, the blade held forth as he skirts around the devil toward the evil priest. Time seems to dilate, the moments stretching out as Neran lunges forward with his sword…

    …as the Betrayer yells out a final, desperate phrase…

    …as the devil turns and swings is glaive toward the boy’s unprotected back…

    …the Betrayer’s body jerks as the glowing sword pierces his chest with enough force that the blade embeds itself into the stone sarcophagus beneath him…

    …Neran screams in pain as the devil’s weapon slices through his spine, tossing him to the side where he collapses in a faint…

    …the devil roars in victory as he turns and swings his weapon once more toward the injured boy…

    …Neran closes his eyes, clutching his medallion with a bloody fist and whispers something that only his god can hear…

    …a brilliant explosion of light explodes out from the acolyte’s body, throwing the devil across the room as a golden radiance infuses the walls.

    As the blinding light fades, the Betrayer lays lifeless upon the sarcophagus, his body pierced by the holy blade. Neran lays on the floor, a peaceful look upon his features, his spirit already carried away to join with his god. And a devil summoned by the Betrayer howls in rage as it finds itself trapped in a crypt by the last words of a hero who history would remain unknown for many, many centuries…

  4. #4
    Nived Guest

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    On Forlorn Kender.

    Quote Originally Posted by Stormprince
    Right, the forlorn kender are my fault entirely *laughs* Since I only put them in as a random encounter, and later realized that I had already thrown in a lot of new monsters as just "random" monsters for giggles and grins, I thought I'd just go ahead and take 'em out. Apparently, I missed a few references though *blushes*

    So, once I get the actual adventure as a hard copy and assemble an errata, the forlorn kender write-up will be included in there as an added bonus

    Christopher
    Note: Writeup still pending, suggestion use small Wights (MM)

    Last paragraphs of Chapter 3 missing.

    Quote Originally Posted by Stormprince
    Here ya go

    When the characters rejoin with the Mikku, the nomads will tell the PCs that Ak-Khurman is not only the closest city of any kind, but that it is also held by the Legion of Steel, which may prove friendlier than passing through Khuri-Khan, for it is rumored that the Khan is seeking an alliance with Neraka.

    If Shroud escorted the characters through the Shattered Temple, he will depart from the characters here, choosing to remain in the ruined valley for awhile longer. Alternately, if Shroud did not go into the Shattered Temple with the characters, once they emerge outside, he will eagerly approach them, wanting to know everything that happened within. As the characters leave, they will see the kender nightstalker gladly heading into the ruined temple, seeking out some ‘ghosts’ of his own to talk to.


    Christopher
    Divine Lock spell missing?

    Quote Originally Posted by Stormprince
    Nope, divine lock is a new spell that somehow seems to have vanished... so will be included in the errata as well as hopefully slipped into the Holy Orders of the Stars sourcebook later on

    Christopher

  5. #5
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    Default The Guardian Stats

    Here are the revised stats for The Guardian (p.55), originally posted by Cam Banks on the Wizards boards:

    Male Spectral Minion Human Ftr4: CR 5; Medium Undead (Incorporeal); HD 4d12; hp 26; Init +4; Spd 60 ft.; AC 15, touch 15, flat-footed 11; Base Atk +4; Grp - ; Atk +9 melee (1d8+1/19-20 plus 1d6 electricity, incorporeal +1 shocking burst longsword); Full Atk +9 melee (1d8+1/19-20 plus 1d6 electricity, incorporeal +1 shocking burst longsword); Space/Reach 5 ft./5 ft.; SA - ; SQ obsession, spell resistance 16, turn immunity; AL N; SV Fort +4, Ref +5, Will +1; Str - , Dex 18, Con - , Int 8, Wis 10, Cha 12.
    Skills and Feats: Bluff +3, Hide +8, Intimidate +10, Jump +7, Listen +6, Spot +6; Alertness, Dodge, Improved Feint, Mobility, Persuasive.
    Obsession (Su): The Guardian gains a +2 morale bonus on any ability check, skill check, attack roll or saving throw that applies to his guardian duties.
    Possessions: Incorporeal +1 breastplate, incorporeal +1 shocking burst longsword.

    Simon Collins

  6. #6
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    Hi

    A few notes on errata in KoD I found:

    p.37, Col 1, para 2 - "This does not include any delays, such as encounters, resting, exploring the Ant Colony..." - there is no encounter described for an ant colony in the following section.
    p.43, Col 1, para 6 - the sidebar referred to here (The Tribes Of Khur) is missing from Chapter 3.
    p. 55, Col 2, para 8 - missing the handout for The Guardian's leatherbound journal, which should have "notes about the Shattered Temple and the Night of Betrayal".
    p.70, Col 2, para 5 - the text explains the existence of the gelatinous cube here as being "summoned by Anasana when she first arrived". However, her sumon monster III spell (even if it could summon a gelatinous cube) would only last 6 rounds, after which the gelatinous cube would disappear.

    Simon Collins

  7. #7
    Zhanirum Guest

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    From what I understand an official errata has already been written for KoD. If there is anything brought to attention in this forum how will it be taken care of? An errata errata?
    Last edited by Zhanirum; 09-14-2004 at 08:36 PM.

  8. #8
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    Quote Originally Posted by Zhanirum
    From what I understand an official errata has already been written for KoD. If there is anything brought to attention in this forum how will it be taken care of? An errata errata?
    Hi Zhanirum

    Could you provide a link to the official KoD errata? Thanks.

    Simon Collins

  9. #9
    Nived Guest

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    Written? Yes, posted? No. Thus this thread.

  10. #10
    Zhanirum Guest

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    Could you provide a link to the official KoD errata? Thanks.
    Actually the erratum, while written, has yet to be approved by Sovereign Press or WotC last I heard. Due to delays possibly caused by the release dates of several other sourcebooks and book tours we may not see the official errata for a while. Not being an employee of either Sovereign Press or WotC I cannot say when such approval will be forthcoming, but I hope it will be very soon.

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