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 Post subject: Castle Whiterock - Complete Errata?
PostPosted: Sun Jun 28, 2009 5:59 pm 
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Far-Sighted Wanderer

Joined: Sun Jun 28, 2009 5:54 pm
Posts: 21
If I search this board, I find an errata thread, and the only entry for Whiterock I can find relates to the missing entrance to 6B, and then says something that indicates that there are problems with the 'first printing'....

So my questions are:

I bought the PDF version not very long ago at all -- why was I seemingly given the first printing? Was there ever a second/third/etc. printing?

Second, I realize this thing is huge, but there are some INSANE levels of sloppiness going on with respect to the compass directions on the maps, and the descriptions...can someone point me to a thread that actually corrects these and tells me which way is north for each of these maps? I would have hoped that GG would have issued either replacement maps or revised descriptions, but there are absolutely OBVIOUS cases where the map indicates one thing and the text another, which makes this thing nearly impossible to effectively DM without a ton of work...and isn't THAT precisely why we buy expensive pre-made modules - so we can do a ton of corrections and work?

Is there a real errata thread, or is the only acknowledged problem the 6B stonebore tunnel issue?


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 Post subject: Re: Castle Whiterock - Complete Errata?
PostPosted: Wed Jul 01, 2009 10:20 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2296
Location: Left Coast, USA
This has been addressed elsewhere by folks more knowledgeable than myself, but yes, there is a door missing on the map, and the compass roses (compasses rose?) all got turned 90 degrees in post production (just always use the page top as North, and you're fine, I believe).

As for 'first printing', 'second printing', etc. There was only one printing, I think. There may well have been expectations that there would be future printings, but there was this little thing that came along called 4th Edition D&D, and that has actually managed to have some impact on the FRP gaming world. Perhaps it maybe had some effect on plans for the DCC line? I can't say for certain, since I'm only an observer, but it may have done....

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Castle Whiterock - Complete Errata?
PostPosted: Wed Jul 01, 2009 1:52 pm 
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Far-Sighted Wanderer

Joined: Sun Jun 28, 2009 5:54 pm
Posts: 21
4th edition what-what-a-how-why? Never heard of it.

Okay, from a humorous perspective my comment sort of missed the mark - but hey!!! on a miss I can still shift you three squares and give combat advantage to my friends. If I was Orcus and missed you'd be irrevocably dead if you were already bloodied by my humor.

JT
(who understands why people like 4e, but can't personally reconcile his differences with it)


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