This has been fixed. You should see the fix after next update.
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Hellknight Hill 4.05.13. Encounter: Citadel Altaerein Vaults, Hall of Graves
Is awarding Severe 105 XP even though it is listed as a Moderate 3 and should thus be 80 XP.
5 Skeleton Guards at Creature -1 is 5*10XP
1 Skeletal Knight at Creature 2 is 30XP
in hellnight hill AP1 the grid is set to 10 foot a square for the Map: Citadel Altaerein Battlements
Hellknight Hill Voz spells are missing details
Vampiric Touch should be Fortitude Spell DC half on save
Acid Arrow should be a ranged spell attack
Ray of Enfeeblement should be Fortitude Spell DC
Grim Tendrils should be half on save
Chill Touch should be Fortitude Spell DC half on save
Cult of Cinders
Clay Golem Immunity to Magic
Chapter 4 C2. Magical weapons hitting the golem do 0 damage regardless of amount, however, nonmagical weapons correctly do damage after the 10 physical resistance is applied. I'm assuming this is because of the IMMUNITY: magic coding, since magic weapons have the "magic" damage type. I had to manually add correct damage as we went along. I'm not sure there is a fix except to remove the immunity to magic or somehow tell the system its all magic except weapons?
Hellknight Hill 5.05.02. Encounter: Goblinblood Caves, Spider Nest and subsequent encounters
Hunter Spider are Creature 1, this is listed as Moderate 4 and should thus be Moderate 80XP (6*15XP) and not Severe 120XP
Indeed the rest of the chapter has also been calculated for level 3 instead of level 4. The brown header text before encounters indicates the Difficulty Level and is what should be used as the level for calculating XP.
In Cult of Cinders, the stat block for the Jungle Drake is missing their land/fly speed; instead it has their special movement ability listed where their speed should be.