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Missing monsters in new LMoP module

This seems to be the most appropriate place to put this, though it's not a true bug. The Cragmaw Castle map appears to have an error. There are two goblins placed in the gate defense rooms, when in fact it should be two goblins per room, for a total of four.  From the text: "Two goblins occupy each of these two rooms." And later, under Awarding Experience Points: "Divide 100 XP equally among the characters for each pair of goblin archers the party defeats."
Thanks for the heads-up. This has been corrected for future games based on the module. To fix it in your existing game, you can just copy + paste (using Ctrl + C and Ctrl + V) the existing goblin token in each room (you probably already knew that but just letting future people who might find this post know). Thanks!
Piling on: -In Wave Echo Cave, the Flameskull should shed light. From the monster entry: “ Illumination . The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.” -In Redbrand Hideout, the Skeleton tokens do not have an AC. -In Cragmaw Hideout, Klarg is missing his “buffed hp” marker. -The lighting on Redbrand Hideout is dark; it should be well lit. From the text: “ Light. Most areas are brightly lit by oil lamps in wall sconces, refilled every few hours as needed.” -In Wave Echo Cave, the Flameskull token does not have an AC. -Glasstaff’s AC is listed as 12 per the Evil Wizard entry, but he wields a Staff of Defense which grants +1 AC. Token AC should reflect this, or at least match Sildar's format with 12 (13). -Both Glasstaff and The Black Spider NPC entries are empty character sheets listed as Barbarian 1, despite having monster entries just like the other NPCs. Perhaps this was to include their spell list (which are still not included, and Reidoth's entry belies that conclusion); regardless, their entries are incomplete. Bonus Round: DM quibbles -Grid alignment is not great. This would be perfectly acceptable for a homemade map, but it is definitely possible to be more accurate than what is done here. Same goes for Line of Sight drawing. -There are a few tokens (Skeletons in the Redbrand Hideout, Zombies in Wave Echo Cave, Venomfang) that are hidden on the GM layer with no text to support this decision. -Wave Echo Cave #20 brazier sheds light but it is not described as lit, while several other braziers clearly describe their burning coals. Cragmaw Castle #8 describes a brazier, and also specifically states that the room is completely dark. -Trees in the Ruins of Thundertree block Line of Sight, but there is not similar treatment of the stalagmites in Cragmaw Hideout and Wave Echo Cave. Given that they are called out as being able to provide cover (“ Stalagmites. These upthrust spires of rock can provide cover”), this seems like an oversight. -There are no NPC entries for Hamun Kost or Mirna Dendrar (or Agatha). Given there is significant opportunity for interaction, including giving the party a quest, they seem at least as worthy of an entry as the included NPCs.  Edit: Riley replied while I was sourcing some of these. Thanks for the response, hopefully this continues to fall under "constructive" criticism!
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Gid
Roll20 Team
Regarding the "Glasstaff" and "The Black Spider" entries those are there to be dummy entries that can be added to the PCs journals as they start to learn rumors about these two individuals early on in the campaign. The tokens on the battle maps link to their respective entries in the bestiary.