So I just finished reading through and setting up the Hidden Shrine and how I have a bunch of minor bugs listed here in my notes. Most of them aren't very noteworthy but still seem out of place all the same, and many could be considered GM preference and don't need to be fixed. It's really up to whoever to decide which of these are worth bothering with. Hidden Shrine: Martial Arts Adepts (area 22) and possibly Tecuziztecatl (area 11) should start on the GM overlay, as they are not active when players first enter the room. Tecuziztecatl might be okay, though, as its activation is not necessarily due to direct player intervention. If you were to place him on the GM layer, you would also need to create a dynamic lighting entity to represent the dim light he gives off. Hidden Shrine: There are many typos in the Will-o'-Wisp abilities block. Numerous words are separated by two spaces instead of one, and "light in a 5b to 20-foot" should be "light in a 5 to 20-foot" Hidden Shrine: It's unclear exactly where the trap in area 24 is and how it operates. This may just be because I'm dumb. Hidden Shrine: The Giant Fire Beetle NPC should not have the Illumination trait in its stat block. The Werejaguar Multiattack action refers to it as a weretiger when it should say werejaguar. Hidden Shrine: The Doppelganger in area 33 should start on the GM overlay, as it is hidden when the players first enter and attempts to attack with surprise. Sunless Citadel: There are three identical guard rooms per tribe (Areas 16 and 36), but only one per tribe is populated. All six should be populated with 3 guards each of their respective tribes. Sunless Citadel: Area 40 should have lights where the purple fungus is. Area 45 should have a light inside the yellow crack in the wall such that a sliver of it spills into the room (the yellow tint on the map). Hidden Shrine: Area 35 should be lit. Hidden Shrine: The Oni NPC (area 35) does not exist in the Hidden Shrine journal. It is instead found in the White Plume Mountain journal. Could this be related to the other commenter's journal issues and not actually be an issue with the module? Maybe me installing all of the modules to one game caused this? Hidden Shrine: The Thorn Slingers in area 38 should be on the GM layer, as they are hidden and inactive until the players begin crossing the chasm. Hidden Shrine: The Baboons in area 39 should be on the GM layer, as they are visible through the walls when using Dynamic Lighting. Hidden Shrine: The Centaur Mummy in area 49 should be on the GM layer, as it is not animated until the players attempt to leave the room through a different door. Hidden Shrine: The jade wall in area 50 should have a dynamic lighting obstruction painted on it (treat it as a door). Hidden Shrine: The Nahual (area 52) should be on the GM layer, as it resembles a statue until someone holds its scepter for 30 seconds. Furthermore, its traits and actions all refer to it as a doppelganger instead of a nahual. Hidden Shrine: The stairs in area 54 should be lined with Dynamic Lighting obstructions, as any players inside can see the entirety of the temple wall.