View Full Version : 5e Bug Reports (2021)
Zacchaeus
January 1st, 2021, 15:25
Another new year and another new bugs thread. Everything in the old thread has been updated or fixed. You can view it here https://www.fantasygrounds.com/forums/showthread.php?53217-5E-Bug-reports-(2020)
Please report bugs that you find in any 5e modules (adventures, reference modules etc) in this thread. It doesn't matter if you are seeing the bug in Classic or Unity report them in this thread. Report bugs which are specific to Unity here https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Unity
When reporting give as much information as possible as to where to find the issue.
Marquis_de_Taigeis
January 1st, 2021, 15:30
Happy New year do typos in the forum post count as bugs?:p
LordEntrails
January 1st, 2021, 16:50
Happy New year do typos in the forum post count as bugs?:p
Yes it does, but already fixed it!
Zacchaeus
January 1st, 2021, 17:39
I clearly missed something.
LordEntrails
January 1st, 2021, 19:42
I clearly missed something.
You typo'd "Biug" I fixed it :)
Zacchaeus
January 1st, 2021, 20:38
You typo'd "Biug" I fixed it :)
Jolly Good. I wonder what the chances of that were :)
fatmoocow
January 2nd, 2021, 18:41
Hello, I'd like to report that the spell "Protection from Evil and Good" in the Clockwork Magic feature (Clockwork Soul Sorcerer Subclass) is written as "Protection from Good and Evil", thus making it inaccessible (link can't be opened, the spell can't be dragged to character sheet).
Also happy new year everyone :)
Zacchaeus
January 2nd, 2021, 18:47
It's working for me. Unless it's somewhere else other than in the official UA module (I can't remember where every subclass appears - so it would be useful to mention the name of the module).
fatmoocow
January 2nd, 2021, 18:53
The module is Tasha's Cauldron to Everything - Players. Here's my screenshot:
42456
Zacchaeus
January 2nd, 2021, 18:59
Ok, I should really have remembered that since it was only a couple of monthhs ago. I'll get that fixed
fatmoocow
January 2nd, 2021, 19:06
thank you :)
andrewcr
January 3rd, 2021, 02:23
In 5e Tashas Guide
Artificer - Infuse Item List - Replicable Items (2nd- level artificer)
There is gap in the word detection - its written detectio n
Zacchaeus
January 3rd, 2021, 09:29
Noted, thanks for reporting
NuclearMonkey
January 3rd, 2021, 12:44
The sending stones as an Acquisitions Incorporated item contain the same description as in the DMG, which omits the following text unique to the AI version:
"Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone. except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used. it can't be used again until the next dawn."
Zacchaeus
January 3rd, 2021, 17:32
I'll alert the developer; thanks for the report.
Pankot
January 4th, 2021, 00:31
Hello Zacchaeus, This is per your suggestion in another post I made regarding the errata in the 5e Player's Handbook. For clarity, I noticed the section on 'Heavily Obscured' wasn't totally correct per the errata), and it made me go through the rest of the errata list to see what else needed to be fixed.
So, I'm not sure what the best way to do this is, but I thought I would reference the errata here: https://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf and then I'll just list the page numbers of the items that appear to me to need fixing. It's not perfect, since there are no page numbers in the Reference Manual in Fantasy Grounds (it's organized a bit differently), but it at least highlights the errata. Please let me know if the link doesn't work, as the rest won't make sense without it.
Again, page items (from errata) that need fixing:
p14, 24, 43, 54, 74, 75 (spells known from 1st level and higher), 98 (spells knows of 1st level and higher), 102 (Twinned spell),103, 108, 110 (Book of ancient secrets), 114 (both Your Spellbook and Spellbook), 118, 164 (Class Features), 165 (Alert and Crossbow Expert),182, 183 (both Suffocating and Vision and Light), 193, 203, 269, and 309.
If there were multiple items on the same page in the errata I specified which in parentheses. Also, I think some of them may just be how the errata was added (not word for word), so may not need changing, but some are definitely important clarifications that should be fixed in my opinion (like Prismatic Wall on 269).
Anyway, thanks in advance for your help!
rob2e
January 4th, 2021, 06:38
This will be fixed in the next update...
Zacchaeus
January 4th, 2021, 11:05
Hello Zacchaeus, This is per your suggestion in another post I made regarding the errata in the 5e Player's Handbook. For clarity, I noticed the section on 'Heavily Obscured' wasn't totally correct per the errata), and it made me go through the rest of the errata list to see what else needed to be fixed.
So, I'm not sure what the best way to do this is, but I thought I would reference the errata here: https://media.wizards.com/2018/dnd/downloads/PH-Errata.pdf and then I'll just list the page numbers of the items that appear to me to need fixing. It's not perfect, since there are no page numbers in the Reference Manual in Fantasy Grounds (it's organized a bit differently), but it at least highlights the errata. Please let me know if the link doesn't work, as the rest won't make sense without it.
Again, page items (from errata) that need fixing:
p14, 24, 43, 54, 74, 75 (spells known from 1st level and higher), 98 (spells knows of 1st level and higher), 102 (Twinned spell),103, 108, 110 (Book of ancient secrets), 114 (both Your Spellbook and Spellbook), 118, 164 (Class Features), 165 (Alert and Crossbow Expert),182, 183 (both Suffocating and Vision and Light), 193, 203, 269, and 309.
If there were multiple items on the same page in the errata I specified which in parentheses. Also, I think some of them may just be how the errata was added (not word for word), so may not need changing, but some are definitely important clarifications that should be fixed in my opinion (like Prismatic Wall on 269).
Anyway, thanks in advance for your help!
Thanks for spotting all of this. Looks like some errata which was published about 4 years ago got missed out of the update process. Things were a little chaotic at that time so it slipped through the net. Fortunately I have a WotC supplied PDF which dates from 2018 and it contained all of the corrections that you pointed to. So I've updated the PHB and you should see a revised module in a few days time. If you see anything I've missed then do let me know here.
rhagelstrom
January 4th, 2021, 22:58
Curse of Strahd
The secret doors are missing on Players Maps (LoS) for Argynvostholt
Pankot
January 5th, 2021, 02:26
Good news, thanks Zacchaeus! Glad there's an easy fix instead of someone having to go through each one.
Cheers!
Fear Grounds
January 5th, 2021, 03:45
5E- Strongholds and Followers
Paladin Mount table in the reference manual
42590
Several places through the manual, whenever a word ends with an "r" and the next word starts with an "e", the words are combined with the "R" capitalized.
42591
Zacchaeus
January 5th, 2021, 09:58
Curse of Strahd
The secret doors are missing on Players Maps (LoS) for Argynvostholt
Thanks for the report; I'll get that fixed
Zacchaeus
January 5th, 2021, 10:24
5E- Strongholds and Followers
Paladin Mount table in the reference manual
42590
Several places through the manual, whenever a word ends with an "r" and the next word starts with an "e", the words are combined with the "R" capitalized.
42591
Thanks for the report; hopefully I caught all the Re's.
Rylan Storm
January 5th, 2021, 10:42
I'm running through the SKT module before playing and, in doing so, I've noticed that a lot of the random tables aren't working as I'd really expect them to.
As an example, "04.03.163 Xantharl's Keep" contains a link to "Table: Magic Item". When I roll on this table I get a link to "Magic Item Table C" which doesn't seem to exist. The automation fails and I cannot resolve it manually.
Also, in any of the Random Encounter Tables it quite often just links you to a monster stat page instead of generating the encounter.
At the moment it seems very much like "As you round the bend you find.....hmmn.....ok......let me look.....ok and let me roll here.....and then I move them there and, right, I'll need some tokens, now I can move them to the combat tracker"
Is this a common thing? Every other random table I've used in other modules has automated the whole process.
Trenloe
January 5th, 2021, 10:48
I'm running through the SKT module before playing and, in doing so, I've noticed that a lot of the random tables aren't working as I'd really expect them to.
...
...
I've moved this post to the 5E bug report threads. Please post issues with official 5E products in this thread - it makes it more likely that the relevant dev will see the issue and address it.
Zacchaeus
January 5th, 2021, 11:03
I'm running through the SKT module before playing and, in doing so, I've noticed that a lot of the random tables aren't working as I'd really expect them to.
As an example, "04.03.163 Xantharl's Keep" contains a link to "Table: Magic Item". When I roll on this table I get a link to "Magic Item Table C" which doesn't seem to exist. The automation fails and I cannot resolve it manually.
Also, in any of the Random Encounter Tables it quite often just links you to a monster stat page instead of generating the encounter.
At the moment it seems very much like "As you round the bend you find.....hmmn.....ok......let me look.....ok and let me roll here.....and then I move them there and, right, I'll need some tokens, now I can move them to the combat tracker"
Is this a common thing? Every other random table I've used in other modules has automated the whole process.
Magic Item Table C is in the Dungeon Master's Guide; so you'll need to own that module and have it open in the campaign in order for that roll to work properly. If you don't own that module you'll need to adjust the treasure parcel to add in your own items as needed.
For the random encounters you need to click the 'Generate' button at the bottom of the window which opens when you click the link. This will create the random encounter which acts like a normal encounter that can be added as normal to the Combat Tracker. You will need to drag the NPCs from the CT onto a map if you are using a map for the encounter (many of the random encounters don't have specific maps - but see here (https://www.fantasygrounds.com/forums/showthread.php?34534-Storm-King-s-Thunder-Maps) for some more SKT maps)
For more information on treasure parcels and random encounters as well as some other stuff about how to run the module and how it is organised read the 'Conversion Notes' section in the refrence manual or story entry.
Rylan Storm
January 5th, 2021, 11:30
Thanks Zacchaeus.
Is referring to the DMG a common thing in the WotC modules? I own the DMG in hardback form and I can manage if it comes up once or twice. I'd have to reconsider if it happens a lot
Zacchaeus
January 5th, 2021, 11:46
It depends on the module. It does come up fairly frequently in SKT but seldom in others.
chlmz
January 5th, 2021, 15:12
Hi. I do not know if my thread from yesterday was deleted, or I simply did not post it right.
Since yesterday I have been trying to create a Warlock (hexblade), but the Features, expanded spells, and other abilities are not appearing in the character sheet or being accessible. cannot get the shield spell for example that would be available for the hexblade.
tried with other warlock specialization and the same happened.
I assume that it is a bug in the system.
hope we can solve this
thanks
Zacchaeus
January 5th, 2021, 16:40
I moved your post to here https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)
Comradovich
January 5th, 2021, 17:45
FGU Version: 4.0.6 ULTIMATE (2020-12-23)
Product: Pipyap's Guide to all of the Nine Hells
System: D&D 5E
Detailed Description: When playing through the adventures contained in this module, there are two links to the stat sheet for Grazulkul the bone devil in "Reunited and it feels so good". One link is before the players are transported to the prime material plane and the second is right afterwards. Both links to Grazulkul lead to a "<<New Personality>>" NPC stat sheet with all 10s for stats. This was probably a placeholder that the creator just forgot to fill in.
Trenloe
January 5th, 2021, 17:55
FGU Version: 4.0.6 ULTIMATE (2020-12-23)
Product: Pipyap's Guide to all of the Nine Hells
System: D&D 5E
Detailed Description: When playing through the adventures contained in this module, there are two links to the stat sheet for Grazulkul the bone devil in "Reunited and it feels so good". One link is before the players are transported to the prime material plane and the second is right afterwards. Both links to Grazulkul lead to a "<<New Personality>>" NPC stat sheet with all 10s for stats. This was probably a placeholder that the creator just forgot to fill in.
I've moved this post to the 5E bug report threads. Please post issues with official 5E products in this thread - it makes it more likely that the relevant dev will see the issue and address it. Thanks!
Zacchaeus
January 5th, 2021, 18:10
FGU Version: 4.0.6 ULTIMATE (2020-12-23)
Product: Pipyap's Guide to all of the Nine Hells
System: D&D 5E
Detailed Description: When playing through the adventures contained in this module, there are two links to the stat sheet for Grazulkul the bone devil in "Reunited and it feels so good". One link is before the players are transported to the prime material plane and the second is right afterwards. Both links to Grazulkul lead to a "<<New Personality>>" NPC stat sheet with all 10s for stats. This was probably a placeholder that the creator just forgot to fill in.
No, it's because the creator had Spine Devil in the link instead of Bone Devil. I'll get that fixed.
chlmz
January 5th, 2021, 20:39
thanks!
joefour
January 7th, 2021, 00:05
Hi, in the LMoP module, there are several places in the Story pages where there's a link to "Rulebook: Cover" that just goes to the Mordenkainen's Tome of Foes cover page. When this happens there's no 'back' navigation button available. The places I've seen this so far are in Cragmaw: General Features, 1. Cave Mouth, 2. Goblin Blind.
When I unloaded the MToF module it worked as intended (showed the rulebook page that it should show).
Zacchaeus
January 7th, 2021, 00:30
Welcome to FG.
I’m not sure I can do anything about that. The link is pointing to a reference page with the name cover. It will pop up the first such page that it comes to and that will depend on which modules you have open. It should of course open the page from the PHB or from the basic rules. I’ll have a look and see if I can maybe change the name of the ref page, but I suspect there are a few such links which might not hit the right place and there are a lot of modules now with likely similar page names.
joefour
January 7th, 2021, 01:08
Thanks for getting back so quickly! I suspect there's really not a great answer to this as you point out because of the redundant use of page names. However the 'back' functionality would be great, even when it's working as intended, because you have to start over (so to speak) if you do click on a reference link such as the one I mentioned (cover).
Zacchaeus
January 7th, 2021, 09:55
Thanks for getting back so quickly! I suspect there's really not a great answer to this as you point out because of the redundant use of page names. However the 'back' functionality would be great, even when it's working as intended, because you have to start over (so to speak) if you do click on a reference link such as the one I mentioned (cover).
When you click the link it should pop out the page linked to in a separate window. Are you not seeing that? (This is in Unity - Classic may be different).
joefour
January 7th, 2021, 13:25
I think the issue here, somehow, was the way I got to the link. First I clicked on images/maps. I opened the Sword Coast map. Then I clicked on the link for Goblin Ambush. Clicking forward through the adventure from here, when I got to Cragmaw: General Features then clicked Cover, the Cover page opened and the previous window was gone. If I click the 'back' button I get Making an Attack. I got the same result clicking on the pin for Cragmaw Castle.
Not a huge deal but figured it was worth reporting.
(Oh and yes - in Unity)
Zacchaeus
January 7th, 2021, 14:35
Ah, right. Yes. Opening a pinned link will just open the page that it is linked to (rather than opening the reference manual as a whole) and if you click links in that page then it will replace the existing page.
Atreides Ghola
January 11th, 2021, 15:51
Descent into Avernus
In the Path of Devils (Chapter 3, Avernus) Reference Manual entry for Arkhan's Tower, there are three encounters: Guards, Reception Committee, and Additional Defenders.
Both the Guards encounter and the Reception Committee encounter open the same encounter (Guards, with 50 skeletons, 30 zombies, and Obatala).
The Reception Committee encounter should be Krull and his 4 Ghouls.
EDIT looks like BB code for spoilers doesn't work?
Zacchaeus
January 11th, 2021, 17:48
Thanks; I'll add that to my list. I don't see an option for spoiler tags in the tag list - so I assume that's not supported.
spoonhead
January 12th, 2021, 06:06
I'll post again, seeing as this still isn't fixed since October when first reported.
Can you fix ALL the player maps for the Kobold Press module Empire of the Ghouls (5e). For some reason, you downsized all the maps in an FG update (20 October 2020) so that they are worse than useless as player maps. I also submitted all the LoS information in September, but again as this wasn't included in the file, my campaign was also effectively ruined. Luckily I had a backup of the original vault file, and I'm able to copy back the old version to continue my game after every update.
You can clearly see the effect of the downsizing of the maps has had, as I created LoS info on the original maps. Any chance that this can be sorted please?
42802
I also know that another user has actually bought the VTT maps from Kobold direct so that he can also play the game in FGU.
Zacchaeus
January 12th, 2021, 09:31
As far as I know this is still being worked on by the developer. Sorry I have no further information or timescale for you, but I'll contact the developer again and see what is going on.
fatmoocow
January 13th, 2021, 04:12
Hi Zaccheus and Devs,
Currently, when you add the spellcaster sidekick class (either by drag and drop or character wizard) it is treated as full caster instead of half caster. As far as I know, this is controlled by whether the Spellcasting feature appears in the 1st or 2nd level, but I find that the Artificer is correctly identified as a half caster although the class gains Spellcasting in the 1st level. Is it possible for the spellcaster sidekick to get the same treatment?
Zacchaeus
January 13th, 2021, 09:07
Hi Zaccheus and Devs,
Currently, when you add the spellcaster sidekick class (either by drag and drop or character wizard) it is treated as full caster instead of half caster. As far as I know, this is controlled by whether the Spellcasting feature appears in the 1st or 2nd level, but I find that the Artificer is correctly identified as a half caster although the class gains Spellcasting in the 1st level. Is it possible for the spellcaster sidekick to get the same treatment?
That would require a change of code in the ruleset - which Moon Wizard did to accommodate the artificer. For Sidekicks you can change the caster type as described in this video https://www.fantasygrounds.com/forums/showthread.php?63715-Videos-for-Tasha&p=557113#post557113
fatmoocow
January 13th, 2021, 09:25
That would require a change of code in the ruleset - which Moon Wizard did to accommodate the artificer. For Sidekicks you can change the caster type as described in this video https://www.fantasygrounds.com/forums/showthread.php?63715-Videos-for-Tasha&p=557113#post557113
Alright, understandable, thanks for your answer and videos.
cas206
January 14th, 2021, 15:30
Icewind Dale: Rime of the Icemaiden.
02.20.09.01 O1. Bunker
"...Brojk...heavy crossbow..."
Brojk in the encounter appears to be a standard Duergar stat block which does not include a heavy crossbow as part of their actions.
superteddy57
January 14th, 2021, 16:12
Icewind Dale: Rime of the Icemaiden.
02.20.09.01 O1. Bunker
"...Brojk...heavy crossbow..."
Brojk in the encounter appears to be a standard Duergar stat block which does not include a heavy crossbow as part of their actions.
Thanks for pointing that out. That will be updated in the next Tuesday Update.
Paperclipkiller
January 15th, 2021, 22:45
D&D Explorers Guide to Wildemount
The NPC "Merrow Shallowpriest" only has the Harpoon Action. The Lightning Bolt Action isn't separated from it.
Griogre
January 15th, 2021, 23:24
Minor typos. I was doing some NPC parsing and noticed two things for the PH, DMG, MM, XGtE, MToF:
1) For monsters only the first word of Size type, alignment are capitalized, ie Large beast , unaligned. However for all Traps and Hazards the type is capitalized, ie Large Trap , unaligned. To be consistant you ought to capitalize those FG only npcs the same as the WotC ones (though I would understand why you wouldn't bother). This is a data / parser issue.
2) Your comma between type and alignment for *all* npcs has a space before it, ie "Large Trap , unaligned" and "Medium humanoid (quaggoth) , chaotic neutral" should be "Large Trap, unaligned" and Medium humanoid (quaggoth), chaotic neutral". This is a programming issue.
Griogre
January 15th, 2021, 23:30
Hoard of the Dragon Queen -> Bullywug -> Other tab the first paragraph is split up into 3 paragraphs, ie
Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when
they can, but they flee from serious threats to search for
easier prey.
should be just one paragraph.
Griogre
January 15th, 2021, 23:38
Oh, almost forgot:
Hoard of the Dragon Queen -> Mere Lizard -> Other tab. The first line: "h;Giant Lizard" was probably supposed to be a header.
Zacchaeus
January 16th, 2021, 09:56
Minor typos. I was doing some NPC parsing and noticed two things for the PH, DMG, MM, XGtE, MToF:
1) For monsters only the first word of Size type, alignment are capitalized, ie Large beast , unaligned. However for all Traps and Hazards the type is capitalized, ie Large Trap , unaligned. To be consistant you ought to capitalize those FG only npcs the same as the WotC ones (though I would understand why you wouldn't bother). This is a data / parser issue.
You are quite right I am disinclined to change that in every module ever. I'll try to remember going forward though.
2) Your comma between type and alignment for *all* npcs has a space before it, ie "Large Trap , unaligned" and "Medium humanoid (quaggoth) , chaotic neutral" should be "Large Trap, unaligned" and Medium humanoid (quaggoth), chaotic neutral". This is a programming issue.
Six years it has taken for someone to notice this. I don't know why that happens, but I'll see if it can be fixed.
Zacchaeus
January 16th, 2021, 10:14
Hoard of the Dragon Queen -> Bullywug -> Other tab the first paragraph is split up into 3 paragraphs, ie
Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when
they can, but they flee from serious threats to search for
easier prey.
should be just one paragraph.
Oh, almost forgot:
Hoard of the Dragon Queen -> Mere Lizard -> Other tab. The first line: "h;Giant Lizard" was probably supposed to be a header.
These I can fix, Thank for the reports.
LordQ96
January 17th, 2021, 17:46
Hello, I am not sure if this has been reported but in Tasha Cauldron of Everything the spells Summon Fiend, Summon Undead, and Summon Shadowspawn have their links to the templates mixed up. The template links for shadowspawn are in the undead spell. The Fiend template links are in the shadowspawn spell and the undead template links arent in any of the spells the Summon Fiend has no links at all.
Zacchaeus
January 17th, 2021, 22:20
Hello, I am not sure if this has been reported but in Tasha Cauldron of Everything the spells Summon Fiend, Summon Undead, and Summon Shadowspawn have their links to the templates mixed up. The template links for shadowspawn are in the undead spell. The Fiend template links are in the shadowspawn spell and the undead template links arent in any of the spells the Summon Fiend has no links at all.
Thanks for the report; I'll get that fixed.
Sgt.Rock008
January 19th, 2021, 16:33
Hoard of the Dragon Queen LoS occluders missing.
Skyreach Castle Lower Courtyard - Wall section missing from Cultist barracks
Skyreach Castle Upper Courtyard - Wall section missing from Blagothkus' Tower
Castle Naerytar Ground level - wall section missing from west inner courtyard, some wall occluders extend into door.
Zacchaeus
January 19th, 2021, 17:41
Hoard of the Dragon Queen LoS occluders missing.
Skyreach Castle Lower Courtyard - Wall section missing from Cultist barracks
Skyreach Castle Upper Courtyard - Wall section missing from Blagothkus' Tower
Castle Naerytar Ground level - wall section missing from west inner courtyard, some wall occluders extend into door.
Thanks for the report; got it all fixed and should be in next weeks update.
MassSailor
January 23rd, 2021, 05:38
Volo's Guide to Monsters - minor typo
Illithilich - "Other" tab lists NPC name at top as Alhoon.
rob2e
January 23rd, 2021, 08:01
Tome of Beasts 2 is listed as REFERENCE rather than SUPPLEMENT (like the other two books). It would be AMAZING if that could be changed to Supplelemt for consistency.
https://cdn.discordapp.com/attachments/248168089407979530/802447206761234462/unknown.png
Jiminimonka
January 23rd, 2021, 08:48
Tome of Beasts 2 is listed as REFERENCE rather than SUPPLEMENT (like the other two books). It would be AMAZING if that could be changed to Supplelemt for consistency.
https://cdn.discordapp.com/attachments/248168089407979530/802447206761234462/unknown.png
Supplelemnt? WTF Rob2e is that French? ;):confused::D:D
rob2e
January 23rd, 2021, 09:05
Supplelemnt? WTF Rob2e is that French? ;):confused::D:D
Oui.
Zacchaeus
January 23rd, 2021, 09:29
Volo's Guide to Monsters - minor typo
Illithilich - "Other" tab lists NPC name at top as Alhoon.
That's correct; it is an Alhoon variant. The first part of the text is a description of an Alhoon and the variant details are contained further down.
Ecks
January 25th, 2021, 16:15
This happens in FG Unity but not in FG Classic.
If I open the "Vegepygmies" page in the Reference Manual for Volo's Guide to Monsters, I get the following error in the console:
[1/25/2021 8:05:42 AM] [ERROR] Script execution error: [string "ref/scripts/ref_blocklayoutmanager.lua"]:163: setFrame: Specified frame does not exist.
The error happens every time I navigate to this page in the reference manual.
To recreate:
Create new campaign (or use existing)
Load Volo's Guide to Monsters
Open Reference Manual page "Vegepygmies" in Chapter 3: Bestiary
FGU v4.0.8
5E ruleset
No extensions
Windows 10
superteddy57
January 25th, 2021, 16:32
MOD: Moved to 5e forums as this is an issue with the module and not with FGU itself.
Zacchaeus
January 25th, 2021, 16:38
Not sure if this belongs in 5E forum or here, sorry if the wrong place. This happens in FG Unity but not in FG Classic.
If I open the "Vegepygmies" page in the Reference Manual for Volo's Guide to Monsters, I get the following error in the console:
[1/25/2021 8:05:42 AM] [ERROR] Script execution error: [string "ref/scripts/ref_blocklayoutmanager.lua"]:163: setFrame: Specified frame does not exist.
The error happens every time I navigate to this page in the reference manual.
To recreate:
Create new campaign (or use existing)
Load Volo's Guide to Monsters
Open Reference Manual page "Vegepygmies" in Chapter 3: Bestiary
FGU v4.0.8
5E ruleset
No extensions
Windows 10
Yep, I see the problem and I'll get that fixed for the next update. Thanks for the report
moxou
January 25th, 2021, 22:46
Hello
I've got a PC who chose twice (by mistake) the observant feat (witch add +5 to passive perception) but when he remove one of the feat entry, the bonus did not vanish
How can I edit it ?
Tks
Guillaume
moxou
January 25th, 2021, 22:50
Hello
I've got a PC who chose twice (by mistake) the observant feat (witch add +5 to passive perception) but when he remove one of the feat entry, the bonus did not vanish
How can I edit it ?
Tks
Guillaume
Found on the forum under passive perception - CTRL clic on the bonus and wheel
YouWinAFREEiPOD
January 31st, 2021, 07:43
Dungeons & Dragons vs Rick & Morty problems
https://www.fantasygrounds.com/forums/showthread.php?65647-D-amp-D-vs-Rick-amp-Morty-has-unfinished-map-elements&p=575078
I just bought the module on Steam and put a test player on the dungeon map to see how it was. It's completely unfinished.
43367
Only a fraction of the doors are placed on the map and absolutely no walls are on the map whatsoever. My test player can see the entire dungeon.
Also I don't know if this is only on my end, but almost every page of The Lost Dungeon of Rickedness resource manual / map reference has a number of messed up characters somewhere in the text. If this is from the module itself then it looks like whoever converted this content didn't proofread it at all, because this problem is everywhere.
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Probably important to know: the only thing that I had messed with before posting was beginning the legwork of uncensoring some text. In this second screenshot, I had actually already removed some of the text glitches, so you're not seeing all of them. There were a fair number of problems with the text that gets shown to players before I removed it, but I stopped because it was obvious that I would be spending ALOT more time trying to fix this. It made more sense to show off that something is wrong before wasting much more my time.
This module is just not playable out of the box.
Zacchaeus
January 31st, 2021, 09:51
Yep, saw your previous post. Thanks for the report.
humby
February 1st, 2021, 07:49
On the "Beholder Complete" table in Volo's guide to Monsters, the first column references "[Body and Skin]" - it appears that this should be "[Beholder Body and Skin]".
Zacchaeus
February 1st, 2021, 09:36
On the "Beholder Complete" table in Volo's guide to Monsters, the first column references "[Body and Skin]" - it appears that this should be "[Beholder Body and Skin]".
It could be that or it's fine as just Body and Skin.
humby
February 1st, 2021, 13:02
It could be that or it's fine as just Body and Skin.
Sorry, realised that was not as clear as I thought - the "Beholder Complete" table refers to "[Body and Skin]" but the actual table that it should be rolling on is called "Beholder Body and Skin".
Zacchaeus
February 1st, 2021, 14:59
Sorry, realised that was not as clear as I thought - the "Beholder Complete" table refers to "[Body and Skin]" but the actual table that it should be rolling on is called "Beholder Body and Skin".
Ah, ok. Yes you are correct in that. I'll get that fixed idc.
Atreides Ghola
February 1st, 2021, 22:19
In Rime of the Frostmaiden, the NPC sheet for Nass Lantomir opens up a new image when you click on it, instead of opening the artwork.
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superteddy57
February 2nd, 2021, 08:44
In Rime of the Frostmaiden, the NPC sheet for Nass Lantomir opens up a new image when you click on it, instead of opening the artwork.
43404
A fix will be incoming with the Tuesday update.
Yupjin
February 2nd, 2021, 17:44
SUPPORT-9458 Off-Hand Dagger damage type is “unspecified”
The player attacked a NPC with immunity to piercing. The chat showed "damage type: unspecified", and the NPC took damage. I checked for typos, but didn't see any. When they selected "1" or "2" for the hand, the damage type was correct, and the NPC took no damage.
Caveat: I'm going from memory that it said "damage type: unspecified". But when the primary or two-handed was selected, it said "damage type: piercing", and that worked as expected.
Version? Whatever was updated when we played Jan 29, 2021.
BTW ... Do you prefer bugs get posted here first before going straight to the bug report tool?
Zacchaeus
February 2nd, 2021, 20:11
SUPPORT-9458 Off-Hand Dagger damage type is “unspecified”
The player attacked a NPC with immunity to piercing. The chat showed "damage type: unspecified", and the NPC took damage. I checked for typos, but didn't see any. When they selected "1" or "2" for the hand, the damage type was correct, and the NPC took no damage.
Caveat: I'm going from memory that it said "damage type: unspecified". But when the primary or two-handed was selected, it said "damage type: piercing", and that worked as expected.
Version? Whatever was updated when we played Jan 29, 2021.
BTW ... Do you prefer bugs get posted here first before going straight to the bug report tool?
This thread is for bug reports that are specific to 5e modules (adventures, rulebooks, reference guides etc). The bug you are talking about is a ruleset error and I'm fairly sure that either it has been fixed or it is on a list to be fixed. Bugs such as you mention should be posted here if you are using Unity https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Unity or here if using Classic https://www.fantasygrounds.com/forums/forumdisplay.php?41-The-House-of-Healing-Classic
Moon Wizard
February 3rd, 2021, 22:55
The fix is coming for the untyped, off-hand damage issue. It's part of a much larger set of ruleset updates currently scheduled for mid-to-late February.
Regards,
JPG
GKEnialb
February 5th, 2021, 23:26
I love the Kobold Press products, but Deep Magic's implementation in FGU is very disappointing - seems that every session I find a new issue. I've sent emails on each to Kobold Press, but no action has been taken (some I sent shortly after Deep Magic was released), so I figured it wouldn't hurt to start a thread here to track them. Here's what I've found so far (some minor, some some with workarounds, some with no workarounds):
• In the Deep Magic Fantasy Grounds module, Treasure Chasm is listed as a cantrip, while in the Deep Magic book, Treasure Chasm is a 2nd level spell.
• In the Deep Magic Fantasy Grounds module, Alter Arrow’s Fortune only has text and no effect.
• Uncanny Avoidance should have an effect of: “Uncanny Avoidance; (C); GRANTDISATK; [SINGLES]”
• Outflanking Boon should have an effect of “GRANTADVATK; (C)”
• Lovesick should have an effect of “Lovesick; (C)”
• Laugh in the Face of Fear is “Laugh in the Face Fear” in Fantasy Grounds.
• Desiccating Breath is spelled “Dessicating Breath” in Fantasy Grounds.
• Wind of the Hereafter is spelled “Wind of the Hearafter” in Fantasy Grounds and the description stars with a spurious “a tomb) “.
• I noticed that on some levels of some classes, features are being added which do not belong to that class / archetype. I recreated this with the White Necromancer arcane tradition of Wizard as follows (with nothing loaded in FGU other than the Player’s Handbook and Deep Magic):
2nd level:
White Necromancy – correct
Necromancy Savant – correct
Lore of Life and Death – correct
Rebuke Death - correct
6th level:
White Necromancy – correct
Terrible Power – incorrect (from Doomsayer)
Communion at the Crossroads – incorrect (from Master of Fiends)
10th level:
Life Bond – correct
Powerful Echo – incorrect (from Void Caster)
14th level:
Protect Life – correct
Moderator: moved to 5e bug reports
Zacchaeus
February 6th, 2021, 00:34
The effects won’t happen unless Moon Wizard hard coded them into the ruleset since the parser won’t pick up on the examples above.
I’ll see the developer gets to know about the other stuff.
GKEnialb
February 6th, 2021, 00:40
Awesome. Thanks!
Miridarna
February 8th, 2021, 02:42
I bought the UA module a while back, because one player specifically was wanting to play an Oath of Heroism pally - we noticed after the last big update, there is no longer any kind of Paladin entry in the UA module. What happened to it?
LordEntrails
February 8th, 2021, 04:15
I bought the UA module a while back, because one player specifically was wanting to play an Oath of Heroism pally - we noticed after the last big update, there is no longer any kind of Paladin entry in the UA module. What happened to it?
MOD: Moved to Bug reports thread for best visibility.
Zacchaeus
February 8th, 2021, 15:26
I bought the UA module a while back, because one player specifically was wanting to play an Oath of Heroism pally - we noticed after the last big update, there is no longer any kind of Paladin entry in the UA module. What happened to it?
Nothing. It's still there. Make sure that you are using the players module and also check that you don't have an old UA module in your modules folder. If so delete it.
selrivan
February 9th, 2021, 01:18
Things that I have noticed in the 5e DMG which became apparent when I was generating Magic Items for Sale from 1.10.01 Buying and Selling Magic Items entry in Ghosts of Saltmarsh:
Magic Item Table A, the second item (51-60) in the list is a link to the Spell Scroll (cantrip) table rather than the reference to the table
Magic Item Table B, the ninth and tenth items (55-59) and (60-64) in the list are links to the Spell Scroll (2nd Level) and Spell Scroll (3rd Level) tables rather than references to the table
Magic Item Table C, the twelfth item (68-72) in the list is a link to the Spell Scroll (5th Level) table rather than a reference to the table
Magic Item Table E, the fourth item (71-85) in the list is a link to the Spell Scroll (9th Level) table rather than a reference to the table
This results in "Spell Scroll (9th Level)" being output in the Story item rather than a roll on the table for Magic Item Table E for instance.
Locotomo
February 9th, 2021, 12:18
Hi there, I already posted this on Discord, but maybe this is the better place :)
I found some errors in the "Rime of the Frostmaiden" modul.
Appendix E is blank. In the Overview 00.01.00 (Contents).
NPC´s 10.03.00 Appendix C: Creatures : Gnome Squidling is a blank sheet.
00.01.00(Contents) Appendices - 10.01.00 Appendix A : Icewind Dale "Tinkets" is also empty.
Regards, Loco
superteddy57
February 9th, 2021, 15:32
Thank you for the report. An update will be pushed with the Tuesday update.
Zacchaeus
February 9th, 2021, 15:36
Things that I have noticed in the 5e DMG which became apparent when I was generating Magic Items for Sale from 1.10.01 Buying and Selling Magic Items entry in Ghosts of Saltmarsh:
Magic Item Table A, the second item (51-60) in the list is a link to the Spell Scroll (cantrip) table rather than the reference to the table
Magic Item Table B, the ninth and tenth items (55-59) and (60-64) in the list are links to the Spell Scroll (2nd Level) and Spell Scroll (3rd Level) tables rather than references to the table
Magic Item Table C, the twelfth item (68-72) in the list is a link to the Spell Scroll (5th Level) table rather than a reference to the table
Magic Item Table E, the fourth item (71-85) in the list is a link to the Spell Scroll (9th Level) table rather than a reference to the table
This results in "Spell Scroll (9th Level)" being output in the Story item rather than a roll on the table for Magic Item Table E for instance.
I wonder how that's stuck around for so long; I'll get that fixed.
Grimacus
February 11th, 2021, 09:23
I think this has been reported earlier but didn't find it anymore. Anyways problem persist so I report it here again.
In Dragon Heist module, Waterdeep Map scans are misaligned and stripes of map are missing. It Wouldn't be a huge problem, but some of the key areas of adventure are quite near the missing stripe (ie. Yawning Portal). To stich the map togheter there should be bit of overlap on the edges of scans, instead of missing stripes. I will attach examples here.
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43631
43632
Zacchaeus
February 11th, 2021, 13:34
Yes, that map presented a lot of problems because of its size. Its very difficult to gauge where you are cropping a map and extremely difficult to ensure there is any kind of overlap as well as making sure that the maps are all the same size. Also of course Unity didn't exist when it was produced so there was no possibility of merging the map up in Classic. I did consider at the time including a complete map but after various experiments I gave up since the resolution was too low and all the detail got lost; so it was pointless. I'll have a look when I get time to see if there is anything further I can do. And you are the oonly person to have noticed so far :)
Griogre
February 12th, 2021, 08:47
Tome of Beasts, Bagienik, Other Tab, Unpredictable Moods paragraph has 3 "\r"s that should probably be replaced with line feeds or spaces. There is 1 "\r" in the next Acid Oils paragraph as well.
Griogre
February 12th, 2021, 09:21
Tome of Beasts, Clockwork Beetle Swarm.
Trait called "Bite" has "null Condition Resistances charmed, frightened, paralyzed, petrified, prone, restained, stunned". The trait was probably supposed to be called "Condition Immunities" and list the conditions.
Griogre
February 12th, 2021, 09:44
Creature Codex, Dark Eye
Traits, Gaze of Shadows; "hen a creature..." should be "When a creature..."
Actions, Multiattack; "he dark eye..." s/b "The dark eye..."
Zacchaeus
February 12th, 2021, 10:55
Thanks for the repost; I'll see that the developers gets to know.
mdrichey
February 12th, 2021, 22:27
Dungeon of the Mad Mage, level 10, LOS definitions, door to area 6b should be a secret door, not a regular door.
Grimacus
February 13th, 2021, 21:40
Yes, that map presented a lot of problems because of its size. Its very difficult to gauge where you are cropping a map and extremely difficult to ensure there is any kind of overlap as well as making sure that the maps are all the same size. Also of course Unity didn't exist when it was produced so there was no possibility of merging the map up in Classic. I did consider at the time including a complete map but after various experiments I gave up since the resolution was too low and all the detail got lost; so it was pointless. I'll have a look when I get time to see if there is anything further I can do. And you are the oonly person to have noticed so far :)
This would be awesome to get full scan of the map. Unity is performing really nicely and players behind bad connections and very mediocre hardware can handle full map with 6 parts combined easily.
ValerionWolf
February 14th, 2021, 16:49
In Rime of the Frostmaiden Nildar Sunblight is a CR 1 with 4d8+8 hp, but the stat block has him as 226 hp.
superteddy57
February 14th, 2021, 18:02
Thank you for the report. Was a typo. Will be updated with the Tuesday update.
Griogre
February 16th, 2021, 21:25
Tome of Beasts, Suturefly, Other Tab, "Seek Out Curses" paragraph, "\rWhen attacking..." \r should be fixed/removed.
Edit: Also
ToB, Xanka, Other Toab, "Cleaning Constructs" paragraph, "\rXnaka are..." same problem.
Zacchaeus
February 16th, 2021, 21:37
Tanks for the report/ Added to my list.
Griogre
February 16th, 2021, 22:06
Tome of Beasts, Bucca, Innate Spells, Ensnaring strike (3/day). The "ensnaring strike" (ranger) spell is missing from the list of Innate Spells
mdrichey
February 20th, 2021, 17:29
Dungeon of the Mad Mage, level 10, LOS definitions, door to area 6b should be a secret door, not a regular door.
Just making sure this was seen, as no acknowledgment was received.
Zacchaeus
February 20th, 2021, 17:37
Just making sure this was seen, as no acknowledgment was received.
Yes, I saw it. Sorry I didn't acknowledge.
LordEntrails
February 20th, 2021, 23:28
Just making sure this was seen, as no acknowledgment was received.
It was a secret, you didn't give the special handshake so we didn't know you were allowed to know!
Ecks
February 22nd, 2021, 16:56
In Curse of Strahd, the Reference Manual page COS 00 -> Introduction:
Far below, yet not beyond his ken should read "Far below, yet not beyond his keen eyesight".
This is also in the same story entry 00.04 Introduction.
mdrichey
February 22nd, 2021, 17:12
In Curse of Strahd, the Reference Manual page COS 00 -> Introduction:
should read "Far below, yet not beyond his keen eyesight".
This is also in the same story entry 00.04 Introduction.
Where are you getting "keen eyesight" from? "Ken" is the way it appears in print.
If you are not familiar with this word, see https://www.merriam-webster.com/dictionary/ken
Ecks
February 22nd, 2021, 17:23
Where are you getting "keen eyesight" from? "Ken" is the way it appears in print.
That's what I get for not checking the book, I was looking at the back cover text which is similar and uses that wording. Disregard.
mdrichey
February 22nd, 2021, 17:27
That's what I get for not checking the book, I was looking at the back cover text which is similar and uses that wording. Disregard.
That is silly that they change "ken" to "keen eyesight" on the back cover.
Ecks
February 23rd, 2021, 01:50
In Odyssey of the Dragonlords, in the Player's module there are places where apostrophes and em dashes are instead shown as an invalid character / little square in FGU. I thought I saw a post that this was fixed, perhaps the player's module was missed?
You can see an example in the Players module Reference Manual, Chapter 1, The History of Thylea:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=44167
Zacchaeus
February 23rd, 2021, 14:40
Thanks, I'll make sure the developer gets to know.
rob2e
February 24th, 2021, 00:30
In Odyssey of the Dragonlords, in the Player's module there are places where apostrophes and em dashes are instead shown as an invalid character / little square in FGU. I thought I saw a post that this was fixed, perhaps the player's module was missed?
You can see an example in the Players module Reference Manual, Chapter 1, The History of Thylea:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=44167
Hmm, this was specifically fixed in December.
vein
February 24th, 2021, 12:44
Hello, I'm reporting some bug in fantasy grounds unity in steam discussion, and someone suggested me to post here. (hope i went to right place).
anyways, this is what i wrote in steam :
I know there is a feature that we write some syntax in NPC action to make it click-able from combat tracker.
The problem is somehow my FG(core) and FG(unity) auto formating the text in combat tracker, thus make the text is un-clickable. (It replace all uppercase with lowercase)
E.g :
I write : Bite [M] [ATK: +5] [DMG: 1d8+3]
it shows : Bite [m] [atk: +5] [dmg: 1d8+3]
I write : bite [M] [Attack:+3]
it shows : Bite [m] [attack:+3]
it's a bug? or somehow my windows settings auto-formatting the text?
44222
44223
superteddy57
February 24th, 2021, 13:02
FG expects a certain syntax when inputting automation for attacks. Here is an example of an attack from a pre-made NPC.
44225
The window in the right is the proper way to setup an attack with the name of the attack in the title and "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage." in the body.
Ex
Melee/Ranged Weapon/Spell Attack: +-# to hit, reach # ft., one target. Hit: # (#d# +- #) <type of damage> damage.
The method you elected would be great to add a impromptu attack directly to the NPC after hitting enter on the last line of the last attack in the CT. You can input the first Bite attack onto that line to roll. I would suggest using the first method of adding attacks to custom NPCs. You can get more information here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/721028/5E+NPCs+and+Encounters
vein
February 24th, 2021, 13:23
FG expects a certain syntax when inputting automation for attacks. Here is an example of an attack from a pre-made NPC.
44225
The window in the right is the proper way to setup an attack with the name of the attack in the title and "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage." in the body.
Ex
Melee/Ranged Weapon/Spell Attack: +-# to hit, reach # ft., one target. Hit: # (#d# +- #) <type of damage> damage.
The method you elected would be great to add a impromptu attack directly to the NPC after hitting enter on the last line of the last attack in the CT. You can input the first Bite attack onto that line to roll. I would suggest using the first method of adding attacks to custom NPCs. You can get more information here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGU/pages/721028/5E+NPCs+and+Encounters
Can you help me by showing what you write on NPC template page, especially on NPC action?
because my problem is when I write proper syntax on NPC action, it changes the syntax once I dragged the NPC to combat tracker.
44226
superteddy57
February 24th, 2021, 14:03
It will change the attack line once it gets put on the combat tracker to this format:
Bite [M] [ATK: +5] [DMG: 1d8+3]
If you setup the attack on the NPC record with this format:
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
You can also see this format with pre-made NPCs. Also the link I provided can assist as well.
Zacchaeus
February 24th, 2021, 14:09
You are trying to add effects to the NPC rather than the wording which FG expects. See here for more information on the text strings that are required https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters#Weapon-Attacks
So in your case you want - Bite attack. Melee Weapon Attack: +3 to Hit, reach 5ft., one target. Hit: 8 (2d6 +2) slashing damage.
vein
February 24th, 2021, 15:12
It will change the attack line once it gets put on the combat tracker to this format:
Bite [M] [ATK: +5] [DMG: 1d8+3]
If you setup the attack on the NPC record with this format:
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
You can also see this format with pre-made NPCs. Also the link I provided can assist as well.
Thank you, problem solved.
so I misunderstood the function, since the click-able function are located in same line as the title, I tried to input the syntax on title. But I was wrong.
superteddy57
February 24th, 2021, 17:09
Thank you, problem solved.
so I misunderstood the function, since the click-able function are located in same line as the title, I tried to input the syntax on title. But I was wrong.
No worries, glad to help sort it out. We all started somewhere. :)
vegaserik
February 26th, 2021, 11:48
The Ultramodern 5e Redux, Neurospasta, Apex, and Amethyst have some errors. These are all from Dias Ex Machina and are 5e modules.
1- Backgrounds, Races, Feats, Classes are all caps in all of them except Amethyst (which has correct capitalization), while spells are all caps in Amethyst and correct in the rest.
2- Ladders are missing. They are kind of a background which give some stat bonuses and stuff, but also have a benefit you can choose when you have an ability score raise or feat.
3- Apostrophes in Unity are the little blank boxes all over the place.
4- NeuroSpasta is spelled NeiroSpasta in the Backgrounds category.
Thank You.
mixologee
February 26th, 2021, 22:42
The Ultramodern 5e Redux, Neurospasta, Apex, and Amethyst have some errors. These are all from Dias Ex Machina and are 5e modules.
1- Backgrounds, Races, Feats, Classes are all caps in all of them except Amethyst (which has correct capitalization), while spells are all caps in Amethyst and correct in the rest.
2- Ladders are missing. They are kind of a background which give some stat bonuses and stuff, but also have a benefit you can choose when you have an ability score raise or feat.
3- Apostrophes in Unity are the little blank boxes all over the place.
4- NeuroSpasta is spelled NeiroSpasta in the Backgrounds category.
Thank You.
1. We will adjust capitalization in a future update.
2. In Apex, ladders are handled as sub-races to the Apex Human race. In Ultramodern 5e Redux, they are handled as specialization of your class choice.
3. Will bring this up with the dev team.
4. We will fix this typo in a future update.
vegaserik
February 27th, 2021, 07:25
1. We will adjust capitalization in a future update.
2. In Apex, ladders are handled as sub-races to the Apex Human race. In Ultramodern 5e Redux, they are handled as specialization of your class choice.
3. Will bring this up with the dev team.
4. We will fix this typo in a future update.
Thank you! I still don't see Ladders with the specialization, but as I read through them in the book, they all seem to be just simple changes to the sheet - like using Wisdom for a skill instead of Intelligence and so forth. Easy enough to do. Thank you for looking at this!
rpranger
February 27th, 2021, 16:12
Sprite's stats differ between PHB version and Monster Manual version. In the PHB version, it still has the 2014 text of the Sprite having disadvantage at stealth when flying. Monster Manual version is the correct one, since the PHB errata of 2015 states:
"Creature Statistics: If in doubt, the Monster Manual version of a creature’s stat block is authoritative."
Zacchaeus
February 27th, 2021, 20:51
Well spotted. I'll add that to my list.
knorbet77
February 28th, 2021, 06:22
In the LMoP reference manual, if I have Mordenkainens Tome of Foes loaded, then clicking on the link highlighted in the attached image 44362 takes me to the "Mordenkainens Cover"; not the PHB entry for cover as expected. I have noticed this anomaly in multiple places - is this the correct location to report it?
Zacchaeus
February 28th, 2021, 09:32
Yes, it's the correct location but I can't really do much about it. FG will look for the first available instance of a page called cover in whatever modules you have open. And in this case if you have multiple modules open it may not find the correct one.
Ecks
March 1st, 2021, 14:58
In Tomb of Annihilation, there is a missing line of sight wall segment on Player Map - Shagambi's Shrine: Capture.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=44443&stc=1&d=1614610656)
Zacchaeus
March 1st, 2021, 15:16
In Tomb of Annihilation, there is a missing line of sight wall segment on Player Map - Shagambi's Shrine: Capture.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=44443&stc=1&d=1614610656)
Thanks, I'll get that fixed.
thebuda
March 1st, 2021, 16:59
Playing through Mad Mage, and tonight hit a few problems on level-9. There are walls missing around rooms 40 and 31. More importantly, the description of Entry Hall (room 1) is messed up. The DM and Player's battle maps have entries that include the sidebar text for "Meeting the Headmaster", but not the actual description of the room from the adventure text. The Entry Hall listed in the Reference Library is incorrectly merged from chapter 16. So the details from 16.01 are also missing.
Zacchaeus
March 1st, 2021, 17:49
The description for the entry hall is correct (it's a two line description). I added the Sidebar there since it seemed logical to put it there. The description of the next three parts (of the entry hall) are in the next three story entries at 1a, 1b and 1c. All of those are pinned on the players map. The DM map only pins the main 'Room'. The whole of DotMM was littered with this kind of thing where set of 'rooms' would have an umbrella description marked as say 1 and then have sub rooms marked as 1a, 1b, 1c etc.
I'll get the missing occluders and the reference manual sorted; thanks for reporting those.
dnquxiti
March 2nd, 2021, 01:29
Arclight Phoenix from Guildmaster's Guide to Ravnica - "Actions" is the last word in Crackling Death instead of a section heading, so Arclight Touch doesn't correctly show up under actions in the CT, but under Traits instead. Minor issue, I know.
Dire Weasel
March 3rd, 2021, 17:57
Out of the Abyss 01.03.08 Stool
Subheading is "Stool - Portrait". Should be just "Stool".
44500
Zacchaeus
March 3rd, 2021, 19:45
Arclight Phoenix from Guildmaster's Guide to Ravnica - "Actions" is the last word in Crackling Death instead of a section heading, so Arclight Touch doesn't correctly show up under actions in the CT, but under Traits instead. Minor issue, I know.
Out of the Abyss 01.03.08 Stool
Subheading is "Stool - Portrait". Should be just "Stool".
44500
Thank for the reports; added to my list
Minty23185Fresh
March 3rd, 2021, 20:45
I pulled up the Tables dataset and then viewed the Beholder Eye table.
In my mind it doesn't make a lot of sense. (Perhaps a bit of formatting would help?)
44504
Zacchaeus
March 3rd, 2021, 21:01
I pulled up the Tables dataset and then viewed the Beholder Eye table.
In my mind it doesn't make a lot of sense. (Perhaps a bit of formatting would help?)
Use the Story Template to generate the beholder description rather than rolling on the table. Not sure what your other image is about but I assume it should be attached to another post?
Minty23185Fresh
March 4th, 2021, 17:16
Use the Story Template to generate the beholder description rather than rolling on the table.
So then, as far as we're all concerned that table is okay? :confused:
Not sure what your other image is about but I assume it should be attached to another post?
Aargh! Stupid interface! Silly me.
I accidentally grabbed the wrong file to begin with. Recognized it and fixed it in the content of the post, but didn't realize the file manager wouldn't rectify it there too without extra work on my part. (I'm used to uploading using the menu buttons at the top of the posting editor. Not the file upload manager.)
[EDIT] Been fixed!
Zacchaeus
March 4th, 2021, 18:44
So then, as far as we're all concerned that table is okay? :confused:
Well, there's not a huge amount I can do with it. Not sure what you are expecting. I could make a story template but since there's already one for the complete beholder I'm disinclined too add one for just the eyes.
Minty23185Fresh
March 4th, 2021, 21:16
Well, there's not a huge amount I can do with it. Not sure what you are expecting.
I’m not trying to be argumentative. Nor I’m I trying to be obtuse. I guess I just am (obtuse).
I don’t understand what the function of the table is supposed be. I get to roll a 1d1. And so the result will be a....... 1. Okay.
Given the results of my roll, what am I supposed to do with the information in the column on the right? I assume, though it’s not specifically stated, that I am supposed to roll on each of the four sub-tables. I looked at the information above in the table description, on the screen shot, and the text there actually refutes my supposition. It reads that I am supposed to roll on this table.
So, in my mind the die roll is superfluous. And without that item to force the four sub tables into one entry, one can separate them into rows. Plus a minor correction of the table description and you have:
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Now true, I admit, it is not a rollable table, but is this particular table really meant to be? Isn't is just a table "organizer"?
Zacchaeus, this is really just a suggestion, I guess. The way the table is now seems confusing to me. So confusing (to me) that I had to work through this, writing it down, just to understand what information was being imparted. Maybe what I've done doesn't make sense to you, and you want to leave it the way it is. In which case, I'll just shut up now. Thanks for listening.
LordEntrails
March 4th, 2021, 22:09
IT seems to me the table is not intended to be used outside of the story template. Maybe updating the table descriptions with that info would solve any such confusion?
Zacchaeus
March 4th, 2021, 22:10
I agree that the table isn't very useful since it just outputs strings to chat. It's there as an optional thing really so that DMs can - if they want to - use it if they don't want to use the template. If I remember correctly the Story Template were just being developed whilst I was converting the module so the tables were written before story templates were in the ruleset. It was only after the module was finished that the templates were included in the ruleset and I went back into the module and added those in (which necessitated writing new tables). I just left the original tables in the module. I could just remove them but I doubt anyone will really use them and you are the only person to have mentioned them since the module was released 5 years ago. The table is just a simple table which allows for a single roll to generate all the variations for a beholder eye rather than having to roll on four different ones. It could probably be improved by outputting to a story entry rather than chat.
Zacchaeus
March 4th, 2021, 22:11
IT seems to me the table is not intended to be used outside of the story template. Maybe updating the table descriptions with that info would solve any such confusion?
That table isn't used by the story template.
Milmoor
March 5th, 2021, 16:30
Not a real bug:
D&D Sword Coast Adventure's Guide is on it's own in the module group Campaign Guide. The stripped version for the Players is in Core Rules with some other resources.
FG Battle Maps is in Maps, and D&D Dungeon Mater's Guide - Maps is in Map Pack
Is there a logic in this?
Minty23185Fresh
March 5th, 2021, 16:54
...
Is there a logic in this?
Not sure if this fits the term “logical”, but not everyone owns every module, every book or item pumped out by WotC. I’m sure WotC has allowed the items you mention to be shared with the public outside of Sword Coast... True it is a duplication of content, for some, but not everyone. (I hope I’ve expressed this well.)
Milmoor
March 5th, 2021, 18:09
Not sure if this fits the term “logical”, but not everyone owns every module, every book or item pumped out by WotC. I’m sure WotC has allowed the items you mention to be shared with the public outside of Sword Coast... True it is a duplication of content, for some, but not everyone. (I hope I’ve expressed this well.)
I don't mind an author having a category on its own. But if he does, name it accordingly. If you use a more general name, it would be nice if it fitted in schemes others are already using. It's but a small thing, no worries if one doesn't. Zacchaeus has probably chosen the naming convention for the WOTC and FG stuff. That seemed to be internally inconsisten, even within a book. See images.
Image replaced with a better example:
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SirStromming
March 5th, 2021, 21:57
Hello, there is a line of text missing in Strongholds and Followers:
Under "Strongholds by Class" and the "Wizard's Library" the third item in the Demesne Effects only says "Once per day, the wizard"
Ibhuk
March 6th, 2021, 01:57
A few typos. So in the Eberron RFTLW reference manual, it sill lists prosthetic limbs as requiring attunement. The corresponding item appears to have been fixed, just not the description in the reference manual. Similarly, though I'm not sure there' official errata for the book yet, the Explorer's Guide to Wildemount version of prosthetic limb still requires attunement. For the Divine Contention adventure, it has a creature with a CR "o". The TYP Hidden Shrine module also has creature with a CR "1/1".
44578
44579
44580
44581
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Zacchaeus
March 6th, 2021, 09:19
Not a real bug:
D&D Sword Coast Adventure's Guide is on it's own in the module group Campaign Guide. The stripped version for the Players is in Core Rules with some other resources.
FG Battle Maps is in Maps, and D&D Dungeon Mater's Guide - Maps is in Map Pack
Is there a logic in this?
Not really. Different developers with different ideas of how to categorise things I suppose. I think it's logical to split SCAG into a campaign guide and core rules although I would have put the players bit into Supplement. I can change the DMG to Maps if it makes you happier :)
Zacchaeus
March 6th, 2021, 09:20
Hello, there is a line of text missing in Strongholds and Followers:
Under "Strongholds by Class" and the "Wizard's Library" the third item in the Demesne Effects only says "Once per day, the wizard"
Noted, thanks for the report
Zacchaeus
March 6th, 2021, 09:22
A few typos. So in the Eberron RFTLW reference manual, it sill lists prosthetic limbs as requiring attunement. The corresponding item appears to have been fixed, just not the description in the reference manual. Similarly, though I'm not sure there' official errata for the book yet, the Explorer's Guide to Wildemount version of prosthetic limb still requires attunement. For the Divine Contention adventure, it has a creature with a CR "o". The TYP Hidden Shrine module also has creature with a CR "1/1".
Noted; thanks for the report.
Milmoor
March 6th, 2021, 13:29
That would be great. And while you're on it, could you please change the D&D Volo's Guide to Monsters - Maps as well? I hadn't loaded that one.
krypticz
March 7th, 2021, 02:40
In the Skyreach Castle - Lower Courtyard (Player) map, the pin for area 6A(a gateway and golems) does not work. The error in the chat says "Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules."
On the Skyreach Castle map though, the pin works.
Thanks
MOD: merged with 5E bug report thread.
ValerionWolf
March 7th, 2021, 06:10
1) Rime of the Frostmaiden, story entry 03.13.00 (Lost Spire of Netheril) - the bugbear encounter at the bottom of the page links to an empty encounter. The correct encounter does exist in the "Encounters" list.
2) Story Entry 03.13.03 P3 (Library), the parcel P3 misses the last l off of "Magical Wonders of Netheril"
3) Story Entry 03.13.12 P12 (Snow and Shadow) Since the second part of the boxed text can be omitted, it might be better to put it in as 2 seperate texts.
superteddy57
March 7th, 2021, 06:42
1) Rime of the Frostmaiden, story entry 03.13.00 (Lost Spire of Netheril) - the bugbear encounter at the bottom of the page links to an empty encounter. The correct encounter does exist in the "Encounters" list.
2) Story Entry 03.13.03 P3 (Library), the parcel P3 misses the last l off of "Magical Wonders of Netheril"
3) Story Entry 03.13.12 P12 (Snow and Shadow) Since the second part of the boxed text can be omitted, it might be better to put it in as 2 seperate texts.
Pushed hotfix for broken link for the encounter.
Zacchaeus
March 7th, 2021, 10:55
In the Skyreach Castle - Lower Courtyard (Player) map, the pin for area 6A(a gateway and golems) does not work. The error in the chat says "Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules."
On the Skyreach Castle map though, the pin works.
Thanks
MOD: merged with 5E bug report thread.
Actually that pin is working - but it's in the wrong place. It's the Main Gate pin that is causing the problem. I'll get that fixed; thanks for the report.
LordQ96
March 8th, 2021, 02:58
I just noticed the option to turn Average HP gain when leveling is missing and I dont want it on.. where did it go?
LordEntrails
March 8th, 2021, 03:39
I just noticed the option to turn Average HP gain when leveling is missing and I dont want it on.. where did it go?
Such an option has never existed in FG. I think there is/used to be an extension that changed that behavior, but not sure which one it might have been.
LordQ96
March 8th, 2021, 04:21
I apologize .. I must have gotten the Current HP ext before we leveled up when i first got FGU.. you should make that an option lol
thebuda
March 8th, 2021, 05:41
I noticed if I have Xanathar's and Xanathar's-Player's loaded, all the player info is doubled. e.g. Looking at Classes, Warlock-Xanathar's is listed twice, and both items are identical. So I have learned I don't need to load the Players version.
However, Tasha's Player info isn't duplicated, so I need to load both. It would be nice if this was consistent. i.e. I should load everything or I don't need Player modules, because the info is already in the main module.
Zacchaeus
March 8th, 2021, 10:06
I noticed if I have Xanathar's and Xanathar's-Player's loaded, all the player info is doubled. e.g. Looking at Classes, Warlock-Xanathar's is listed twice, and both items are identical. So I have learned I don't need to load the Players version.
However, Tasha's Player info isn't duplicated, so I need to load both. It would be nice if this was consistent. i.e. I should load everything or I don't need Player modules, because the info is already in the main module.
Yes, following on from Xanathhar I made a conscious decision not to include the player specific information in the DM versions of modules going forward. The information is still in the DMs versions but only in refrence manual format. The reason being to avoid too much duplication. I would go back and remove it from Xanathar but then that would break all characters which have used the DMs version in their creation. As a DM of course you only need the DM module open - you don't need the players versions open at all; and the players of course will only see the players version. If, as DM, you are creating characters you only need the players versions open. So you can cut down on dupliction quite a bit by not opening every module. The new Character Wizard helps with this as well since it will only show one class no matter how many modules you have open.
thebuda
March 8th, 2021, 15:43
Yes, following on from Xanathhar I made a conscious decision not to include the player specific information in the DM versions of modules going forward.
That helps to know where the line is.
And knowing is half the battle.
chlmz
March 13th, 2021, 21:16
Hi all
I have already post this, but it is still there.
When I create or level up a character nothing of the subclass is appearing. I mean not even their abilities (from the subclass) or expanded spell list, etc. this I saw happening to my warlock, but I tried with other classes and it is the same.
My party friends say they do not have that problem with there FGU. could this be a problem with my FGU, is that possible? I have tried 3 different computers (Mac, windows and linux) for all of them the same problem. I am beginning to think it is me. Could I be doing something wrong?
thanks
Zacchaeus
March 13th, 2021, 21:50
Hi all
I have already post this, but it is still there.
When I create or level up a character nothing of the subclass is appearing. I mean not even their abilities (from the subclass) or expanded spell list, etc. this I saw happening to my warlock, but I tried with other classes and it is the same.
My party friends say they do not have that problem with there FGU. could this be a problem with my FGU, is that possible? I have tried 3 different computers (Mac, windows and linux) for all of them the same problem. I am beginning to think it is me. Could I be doing something wrong?
thanks
Whether you will see archetypes or indeed any other options will depend on whether you have any modules open when you create or level up a character. So the first question is what module do you have open when you do this.
chlmz
March 13th, 2021, 22:23
Whether you will see archetypes or indeed any other options will depend on whether you have any modules open when you create or level up a character. So the first question is what module do you have open when you do this.
I have all core books including xanathars, Tashas, mordekains, etc, and have all the modules loaded. the warlock hex blade was the one I tested first. no expanded spell list appears. so I can't get those in that list that would normally not be available for warlock.
Zacchaeus
March 13th, 2021, 23:56
I have all core books including xanathars, Tashas, mordekains, etc, and have all the modules loaded. the warlock hex blade was the one I tested first. no expanded spell list appears. so I can't get those in that list that would normally not be available for warlock.
Are you using the character wizard or using drag and drop?
chlmz
March 14th, 2021, 00:24
character wizard
Zacchaeus
March 14th, 2021, 00:29
Then please report issues with the wizard here https://www.fantasygrounds.com/forums/showthread.php?60435-5E-Character-Wizard-Bug-Reports-(2020)
chlmz
March 14th, 2021, 00:31
ok thank you
joefour
March 14th, 2021, 18:40
Hi, I noticed that the Homunculus Servant template is not present in the Tasha's module in Fantasy Grounds. Could that be added please since it's in the hard copy book?
joefour
March 14th, 2021, 18:44
Wait, I just found it. I could have sworn I searched for this. sorry for the bother
Zacchaeus
March 14th, 2021, 18:44
Hi, I noticed that the Homunculus Servant template is not present in the Tasha's module in Fantasy Grounds. Could that be added please since it's in the hard copy book?
Yes it is.
Arkathros
March 16th, 2021, 16:09
Hi,
Found a bug at this adventure module: D&D Adventurer´s League - Season 9 Chapter 3, Hungry Shadows.
When using the Adventure Flowchart and trying to open Part 1: Murder Under Lock and Key, The Scene of the Crime is broken and doesn´t open any information, just an empty text for New Story.
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MOD: Moved to 5E bug reports thread :)
Zacchaeus
March 16th, 2021, 17:27
I'll see the developer gets to know.
sciencephile
March 16th, 2021, 18:22
Hi,
Found a bug at this adventure module: D&D Adventurer´s League - Season 9 Chapter 3, Hungry Shadows.
When using the Adventure Flowchart and trying to open Part 1: Murder Under Lock and Key, The Scene of the Crime is broken and doesn´t open any information, just an empty text for New Story.
44914
MOD: Moved to 5E bug reports thread :)
Hi Arkathros,
Welcome to the forum and thank you for the bug report. This has been fixed and turned back in. This has been pushed into the TEST environment and will be pushed to the LIVE environment on Tuesday, 3/23.
If you need to run this module before the update and you aren't running in TEST, you can still get to the story by finding it within the list of stories. Just look for "The Scene of the Crime" in the stories, rather than getting it from the link.
Arkathros
March 16th, 2021, 19:01
Hi Arkathros,
Welcome to the forum and thank you for the bug report. This has been fixed and turned back in. This has been pushed into the TEST environment and will be pushed to the LIVE environment on Tuesday, 3/23.
If you need to run this module before the update and you aren't running in TEST, you can still get to the story by finding it within the list of stories. Just look for "The Scene of the Crime" in the stories, rather than getting it from the link.
Thanks a lot for the support, will use the Scene of Crime in Stories as you suggested in our game today. :)
Griogre
March 17th, 2021, 07:00
Candlekeep Mysteries, Reference Manual, Unity the first all caps sentence of every adventure runs together. In classic they are on separate lines. IE AN ADVENTURE FOR 1ST_LEVEL CHARACTERSWRITTEN BY MICHAEL POLINGHORNEDITED BY HANNAH ROSE
Zacchaeus
March 17th, 2021, 09:53
Candlekeep Mysteries, Reference Manual, Unity the first all caps sentence of every adventure runs together. In classic they are on separate lines. IE AN ADVENTURE FOR 1ST_LEVEL CHARACTERSWRITTEN BY MICHAEL POLINGHORNEDITED BY HANNAH ROSE
Oops; I keep forgetting Unity doesn't like that kind of thing.
LordEntrails
March 17th, 2021, 15:14
Divine Contention (WotC 5E)
There is an NPC with a challenge rating of "o" (lowercase O).
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Ecks
March 17th, 2021, 16:03
In the Reference Manual for Xanathar's Guide to Everything > Chapter 3: Spells > Spells > Spell Lists - there are missing spaces between many of the spells so they all run together on one line.
Zacchaeus
March 17th, 2021, 22:11
In the Reference Manual for Xanathar's Guide to Everything > Chapter 3: Spells > Spells > Spell Lists - there are missing spaces between many of the spells so they all run together on one line.
Yeah, same issue as Griorge reported above. Unity doesn't like the way I added line breaks. I'll take a note to change it.
Zacchaeus
March 17th, 2021, 22:11
Divine Contention (WotC 5E)
There is an NPC with a challenge rating of "o" (lowercase O).
44949
I'll let the developer know.
Griogre
March 17th, 2021, 23:43
Mini-Dungeon Tome; AAW Games; Typos in Story; (Index); Level 7+; Uneasy Rests the Crown'd Head; Level 8+; Daenyr's Return; Level 9+; I'll Yet Plague Both Your Houses; Level 12+; The Unwise Young, They Say Do Ne'er Live Long
Instead of an apostrophe there is a box since the character used can't be rendered by FGU's character set in "Crown'd", "Daenyr's", "I'll" and "Ne'er". I'd suggest the developer do a mass find and replace of that character with a single quote since there are likely to be others than these.
Note this is an FGU bug only the (Index) is fine in FGC.
Donkeyb39
March 17th, 2021, 23:58
Trying to use the new classes in Tasha's Cauldron of Everything but none of the classes seem to be linked anywhere. I can see/read them in the reference manual but not drag them anywhere and they don't show up on the class panel or in the character creation wizard. Thank you.
Zacchaeus
March 18th, 2021, 00:16
Trying to use the new classes in Tasha's Cauldron of Everything but none of the classes seem to be linked anywhere. I can see/read them in the reference manual but not drag them anywhere and they don't show up on the class panel or in the character creation wizard. Thank you.
You need to open the players module in order to use the classes. They only appear in the refmanual in the DM module.
Zacchaeus
March 18th, 2021, 00:17
Mini-Dungeon Tome; AAW Games; Typos in Story; (Index); Level 7+; Uneasy Rests the Crown'd Head; Level 8+; Daenyr's Return; Level 9+; I'll Yet Plague Both Your Houses; Level 12+; The Unwise Young, They Say Do Ne'er Live Long
Instead of an apostrophe there is a box since the character used can't be rendered by FGU's character set in "Crown'd", "Daenyr's", "I'll" and "Ne'er". I'd suggest the developer do a mass find and replace of that character with a single quote since there are likely to be others than these.
Note this is an FGU bug only the (Index) is fine in FGC.
Indeed. I’ll see the developer gets to know.
Donkeyb39
March 18th, 2021, 04:05
*Facepalm* I feel so dumb... Thank you
vegaserik
March 18th, 2021, 09:54
In the Amethyst Quintessence set for 5e, none of the Medic Spells has any description when you click on them, you have to look in the Reference Manual to find out what they do.
Zacchaeus
March 18th, 2021, 10:28
In the Amethyst Quintessence set for 5e, none of the Medic Spells has any description when you click on them, you have to look in the Reference Manual to find out what they do.
I'll pass this on to the developer, thanks for the report.
lokiare
March 18th, 2021, 15:09
Mini-Dungeon Tome; AAW Games; Typos in Story; (Index); Level 7+; Uneasy Rests the Crown'd Head; Level 8+; Daenyr's Return; Level 9+; I'll Yet Plague Both Your Houses; Level 12+; The Unwise Young, They Say Do Ne'er Live Long
Instead of an apostrophe there is a box since the character used can't be rendered by FGU's character set in "Crown'd", "Daenyr's", "I'll" and "Ne'er". I'd suggest the developer do a mass find and replace of that character with a single quote since there are likely to be others than these.
Note this is an FGU bug only the (Index) is fine in FGC.
Thanks for reporting this issue. There are two ruleset versions of this product. Are you using the 5E version or the PFRPG version?
Lanu2000
March 18th, 2021, 15:43
In the Lost Laboratory of Kwalish, there are many instances of unsupported characters (which show up as a □).
Zacchaeus
March 18th, 2021, 15:50
In the Lost Laboratory of Kwalish, there are many instances of unsupported characters (which show up as a ’).
I'll let the developer know; thanks for reporting and welcome to FG
Lanu2000
March 18th, 2021, 16:02
Thanks, I've actually had and used the software for a few years (2016), just lurking around, though. :)
Griogre
March 18th, 2021, 20:12
Thanks for reporting this issue. There are two ruleset versions of this product. Are you using the 5E version or the PFRPG version?
This is the 5E version.
streetsgamer
March 18th, 2021, 23:49
Creating a character with -1 DEX modifier and choosing heavy armor, the DEX modifier is ignored. If I remove the armor, the -1 penalty is accounted for. The COMBAT CALC screen shows None for Dex modifier, and the only options are Full, Max 2, Max 3, and None. Seems like there should be a Max 0 option so heavy armor wearers still suffer applicable DEX penalties.
Dire Weasel
March 19th, 2021, 00:38
Creating a character with -1 DEX modifier and choosing heavy armor, the DEX modifier is ignored. If I remove the armor, the -1 penalty is accounted for. The COMBAT CALC screen shows None for Dex modifier, and the only options are Full, Max 2, Max 3, and None. Seems like there should be a Max 0 option so heavy armor wearers still suffer applicable DEX penalties.
From the Player's Handbook:
"Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative."
streetsgamer
March 19th, 2021, 00:47
Dang! I looked all over for that before posting. Thanks for setting me straight. I now return you to your regularly scheduled forum.
mattekure
March 19th, 2021, 00:54
In the Kobold Press adventure Empire of the Ghouls, the item "Black Shield of Grisal" is not created properly. it is labeled as type "Shield" with no subtype instead of type Armor with subtype shield. This means it does not apply the AC benefits when equipped. Both the item definition and the entries contained within any parcels will need to be fixed.
https://i.imgur.com/XeoTTS8.png
Zacchaeus
March 19th, 2021, 12:34
I'll pass that on to the developer.
blunk
March 19th, 2021, 19:57
Vitrolic Sphere
Spell dragged from spell list on to char.
Secondary effect (using button) on failed save incorrectly adds the damage at start of of target turn, should be at end of target turn.
Need help on how to correct.
blunk
March 19th, 2021, 20:37
Long rest.
Rounding error for recovery of HD that characters can spend on short rests.
Long rest returns half of your HD rounded down, the correct value should be rounded up.
This means it now (incorrectly) takes 3 long rests to be at full number of HD for characters with an uneven number of HD.
Moon Wizard
March 19th, 2021, 20:49
Ongoing damage effects only apply at beginning of rounds; so there is no current way to change this.
For long rest, it does not specify that you round up in the Long Rest description; only that the minimum is 1. By default, the PHB tells us to round down unless otherwise stated.
Can you point to the rules that you are referring to that would round up on long rests? (I couldn't find any.)
Regards,
JPG
Zacchaeus
March 19th, 2021, 20:49
Long rest.
Rounding error for recovery of HD that characters can spend on short rests.
Long rest returns half of your HD rounded down, the correct value should be rounded up.
This means it now (incorrectly) takes 3 long rests to be at full number of HD for characters with an uneven number of HD.
Where are you seeing this? the general rule - unless it specifically excepts it - is that you round down (Page 7 of the PHB). Hit dice are recovered at the rate of half your total with a minimum of 1. So if you have 5 hit dice you'd recover 2 during each long rest. There's no exception in the text which would mean that the number is rounded up.
blunk
March 20th, 2021, 01:44
Where are you seeing this? the general rule - unless it specifically excepts it - is that you round down (Page 7 of the PHB). Hit dice are recovered at the rate of half your total with a minimum of 1. So if you have 5 hit dice you'd recover 2 during each long rest. There's no exception in the text which would mean that the number is rounded up.
Weird we all (in our group) thought this was a bug but after your reply I searched and it seems you are correct, sorry for that.
blunk
March 20th, 2021, 01:45
Ongoing damage effects only apply at beginning of rounds; so there is no current way to change this.
Ok, thanks for info, hope for a future fix.
Jonathan314159
March 20th, 2021, 03:05
I found a bug in the Venom Troll NPC from Mordenkainen's Tome of Foes. Its bite attack is described as follows: "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn." Everything works except for the duration of the poison effect. As written, the effect doesn't expire. I found that changing the last part of the text to "...and the creature is poisoned for 1 round" correctly applies the duration.
Zacchaeus
March 20th, 2021, 09:42
I found a bug in the Venom Troll NPC from Mordenkainen's Tome of Foes. Its bite attack is described as follows: "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn." Everything works except for the duration of the poison effect. As written, the effect doesn't expire. I found that changing the last part of the text to "...and the creature is poisoned for 1 round" correctly applies the duration.
Welcome to FG.
Yes, the wording 'until the start of the creatures next turn' doesn't get picked up by FG so the expiry will need to be handled manually in this case. Changing it to one turn is also probably wrong since some people play with variable initiative each turn - so the expiry could happen earlier or later that 1 round technically.
Jonathan314159
March 20th, 2021, 18:23
I hadn't even thought about variable initiative. Man, this game is *complicated*! And hugely fun. Thanks for the reply.
Roach
March 20th, 2021, 20:40
I hope this is the correct place to report this... in the new Candlekeep Mysteries, the Meenlock NPC entry ends on
The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a
That last sentence is broken off.
AFAIK, this is the only module I own that contains these critters. At least that is the only module *open* that contains them
Zacchaeus
March 20th, 2021, 21:38
I hope this is the correct place to report this... in the new Candlekeep Mysteries, the Meenlock NPC entry ends on
That last sentence is broken off.
AFAIK, this is the only module I own that contains these critters. At least that is the only module *open* that contains them
Thanks for the report; added to my list
Ecks
March 21st, 2021, 03:33
From the "D&D Dungeon Masters Guide - Maps" module, Map-3-Players has LoS occluders but is missing some walls in one area (see pointer in screenshot): DMGMap3Players.JPG (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45035)
Zacchaeus
March 21st, 2021, 10:59
Thanks, I'll add that to my list.
Zarnon
March 21st, 2021, 16:58
It looks like there are a couple of problems with the Lichen Lich stat block.
The Fire Storm action got combined with the Wither action and the Grove lair action is missing most of the text.
Zacchaeus
March 21st, 2021, 18:50
It looks like there are a couple of problems with the Lichen Lich stat block.
The Fire Storm action got combined with the Wither action and the Grove lair action is missing most of the text.
Oops, thanks for the report. I'll get that fixed.
Ilandria
March 22nd, 2021, 00:15
You need to open the players module in order to use the classes. They only appear in the refmanual in the DM module.
This doesn't seem to be consistent with other modules - for example, I'm able to see the Xanathar class additions with only the DM module loaded. Ideally, as a DM I'd only have to load the DM module to have all content available - if I have to load both then I end up with many duplicate entries (i.e. all Tasha's spells are duplicated if I load both the DM and Player's version of Tasha's just to get access to Tasha's class additions, same with the PHB, etc.).
Alternatively as the DM if loading both the DM's and Player's books didn't cause other duplication then the behaviour you mentioned would also be logical to me.
Zacchaeus
March 22nd, 2021, 00:49
Welcome to FG.
Originally class, race etc information was included in both but I got complaints of too much duplication. So, the practice for some time has been to not include player only info in the DMs module and only include it in the players version. Unless the DM is creating characters they don’t need to have the players module open. I would go back and change earlier modules but that would then cause issues with characters which used the DM versions during character creation.
Spells need to be available to both players and the DM so they are included in both. There is only one version of the PHB and so only one spell list; make sure you don’t also have the basic rules and/or the SRDdata modules open as well.
Ilandria
March 22nd, 2021, 01:08
On paper that makes sense to me, I guess the confusion just stems from the fact that it's inconsistent but not communicated clearly, and that using the system as-intended (or at least what I think is the intended way) still results in duplicate entries.
We actually elected to stop using the "Player's" versions of any books because the stuff I would add to their characters (specifically when helping them create characters) would end up being duplicate entries compared to what they added (since I had the DM's version and they had the Player's version).
The switch to "we disable and nobody uses the Player versions" completely solved the problem for us until we added Tasha's when my Bard friend wanted to use College of Eloquence and my Wizard friend wanted to use Bladesinging. When I asked them to unload the DM version and instead load the Player's version, we went back to having the issue of two entries that looked the same but were actually different in many cases (spells primarily).
All of that said, I might just be missing some basic "how to" stuff here since we've only been using the program for about a month (side note: FGU is amazing - thank you!).
Is there a way where we can retroactively clean up the system such that any duplicates created from the DM using the DM's versions and the players using the Player's versions integrate more seamlessly with one another? I will try swapping the players over to only Player versions again and see what happens...
Zacchaeus
March 22nd, 2021, 02:12
This really isn’t a bug report which is what this thread is for.
I’m not fully understanding what the issue is. Players should only have access to the players versions of any of the modules. They should not have access to the DM versions. For classes I always recommend that you drag the class from the PHB. Use the drop down at the top of the class list to select only the PHB list and choose from there. Use that consistently and you can’t go wrong. Any archetypes found in other modules will pop up as a choice at the given level. So, your bard will get the choice of the Tasha’s archetypes if they drag the Bard class in from the PHB provided they have Tasha loaded. There’s no need to drag in from Tasha’s.
For races it’s the same for the main races in the PHB. Chose from there and you will get all the sub races from any other module that has sub races and is loaded. You’ll need to use Volo or whatever other module if you want one of the races specific to that volume.
If you are using the character wizard then there’s no duplication at all since it offers only one choice for each class and race etc rather than the lists which could have duplicates depending on what you have loaded.
Spells are duplicated in Tasha because of the new class that appears in that book, but again the wizard only offers one no matter how many there are. Again make sure your players don’t have access to the basic rules and the SRD data if you have the PHB. Opening these will cause many useless duplicates.
Once you select from one volume you need to stick to that unless you start the character again from scratch.
ValerionWolf
March 22nd, 2021, 07:13
Rime of the Frostmaiden
Story 03.08.00 - The Encounter at the bottom of the page is empty
Story 03.13.03 - The Trinket Table points to an empty table
superteddy57
March 22nd, 2021, 09:07
Rime of the Frostmaiden
Story 03.08.00 - The Encounter at the bottom of the page is empty
Story 03.13.03 - The Trinket Table points to an empty table
Both are available from the masterindex. Until Lighting and Vision are released, it is currently locked down as a testing module for these features.
SmudgeTheIgnored
March 22nd, 2021, 22:30
A couple of bugs:
There is a typo in the description block for the spell Skywrite in D&D Xanathar's Guide to Everything. The word dissipate has a hyphen in the middle. The same spell from D&D Elemental Evil - Player's Companion does not have this typo.
The Engulf ability on Shambling Mound in D&D Monster Manual cannot apply the restrained condition. There is a typo in the syntax.
Zacchaeus
March 22nd, 2021, 22:54
A couple of bugs:
There is a typo in the description block for the spell Skywrite in D&D Xanathar's Guide to Everything. The word dissipate has a hyphen in the middle. The same spell from D&D Elemental Evil - Player's Companion does not have this typo.
The Engulf ability on Shambling Mound in D&D Monster Manual cannot apply the restrained condition. There is a typo in the syntax.
Haha, it's correct in the player version but not in the DMs one.
The Engulf wording is actually correct but I'll need to change it so that FG picks it up. I think changing the comma to 'and' should do it.
I'll add these to my list; thanks for the report
mattekure
March 24th, 2021, 16:51
TYP Appendices
Item: Potion of Mind Control (Monster)
The item should be Very Rare, it is incorrectly marked as Rare.
Archmage Cartaphilus
March 24th, 2021, 17:06
I recently bought the Creature Codex, Tome of Beasts, Tome of Beasts 2 and Deep Magic expansions by Kobold Press for Fantasy Grounds Unity on Steam. When then loading said products in Fantasy Grounds Unity i noticed that a few monsters from the Creature Codex aswell as most Feats and some spells from Deep Magic were completly missing. I know that these monsters and Feats,etc. should be included as i own physical copies of the books.
The tokens and art work can be found when checking the assets but statblocks, spell descriptions, feat descriptions and such are completly absent.
Zacchaeus
March 24th, 2021, 20:11
I recently bought the Creature Codex, Tome of Beasts, Tome of Beasts 2 and Deep Magic expansions by Kobold Press for Fantasy Grounds Unity on Steam. When then loading said products in Fantasy Grounds Unity i noticed that a few monsters from the Creature Codex aswell as most Feats and some spells from Deep Magic were completly missing. I know that these monsters and Feats,etc. should be included as i own physical copies of the books.
The tokens and art work can be found when checking the assets but statblocks, spell descriptions, feat descriptions and such are completly absent.
Welcomoe to FG.
Can you be more specific as to what monsters, feats and spells are missing?
Archmage Cartaphilus
March 24th, 2021, 20:38
I'm still going through what is missing but so far i can tell you this much:
-All the Angels from Creature Codex are missing (Ophanim, Eyes of the gods, sammael, song, kinnara, zoryas)
-the only feats available from Deep Magic are Circle Spellcaster, Ring Bound, Rune Knowledge, Rune Mastery, Script Carver, Script Sage. the rest is missing
- the ley lines from Deep Magic
My brother said that he thought a few spells are missing and a few cretures from the tome of beasts aswell hasn't told me wich ones yet. I'll ask him later. I'll also keep going through the indexes and check what else might be gone.
Zacchaeus
March 24th, 2021, 20:48
I'm still going through what is missing but so far i can tell you this much:
-All the Angels from Creature Codex are missing (Ophalim, Eyes of the gods, sammael, song, kinnara, zoryas)
-the only feats available from Deep Magic are Circle Spellcaster, Ring Bound, Rune Knowledge, Rune Mastery, Script Carver, Script Sage. the rest is missing
- the ley lines from Deep Magic
My brother said that he thought a few spells are missing and a few cretures from the tome of beasts aswell hasn't told me wich ones yet. I'll ask him later. I'll also keep going through the indexes and check what else might be gone.
Thanks, I'll contact the developers.
rob2e
March 24th, 2021, 21:49
I'm still going through what is missing but so far i can tell you this much:
-All the Angels from Creature Codex are missing (Ophalim, Eyes of the gods, sammael, song, kinnara, zoryas)
-the only feats available from Deep Magic are Circle Spellcaster, Ring Bound, Rune Knowledge, Rune Mastery, Script Carver, Script Sage. the rest is missing
- the ley lines from Deep Magic
My brother said that he thought a few spells are missing and a few cretures from the tome of beasts aswell hasn't told me wich ones yet. I'll ask him later. I'll also keep going through the indexes and check what else might be gone.
As the developer of Creature Codex I can assure you all those angels are there, note the spelling of one of them. Also I am NOT the developer of Deep Magic, so I cannot address all that...
45161
Archmage Cartaphilus
March 24th, 2021, 21:56
how do i delete this message? I can't find a delete button
Archmage Cartaphilus
March 24th, 2021, 22:02
As the developer of Creature Codex I can assure you all those angels are there, note the spelling of one of them. Also I am NOT the developer of Deep Magic, so I cannot address all that...
45161
Thank you rob2e . i guess i was doing a mistake by adding that "Angel" when searching them in the NPCs window. I'd like to note though that the 'Angels' section is missing from the reference manual. This could have been the source of my consfusion.
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Zacchaeus
March 24th, 2021, 22:16
TYP Appendices
Item: Potion of Mind Control (Monster)
The item should be Very Rare, it is incorrectly marked as Rare.
That's been around for a while. Added to my list.
FG_Wraith
March 24th, 2021, 22:26
Hi Archmage Cartaphilus,
I've looked into the issue about Deep Magic for 5E, and from what I found, the product does include all of the feats detailed in the Kobold Press product. The book does mention other feats from other 5E books such as the Player's Handbook, but all of the new feats in the Kobold Press Product do appear in the FG module.
Also, while Ley Lines was detailed in a separate Kobold Press product, (Deep Magic 5) it was not included in their 5E compendium, which is what the FG module is based upon.
If you find an example of those other feats, or a description of Ley Lines in the Deep Magic compendium, please post them here.
Thank you for bringing these concerns to our attention.
Archmage Cartaphilus
March 24th, 2021, 22:48
Hi Archmage Cartaphilus,
I've looked into the issue about Deep Magic for 5E, and from what I found, the product does include all of the feats detailed in the Kobold Press product. The book does mention other feats from other 5E books such as the Player's Handbook, but all of the new feats in the Kobold Press Product do appear in the FG module.
Also, while Ley Lines was detailed in a separate Kobold Press product, (Deep Magic 5) it was not included in their 5E compendium, which is what the FG module is based upon.
If you find an example of those other feats, or a description of Ley Lines in the Deep Magic compendium, please post them here.
Thank you for bringing these concerns to our attention.
If you say that everything is present I guess everything is. I myself usually don't spend much time reading the "player books" as one might say so I wouldn't really know.
My brother (who doesn't do anything but study said "player books") insisted that some things were missing, and since he doesn't have a Fantasy Grounds account of his own asked me to ask Costumer Support.
I'm sorry for wasting your time.
morfil
March 24th, 2021, 22:51
I have DMG, XGE, TCE.
All of them list traps under NPCs window. There is a filter on the bottom for type. When I filter for "Type=Trap", only results from DMG is shown. When I perform a text search: "trap" more results are shown.
This makes me worry about that I miss an item in the result (such as a trap named without trap keyword in it)
Correct behavior should filtering for Type=Trap should include results from other sources
FG_Wraith
March 24th, 2021, 22:52
If you say that everything is present I guess everything is. I myself usually don't spend much time reading the "player books" as one might say so I wouldn't really know.
My brother (who doesn't do anything but study said "player books") insisted that some things were missing, and since he doesn't have a Fantasy Grounds account of his own asked me to ask Costumer Support.
I'm sorry for wasting your time.
You are absolutely not wasting my time, and I am very glad you felt comfortable bringing your concerns to us. If you're trying to help us make our products better then you are helping immensely.
I just wanted you to know you got the product you paid for and that in the future if you feel you haven't, please by all means post it here.
Thanks, Archmage Cartaphilus, for taking the time out of your day to help us. I do mean that.
morfil
March 24th, 2021, 22:58
I think this is a minor issue.
Loaded modules and their content headers are shown. In some of them just "Images" name is being used, in some of them (like Storm Lord's Wrath) "Images & Maps" is being used. I think the naming should be consistent with the official D&D content. I think the naming should match with the sidebar button name; just "Images"
I did not walk through all of the official D&D adventures/modules. Maybe there are more sources with named other than "Images"
Zacchaeus
March 24th, 2021, 23:07
I have DMG, XGE, TCE.
All of them list traps under NPCs window. There is a filter on the bottom for type. When I filter for "Type=Trap", only results from DMG is shown. When I perform a text search: "trap" more results are shown.
This makes me worry about that I miss an item in the result (such as a trap named without trap keyword in it)
Correct behavior should filtering for Type=Trap should include results from other sources
There's no traps in Tasha's. I think the the reason for traps not showing all of the traps under the trap type is that many of them are named like 'Medium Simple Trap' which is how they are described in Xanathar's - even the ones so described in the DMG don't get picked up in the trap type list. Anything that is named like 'Large Trap' does get picked up. So I guess it must be something in the way that FG filters things. I'll mention it to Moon Wizard when he gets back from holiday.
mattekure
March 25th, 2021, 02:46
TCE
Item: Rhythm-Maker's Drum +2 and Rhythm-Maker's Drum +3 have the wrong rarity. +2 should be Rare, +3 should be Very Rare. Both are listed as Uncommon
Minty23185Fresh
March 25th, 2021, 04:26
Hi Zacchaeus. This isn't so much a bug as a documentation inconsistency. The Unearthed Arcana modules (player versus DM) are inconsistently titled so that they don't show up next to one another in the Data Module Activation dialog. (Maybe this is intentional?)
45170
Griogre
March 25th, 2021, 08:53
Odd module categories
Tome of Beasts 2, Kobold Press. This module is set to be of type "Reference" instead of "Supplement" like ToB1 and CC.
Mini-Dungeon Tome, AAW. This module is set to be type "AAW" instead of "Adventure"
Zacchaeus
March 25th, 2021, 10:28
Hi Zacchaeus. This isn't so much a bug as a documentation inconsistency. The Unearthed Arcana modules (player versus DM) are inconsistently titled so that they don't show up next to one another in the Data Module Activation dialog. (Maybe this is intentional?)
45170
Hmm, yes. Not sure I want to change that now since doing so will break any characters which have been created using it.
Zacchaeus
March 25th, 2021, 10:28
TCE
Item: Rhythm-Maker's Drum +2 and Rhythm-Maker's Drum +3 have the wrong rarity. +2 should be Rare, +3 should be Very Rare. Both are listed as Uncommon
Noted, thanks for the report.
Zacchaeus
March 25th, 2021, 10:30
Odd module categories
Tome of Beasts 2, Kobold Press. This module is set to be of type "Reference" instead of "Supplement" like ToB1 and CC.
Mini-Dungeon Tome, AAW. This module is set to be type "AAW" instead of "Adventure"
I'll alert the developers.
Zacchaeus
March 25th, 2021, 10:36
I think this is a minor issue.
Loaded modules and their content headers are shown. In some of them just "Images" name is being used, in some of them (like Storm Lord's Wrath) "Images & Maps" is being used. I think the naming should be consistent with the official D&D content. I think the naming should match with the sidebar button name; just "Images"
I did not walk through all of the official D&D adventures/modules. Maybe there are more sources with named other than "Images"
I think this depends on how the module was created. If it was created inside FG then I think you get Images and Maps. If created using the internal parsing tool then you get images. This only affects the library contents. All images (and maps) are under the Images button on the right hand menu (which in some themes is actually names images and maps).
Ecks
March 26th, 2021, 01:31
The Dragon Heist adventure includes a player's map of Waterdeep split up into 6 sections to keep the image sizes reasonable. With FGU I was looking to combine these into one new image record instead of sharing the 6 maps individually. However, when looking at the player's map I noticed a few streets are cut off and missing so they don't line up. It seems that each of the smaller images are missing some content along the edges where they were cropped.
For example, from the intersection of the Players SW/W/SE/E maps:
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=45200
Beneath The Honorable Knight should be Shesstra's Street, and south of Ward's Way should be Belnimbra's Street. On Waterdeep-E-Players, Tarsar's Street at the top of the map is also cut off. In the Waterdeep-SE-Players map, the left side of the map is cut off slightly so that it's missing some content in the Dock Ward.
I'm not sure if this is feasible to change or not, but it would be nice if the maps lined up so they could be combined into a single map in FGU. The combined map doesn't necessarily need to be part of the module (for FGC compatibility).
Griogre
March 26th, 2021, 09:14
Creature Codex, Kobold Press, Giant Albino Bat: only has traits and is missing its action section. Sad bat :(
Zacchaeus
March 26th, 2021, 11:02
The Dragon Heist adventure includes a player's map of Waterdeep split up into 6 sections to keep the image sizes reasonable. With FGU I was looking to combine these into one new image record instead of sharing the 6 maps individually. However, when looking at the player's map I noticed a few streets are cut off and missing so they don't line up. It seems that each of the smaller images are missing some content along the edges where they were cropped.
For example, from the intersection of the Players SW/W/SE/E maps:
Beneath The Honorable Knight should be Shesstra's Street, and south of Ward's Way should be Belnimbra's Street. On Waterdeep-E-Players, Tarsar's Street at the top of the map is also cut off. In the Waterdeep-SE-Players map, the left side of the map is cut off slightly so that it's missing some content in the Dock Ward.
I'm not sure if this is feasible to change or not, but it would be nice if the maps lined up so they could be combined into a single map in FGU. The combined map doesn't necessarily need to be part of the module (for FGC compatibility).
You aren't the first to have pointed this out and I haven't had time to look at it. However since it's come up before I looked at it this morning and I have found a solution. I've cropped the map so that each one overlaps a bit on all sides so you should be able to fit them together in Unity. It'll take a wee bit of fiddling about (hold CTRL and use the arrows keys nudge the maps slightly) and they should align up a lot better than they previously did.
Hopefully it'll go out next Tuesday.
Zacchaeus
March 26th, 2021, 11:09
Creature Codex, Kobold Press, Giant Albino Bat: only has traits and is missing its action section. Sad bat :(
Indeed. I'll let the developer know.
Ecks
March 26th, 2021, 15:49
You aren't the first to have pointed this out and I haven't had time to look at it. However since it's come up before I looked at it this morning and I have found a solution. I've cropped the map so that each one overlaps a bit on all sides so you should be able to fit them together in Unity. It'll take a wee bit of fiddling about (hold CTRL and use the arrows keys nudge the maps slightly) and they should align up a lot better than they previously did.
Hopefully it'll go out next Tuesday.
Thank you!
rob2e
March 26th, 2021, 16:22
Creature Codex, Kobold Press, Giant Albino Bat: only has traits and is missing its action section. Sad bat :(
Fixed in next update.
Ibhuk
March 27th, 2021, 01:13
The stat block for the Lichen Lich from Candlekeep Mysteries appears to have Firestorm, the 7th level spell, as part of it's description for the Wither attack.
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