View Full Version : 5e Bug Reports (2023)
Zacchaeus
January 1st, 2023, 10:05
Time to retire the old thread again. Everything in that one has been noted or already fixed.
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 the Unity client or to the 5e ruleset here https://www.fantasygrounds.com/forum...-Healing-Unity (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.
BobM
January 4th, 2023, 20:45
Typos: Bardic Inspiration text includes "The creature can wait until after it rolls the d20,before deciding to use the Bardic Inspiration die but must must decide before the GM says whether the roll succeeds or fails." I believe that's in the 5E SRD Data module. First bold section should have a space after the comma. 2nd has doubled word.
arturem
January 4th, 2023, 21:02
Hey guys, I think there's some problems with Curse of Strahd. The images from the Martikov Family and Bray Martikov portrait just vanished. Here's a print:55660
Zacchaeus
January 4th, 2023, 21:52
Typos: Bardic Inspiration text includes "The creature can wait until after it rolls the d20,before deciding to use the Bardic Inspiration die but must must decide before the GM says whether the roll succeeds or fails." I believe that's in the 5E SRD Data module. First bold section should have a space after the comma. 2nd has doubled word.
Thanks, I'll add it to my list.
Zacchaeus
January 4th, 2023, 21:58
Hey guys, I think there's some problems with Curse of Strahd. The images from the Martikov Family and Bray Martikov portrait just vanished. Here's a print:
Thanks. The name of this image was originally misspelled but the fix doesn't seem to have taken.
Ecks
January 8th, 2023, 22:57
Icewind Dale: Rime of the Frostmaiden
Reference Manual > Appendix C > Goliaths - the image is missing and clicking on it creates an empty New Image.
superteddy57
January 9th, 2023, 01:04
An update will be coming on the next weekly update to address Icewind Dale's issues.
Ecks
January 9th, 2023, 23:51
Noticed that for Goliath player characters built using the new Goliath from MotM, the 5E ruleset does not automatically update the encumbrance/carrying capacity values for maximum and lift/push/drag. This works for Goliaths created from older sources.
Looks like this is because the Powerful Build ability from the older Goliath stats has been changed to Little Giant in the latest version from MotM, and the 5E ruleset is hardcoded to look for Powerful Build.
Moon Wizard
January 10th, 2023, 00:45
I'll include that in the next ruleset update. Thanks for the sleuthing.
Regards,
JPG
Griogre
January 14th, 2023, 21:03
Monster Manual, Orc Eye of Gruumsh - is missing its cantrips: guidance, resistance, thaumaturgy
Zacchaeus
January 14th, 2023, 21:11
Monster Manual, Orc Eye of Gruumsh - is missing its cantrips: guidance, resistance, thaumaturgy
So it is - due to the hyphen in 'at-will'. I'll cue that up for fixing (also how come no one noticed this for seven years :) )
LordEntrails
January 16th, 2023, 02:39
So it is - due to the hyphen in 'at-will'. I'll cue that up for fixing (also how come no one noticed this for seven years :) )
Cuz they die before they run out of better spells to use?
Griogre
January 17th, 2023, 17:48
Probably because those cantrips are not impactful. I only found them because I knew some of the 3rd party clerical casters have missing cantrips so I was doing a mass search to try to find them. Interestingly, the Eye of Grumash did populate the combat tracker with cantrips and rest of the spells if you deleted all the spell data, which didn't include cantrips - so the hyphen doesn't mess up the combat tracker parse if nothing was there.
Zacchaeus
January 17th, 2023, 17:59
Interesting.
ColoradoGM
January 18th, 2023, 00:24
The "Disarm" feat has the text for the "Braced Reception" feat instead of the proper Disarm text.
Zacchaeus
January 18th, 2023, 02:26
I'll let the developer know. thanks.
BobM
January 18th, 2023, 04:16
We (Aulderyn and Bob M) believe we have found problems with pregen character(s) defined within the Dragons of Stormwreck Isle module. Attached Word document has the details.
Zacchaeus
January 18th, 2023, 09:13
The pregenerated characters supplied with Dragons of Stormwreck Isle are as described in the book including the traits that they get at level 2 and level 3. So in order to use them as intended (that is as they are written in the book) then you should only use the one provided in the module. In other words don't have any other books open and just drag in the Paladin from the players module of Dragons of Stormwreck Isle. (As you say don't use the Character Wizard - it has not been coded as far as I know for Dragons of Stormwreck Isle).
The Paladin as described in DoSI does not conform as far as I can see to any particular specialization. They get Divine Sense and Lay on Hands at level one, Divine Smite, Fighting Style (protection) and Spellcasting at level two. There's no archetype choice at level 3; you get Sacred Weapon and Turn the Unholy as their Channel Divinities.
In short if you use the DOSI pregens then level them up using only the DOSI characters. If you want a Paladin as described in the Player's Handbook along with choices of archetype from other books then create a character yourself from scratch.
BobM
January 18th, 2023, 17:17
I understand what you're saying. Thanks.
With the limitations / simplifications you've described, it looks like the CW does handle level-up for these characters, at least the Paladin, fairly well. It's certainly better than having a new player (this is a starter set after all) track down and drag/drop each and every feature and action.
The only item missed by the CW is Divine Health, which is the first feature given to the Paladin at 3rd level according to the (printed) character sheet.
Zacchaeus
January 18th, 2023, 17:43
Ah, ok. That's because I've missed divine health from the list of features. I'll cue that up for fixing.
Also you only need to drag in the paladin class from the class menu and all of the features will get added to the abilities tab. You don't need to drag in anything else.
Griogre
January 18th, 2023, 19:43
Monster Manual, Flame Skull, Typo "Cantrip" s/b "Cantrips"
This monster was the other one where I couldn't delete the spells, drop it on the combat tracker and have its single Cantrip, mage hand, parse out. I finally realized its because the Spellcasting trait says "Cantrip (at will): mage hand" instead of "Cantrips (at will): mage hand". The parser wants plural not singular even it it is just one cantrip. :p
That one got to me, I knew it had to be a typo or extra character but I just couldn't see it for a while, LOL. Now it's all yours.
Zacchaeus
January 18th, 2023, 19:55
Right, thanks. I'll add it to the cue.
Macabreus
January 19th, 2023, 14:29
This is less of a support question and more of a suggestion - In Dragons of Stormwreck Isle, the module has the NPC Runara's token as a picture of a bronze dragon. This would actually give away something important to stay unknown for any first time players. It would ruin the big reveal if a dm doesn't catch it. Its not supposed to come out until later in the adventure that she is in fact a dragon. She greets the party as a humanoid in dragons rest. Just ran this about a month ago and realized in time to change it.
Zacchaeus
January 19th, 2023, 14:40
The first encounter is there more for convenience rather than anything else; it's not a combat encounter and there's no need to add the encounter to the Combat tracker. So the PCs aren't going to see her token at that point. Having said that I can change the token in that encounter just in case anyone actually places the NPCs on the combat tracker. Unfortunately no artwork was provided for this NPC so it'll have to be a letter token - which won't be all that nice when all the others do have non letter tokens.
LordEntrails
January 19th, 2023, 16:39
The first encounter is there more for convenience rather than anything else; it's not a combat encounter and there's no need to add the encounter to the Combat tracker. So the PCs aren't going to see her token at that point. Having said that I can change the token in that encounter just in case anyone actually places the NPCs on the combat tracker. Unfortunately no artwork was provided for this NPC so it'll have to be a letter token - which won't be all that nice when all the others do have non letter tokens.
Can you use one of the SmiteWorks licensed tokens? I know that's not something normally done, but maybe its allowed?
Zacchaeus
January 19th, 2023, 18:45
Can you use one of the SmiteWorks licensed tokens? I know that's not something normally done, but maybe its allowed?
The token would be the usual WOtC letter token. Can't use anything else in a WotC product if there's no specific artwork from which to make a token.
Ecks
January 21st, 2023, 20:37
Icewind Dale: Rime of the Frostmaiden
Story 02.19.05 Knights of the Black Sword: There is an extraneous line break in the Cult Behavior section - "That time <new line> comes when..."
Reference Manual > Chapter 1 > Black Swords > Knights of the Black Sword: There is an extraneous line break in the Cult Behavior section - "That time <new line> comes when..."
Images > Bryn Shander Map: There is a missing pin for The Northlook location.
Quests: The Conversion Notes state that there are quests that can be shared with the players. However, all of the entries under the Quests sidebar are written from a GM perspective and many include information that shouldn't be shared with players. Just thought I'd mention it since as written most of them probably shouldn't be shared with players.
Zacchaeus
January 21st, 2023, 20:50
I'll alert the developer, thank you for the report.
Griogre
January 22nd, 2023, 22:56
Kobold Press, Tome of Beasts, Boreas, Innate Spellcasting
The first "At will" spell is "create water". There is no "create water" spell in 5E, probably it should be "create food and water".
Zacchaeus
January 23rd, 2023, 08:47
Thanks, I'll alert the developer.
bennis1980
January 23rd, 2023, 19:58
Ruins of Symbaroum - Free League Press ($90 total for the three modules)
I'm just setting up a campaign and I've noticed a bunch of major bugs:
Corruption Threshold not calculating correctly for Mystics:
For all other classes, the CT should be ([prof bonus x2] + chr modifier.
It seems that it is using this for mystics, whic should use the following:
(prof bonus + spell casting ability modifier) x2
It is also not adding +1 to the threshold for the Student of Magic feature from the Mage's Assistant background.
A short term solution is to allow the threshold to be editable (currently it is not, there is no magnifying glass beside it). But since CT is a major feature of Ruins of Symbaroum magic system, it is something quite broken in this product.
Character creation wizard:
There quite a few items broken or missing from this. (this list is not exhaustive, these are just what I've encountered so far)
1. The Witch Subclass prompts for a specialization (should offer Red, Green or White path), it just lists the subclasses again. Even choosing one doesn't satisfiy the creation wizard and gives a warning mark.
2. Backgrounds do not populate the Inventory screen
3. Only core D&D spells are listed and the amount (6 cantrips and 2 1st level spells) is not correct
Goblin origin - speed:
Listed speed for goblin is 20 in the book, but it adds 30 speed to the character sheet when this origin is selected. (this is a minor one since it can be edited directly
I will keep my eyes open for other bugs. Please prioritise the corruption threshold as it is very important to the game
Zacchaeus
January 23rd, 2023, 20:37
Thanks for the reports. I'll alert the developers.
It is unlikely that you'll be able to create characters using the character wizard. I'm not familiar with this book, but generally anything which strays too far from the official WotC wording and way of doing things is going to fall foul of the Wizard. The same problem happened with Advanced 5e and we took the decision to remove the button for the character wizard with that one so that it avoided confusion. I'll mention this to the developers as well.
I'd suggest that you only use drag and drop for character creation. However if the problems you mention still exist with drag and drop then let me know and I'll pass this on.
bennis1980
January 23rd, 2023, 21:01
I've built the characters using drag and drop. They are fine for the most part (apart from the other points above). I actually tried fixing them by using the wizard, but just discovered other issues
bennis1980
January 23rd, 2023, 21:02
I also just need to make one more post so I have a clean 444 post total on this forum lol
Zacchaeus
January 23rd, 2023, 21:27
I've built the characters using drag and drop. They are fine for the most part (apart from the other points above). I actually tried fixing them by using the wizard, but just discovered other issues
So even with drag and drop you still see the errors that you posted above?
bennis1980
January 23rd, 2023, 23:26
So even with drag and drop you still see the errors that you posted above?
Yes, in fact I started with drag and drop, tried the wizard after
Griogre
January 24th, 2023, 19:03
Kobold Press, Creature Catalog, Vampire Patrician, Actions
The text for "Release the Hounds!" is included at the end of the "Bone-Chilling Gaze" action and should be a separate action.
I have noticed that action names that end with an exclamation point are not parsed correctly by the npc importer - you have to add a period after the exclamation point to import them correctly. Don't know if that was part of the problem.
Zacchaeus
January 24th, 2023, 19:10
Thanks I'll alert the developers.
Ecks
January 29th, 2023, 03:34
Beastheart and Monstrous Companions:
I think the Reference Manual is missing the "Quick Build" section and part of the "Multiclassing and the Beastheart" section (the boxed text about Multiclassing Options) that is found in the PDF version (page 26).
mdrichey
January 29th, 2023, 05:56
Monsters of the Multiverse goliaths no longer calculate carrying capacity correctly. This is because MotM goliaths no longer have the Powerful Build trait; rather they have the Little Giant trait. Can the Little Giant trait be set up to work the same way as Powerful Build?
ETA: Looks like this is already being addressed (https://www.fantasygrounds.com/forums/showthread.php?76223-5e-Bug-Reports-(2023)&p=673554&viewfull=1#post673554).
Zacchaeus
January 29th, 2023, 08:35
Beastheart and Monstrous Companions:
I think the Reference Manual is missing the "Quick Build" section and part of the "Multiclassing and the Beastheart" section (the boxed text about Multiclassing Options) that is found in the PDF version (page 26).
I'll see that the developers are notified.
Macabreus
January 30th, 2023, 16:13
The first encounter is there more for convenience rather than anything else; it's not a combat encounter and there's no need to add the encounter to the Combat tracker. So the PCs aren't going to see her token at that point. Having said that I can change the token in that encounter just in case anyone actually places the NPCs on the combat tracker. Unfortunately no artwork was provided for this NPC so it'll have to be a letter token - which won't be all that nice when all the others do have non letter tokens.
Definitely true, but I did place the encounter so my new players could visualize how many were there and they could mill about. Since this is a starter set, most newer players to roleplaying struggle with the theatre of the mind aspect at first. I think the other two humanoids are just letter tokens as well so that should be ok. Thank you!
Saagael
January 30th, 2023, 23:11
Beastheart and Monstrous Companions:
I think the Reference Manual is missing the "Quick Build" section and part of the "Multiclassing and the Beastheart" section (the boxed text about Multiclassing Options) that is found in the PDF version (page 26).
Thanks for reporting. I submitted an update that adds these sections in.
Solo4114
January 31st, 2023, 23:38
Caught some errors in damage immunities coding for some entries in Monsters of the Multiverse. It looks like most of the demon lords (Fraz Urb'Luu, Demogorgon, Juiblex, etc.) have damage immunities that are worded incorrectly, and ends up making them immune to both magical and non-magical bludgeoning, slashing, and piercing damage.
Their immunity entry for their damage block reads:
"bludgeoning, piercing, and slashing that is nonmagical"
But the text should read:
"bludgeoning, piercing, and slashing from nonmagical attacks." (without italics)
The current, incorrect wording just treats them as immune to all B/S/P damage, even when the damage type also has the magic property. Seems to be true of all the demon lords, but does not appear to be true of the devils or most other creatures.
Zacchaeus
February 1st, 2023, 09:06
Thanks, I'll make sure the developer gets to know.
mdrichey
February 1st, 2023, 14:46
Monsters of the Multiverse githyanki gish has a couple issues.
1. Type is "Humanoid (Gith" and alignment is "Wizard), Any Alignment"
2. nondetection spell has the following code which is causing problems.
 
See attached screenshots.
Zacchaeus
February 1st, 2023, 16:27
I'll pass that on to the developer. Thanks for the report.
Ecks
February 2nd, 2023, 00:35
Rime of the Frostmaiden:
Story 02.25.07 Climbing Kelvin's Cairn: Missing links to Image: Kelvin's Cairn GM Map and Kelvin's Cairn Player Map (the maps that show the mountain). These are linked in the Reference Manual, just not the story entry.
NPC: Sephek Kaltro: Sephek's "Cold Regeneration" ability doesn't generate the appropriate REGEN effect on the CT. This seems to be because the ability is called "Cold Regeneration". If changed to simply "Regeneration" it works as expected. (This one is probably a 5e ruleset thing).
Zacchaeus
February 2nd, 2023, 08:45
Thanks, I'll pass that on to the developer.
ColoradoGM
February 4th, 2023, 03:43
"Tome of Heroes" by Kobold Press:
The spell "Adjust Position" has the text from the spell "Abrupt Hug" instead of its own text.
Zacchaeus
February 4th, 2023, 08:31
Thanks, I'll let the Kobolds know.
damned
February 4th, 2023, 08:40
Storm Kings Thunder
NPS Tholtz Daggerdark
Spell Description for Wall of Force is missing the first line
Zacchaeus
February 4th, 2023, 10:43
Storm Kings Thunder
NPS Tholtz Daggerdark
Spell Description for Wall of Force is missing the first line
It isn't, but the Components is bleeding into the first line. I'll add that to my fix list; thanks for taking the time to report this from such a long distance away :)
damned
February 4th, 2023, 11:15
Everyone writes lots of bug reports for me... just thought Id get in on the action :ninja:
dendarii
February 5th, 2023, 10:51
Map issue: Odyssey of the Dragonlords
Player Map - The Ancient Glade
The round room at the top of the map is missing walls.
Zacchaeus
February 5th, 2023, 12:27
I'll make sure the developers get to know. Thanks for the report.
Nyarly Dude
February 8th, 2023, 11:28
PHB Deluxe description for "Martial Adept" feat seems to be pre-2021-errata.
If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6.
This phrasing shows up both for the Feat record and the Reference text.
Per https://media.wizards.com/2021/dnd/downloads/PH-Errata.pdf
Martial Adept (p. 168). The first sentence of the second benefit has been changed to “You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source).”
Zacchaeus
February 8th, 2023, 15:51
So I see; I'll add that to my list for fixing. Thanks for the report.
Ecks
February 11th, 2023, 16:27
In Rime of the Frostmaiden:
Story: 02.25.07.06.01 F1. Chasm: At the end of the entry there is "Object: Ice Sheet" with no link - I suspect this is supposed to be a link to the NPC/Hazard named Ice Sheet.
Reference Manual > Chapter 1 > Mountain Climb > Frozen Cave:
In F1. Chasm, there should be a line break after "Characters can walk across this ice to avoid area F2 and go directly to Area F3." (split section into 2 paragraphs).
At the end of F1. Chasm there should probably be a link to the Ice Sheet NPC object.
Ecks
February 12th, 2023, 17:26
Rime of the Frostmaiden:
Story: 02.19.00 Caer-Dineval: There should be a link on this page to Image: Keep on a Hill, probably around the Black Swords section somewhere. On another note, the name of the image "Keep on a Hill" made it difficult to find during the session. "Caer-Dineval Keep" would make it a lot easier to find when searching for it in the Images list.
Quest: Black Swords - in the bullet list there is an extra asterisk after each bullet point.
Story 02.18.01 Bryn Shander in a Nutshell: The Heraldry section is entirely missing.
Story: "<TOWN> in a Nutshell": All ten entries (02.17.01, 02.18.01, ... 02.26.01) should have a link to the corresponding heraldry image.
Zacchaeus
February 12th, 2023, 17:42
I'll alert the developer.
bennis1980
February 14th, 2023, 18:28
Thanks for the reports. I'll alert the developers.
It is unlikely that you'll be able to create characters using the character wizard. I'm not familiar with this book, but generally anything which strays too far from the official WotC wording and way of doing things is going to fall foul of the Wizard. The same problem happened with Advanced 5e and we took the decision to remove the button for the character wizard with that one so that it avoided confusion. I'll mention this to the developers as well.
I'd suggest that you only use drag and drop for character creation. However if the problems you mention still exist with drag and drop then let me know and I'll pass this on.
Did the developers get back to you on this issue?
Zacchaeus
February 14th, 2023, 19:08
Did the developers get back to you on this issue?
I didn't contact them directly but I did inform Smiteworks who passed on the report to them. I assume that they fixed the issues or they have it on their list. But I don't know that for sure. I take it from your query that nothing has been fixed?
bennis1980
February 15th, 2023, 15:49
I didn't contact them directly but I did inform Smiteworks who passed on the report to them. I assume that they fixed the issues or they have it on their list. But I don't know that for sure. I take it from your query that nothing has been fixed?
No, unfortunately no update. I did contact Free League, who said they'd also look into getting in contact with the developer too. I'm still waiting to hear back from them.
Mixylplyx
February 22nd, 2023, 01:45
Keys from the Golden Vault
The Murkmire Malevolence
V2: Museum Shops
Treasure block alludes to back rooms. The original map image shows a door, but there is no walls or doors configured on the map for these back rooms.
M0kkan
February 22nd, 2023, 02:17
Tales from the Yawning Portal
Against the Giants
Image (battlemap): Hill-L1-1-Players
-Secret door to the southeast of area 11 (see DM map Hill-GIant-One-DM [typo in Giant, btw]) is a solid wall, rather than a toggleable wall.
-Area 5 (1.1.06 5. Maids' Chamber) does not have a door. This looks to be an error in the published map (see DM map 'Hill-GIant-One-DM') , but I think a door is intended to be present on the eastern wall.
Forge of Fury
Image (battlemap): The-Sinkhole-Players
Missing occluder immediately below the southern door.
Dead in Thay
Image (battlemap): Abyssal-Prisons-Players
Jail bars in area '02.04.03 14. Demon Cells' should use window tool, instead of wall. It affects how the encounter plays out.
Zacchaeus
February 22nd, 2023, 09:11
Keys from the Golden Vault
The Murkmire Malevolence
V2: Museum Shops
Treasure block alludes to back rooms. The original map image shows a door, but there is no walls or doors configured on the map for these back rooms.
I did not see those as doors at all; I thought they were cabinets or something and on the landing on the second floor. I'll fix that up by drawing in some rooms and doors. Thanks for the report.
Zacchaeus
February 22nd, 2023, 09:12
Tales from the Yawning Portal
Against the Giants
Image (battlemap): Hill-L1-1-Players
-Secret door to the southeast of area 11 (see DM map Hill-GIant-One-DM [typo in Giant, btw]) is a solid wall, rather than a toggleable wall.
-Area 5 (1.1.06 5. Maids' Chamber) does not have a door. This looks to be an error in the published map (see DM map 'Hill-GIant-One-DM') , but I think a door is intended to be present on the eastern wall.
Forge of Fury
Image (battlemap): The-Sinkhole-Players
Missing occluder immediately below the southern door.
Dead in Thay
Image (battlemap): Abyssal-Prisons-Players
Jail bars in area '02.04.03 14. Demon Cells' should use window tool, instead of wall. It affects how the encounter plays out.
Thanks for the reports. I'll add those to my list to look at soon.
digimatt
February 25th, 2023, 15:38
In TCE (Player's), Artificer class, under Multi-Class Proficiencies, the Tools are together with the armor on the Armor line.
Zacchaeus
February 25th, 2023, 18:02
In TCE (Player's), Artificer class, under Multi-Class Proficiencies, the Tools are together with the armor on the Armor line.
Noted, thanks for the report.
Ecks
February 26th, 2023, 18:00
Tasha's Cauldron of Everything:
Class > Wizard > Spellcasting Feature - there is an extraneous line break in the Learning Spells of 1st Level and Higher section
In Rime of the Frostmaiden:
Reference Manual > Ch 1 > Town Hall Capers > Easthaven Town Hall: The image link for the player map is broken and opens a new image. Likely this should be replaced with 4 links to the player maps for each floor and dungeon.
Reference Manual > Ch 1 > The Unseen > Approaching the Outpost: Suggestion: the "Roleplaying the Duergar" sidebar section breaks up a paragraph that should be together. Suggestion is to move the boxed text to the end of this page so the paragraph isn't broken. This is how it appears in the DnDBeyond version as well.
Image: Duergar Outpost Player Map. This player maps has a portion of the east side of the map cropped out (roughly 40 ft/4 grid squares). It would be nice to have the entire map so the "Safe Path" that characters might take is visible to the players.
I think it would be helpful if the following Story entries had links to the GM/Player maps.
Story 02.20.08 Approaching the Outpost: Link to Image: Duergar Outpost GM Map and Image: Duergar Outpost Player Map
Story 02.21.06 Approaching the Lodge: Link to Image: Frost Giant Ice Lodge GM and Image: Frost Giant Ice Lodge Player Map
Story 02.22.13 Easthaven Town Hall: Link to Image: Easthaven Town Hall GM Map and the four associated player maps
Story 02.23.06 Verbeeg Lair: Link to Image: Verbeeg Lair GM Map and Image: Verbeeg Lair Player Map
Story 02.24.07 Finding the Elven Tomb: Link to Image: Elven Tomb GM Map and Image: Elven Tomb Player Map
Story 02.25.07 Climbing Kelvin's Cairn. Link to Image: Kelvin's Cairn GM Map and Image: Kelvin's Cairn Player Map
Story 02.26.06 Approaching the Mine: Link to Image: Gem Mine GM Map and each Gem Mine Level X Player Map
This might not be considered a bug, but there are a number of Story entries that don't have links to related images or artwork. These are linked from the corresponding page in the Reference Manual, but the story entry lacks a link which makes it easy to miss if running the adventure from the Story entries. I think other conversions that use story entries generally have these links.
Story 02.17.07 Clever Beast: Link to Image: Lake Monster
Story 02.18.06 Search for the Sled: Link to Image: Goblin Wagon
Story 02.19.07.09 C9. Speaker's Office: Link to Image: Kadroth
Story 02.19.07.13 C13. Soothsayer's Room: Link to Image: Hethyl Arkorran
Story 02.20.05 Getting the Quest: Link to Image: Trovus Guards the Northern Light
Story 02.20.09.06 O6. Commander's Quarters: Link to Image: Nildar Sunblight
Story 02.21.04 Good Wolf, Bad Wolf: Link to Image: Koran and Kanan
Story 02.21.05 Crossing the Tundra: Link to Image: Frost Giant Ice Lodge Spotted
Story 02.22.00 Easthaven: Link to Image: Rinaldo's Seance in the Toil and Trouble section
Story 02.22.00 Easthaven: Link to Image: Speaker Danneth Waylen in the Town Hall Capers section
Story 02.22.05 Public Execution: Link to Image: Public Execution
Story 02.22.09.10 U10. Cauldron of Plenty: Link to Image: Maud Chiselbone
Story 02.22.13.06 T6: Link to Image: Demonic Figurehead
Story 02.23.05 Carnage in the Woods: Link to Image: Verbeeg Lair Entrance
Story 02.23.07 Affairs of the Heart: Link to Image: Gahg Returns
Story 02.24.00 Lonelywood: Link to Image: The White Moose in section The White Moose.
Story 02.24.08.09 E9: Link to Image: Ravisin and an Awakened Shrub
Story 02.25.07.06 Frozen Cave. Link to Image: Climber Meets Yeti
Story 02.25.07.07 Ruined Camp. Link to Image: Blue Boots
Story 02.26.07.08 M8.: Link to Image: Grell
Story 02.26.07.11 M11.: Link to Image: Trex
Zacchaeus
February 26th, 2023, 18:13
Tahas's noted; I'm sure SuperTeddy will be on the Frostmaiden stuff in due course.
wade138
February 27th, 2023, 02:23
I tried loading my Rime of the Frostmaiden campaign tonight and nearly all assets in the module are missing. No images, no chapters, no encounters. There only a few things in the reference manual.
damned
February 27th, 2023, 03:03
Welcome wade138
Try this first -
go into your fantasy grounds data directory and then the \vault folder
locate WOTC5EROTF.dat and delete it - then re run the updater
gorvidal
February 27th, 2023, 23:20
I didn't see this posted anywhere for this in any of the prior bug reports, but in the Dungeon of the Mad Mage - Ref Man Has incorrect information for one of the Gates on Level 4.
In the Drider Lair it Talks about the Arch Gate to Level 6, which is supposed to link to area 27 on level 6, but the link that is showing in the Ref Man is going to Level 4 Area 27, the actual story entry is showing the correct information. see the attached screenshots.
Zacchaeus
February 28th, 2023, 08:39
Thanks I'll note that for fixing.
augustoangelo
March 1st, 2023, 01:02
Hi,
On my D&D Icewind Dale Rime of the Frostmaiden the encounters tool aren't working. It don't add the NPCs to combat tracker and i get the following message: [ERROR] Missing data record, check your modules. Unable to add NPC record. (Npc name) ()
I already tryed to:
disable all extensions and themes
revert module changes
delete the WOTC5EROTF.dat from vault and updated to download it back
But the ERROR persists. I'm playing this campaing every week for an year now and it was working before the update. It is the only module presenting this error.
IonCannonKarthus
March 1st, 2023, 02:17
Hi,
On my D&D Icewind Dale Rime of the Frostmaiden the encounters tool aren't working. It don't add the NPCs to combat tracker and i get the following message: [ERROR] Missing data record, check your modules. Unable to add NPC record. (Npc name) ()
I already tryed to:
disable all extensions and themes
revert module changes
delete the WOTC5EROTF.dat from vault and updated to download it back
But the ERROR persists. I'm playing this campaing every week for an year now and it was working before the update. It is the only module presenting this error.
Also having the same issue. Happened with the latest update.
erinyoung
March 1st, 2023, 02:27
Hi,
On my D&D Icewind Dale Rime of the Frostmaiden the encounters tool aren't working. It don't add the NPCs to combat tracker and i get the following message: [ERROR] Missing data record, check your modules. Unable to add NPC record. (Npc name) ()
I already tryed to:
disable all extensions and themes
revert module changes
delete the WOTC5EROTF.dat from vault and updated to download it back
But the ERROR persists. I'm playing this campaing every week for an year now and it was working before the update. It is the only module presenting this error.
Same issue here. No encounters are loading, anything specific to Rime of the Frostmaiden results in the same error code while other modules work perfectly fine.
superteddy57
March 1st, 2023, 03:56
Pushed a hotfix and should now have the NPCs linked within the encounters.
astromath
March 1st, 2023, 13:30
Out of the Abyss.
It seems that the duergar have incorrect hp & HD. Presently they have 44 hp & 8d8+8 HD. They should have 26 hp & 4d4+4 HD as in the Monster Manual.
gorvidal
March 1st, 2023, 16:27
In the module The Wild Beyond the Witchlight the pins on DM_Cottage for Areas B4 and B14 are reversed.
also for the Inn at the End of the Road in the Refman there is a link that listed as Map: Inn (requires DMG) that throws the following error message: Attempt to open wildcard links(s) that do not match any loaded module data. Check your active Library modules. (image.img_map_2_jpg@*) even with the Dungeon Master's Guide module open. The lines right above the link just mention needing the DMG open, but the link does work if you have the DMG Maps module open, may need the wording for the link to reference that and not just the DMG, or an addendum mentioning that module needs to be open.
Zacchaeus
March 1st, 2023, 16:35
Hmm, I'll need to look into that. I don't have the original files. May be the developer took a wrong turn somewhere along the line.
Zacchaeus
March 1st, 2023, 16:41
In the module The Wild Beyond the Witchlight the pins on DM_Cottage for Areas B4 and B14 are reversed.
also for the Inn at the End of the Road in the Refman there is a link that listed as Map: Inn (requires DMG) that throws the following error message: Attempt to open wildcard links(s) that do not match any loaded module data. Check your active Library modules. (image.img_map_2_jpg@*) even with the Dungeon Master's Guide module open. The lines right above the link just mention needing the DMG open, but the link does work if you have the DMG Maps module open, may need the wording for the link to reference that and not just the DMG, or an addendum mentioning that module needs to be open.
Noted, and yes it does require the DMG maps module. I'll amend the wording to make that clearer.
Zer0tuna
March 2nd, 2023, 15:06
Concerning the adventure "Vidorant's Vault", the battle map used in "Keys to the Golden Vault(FGU)" uses the DM's map for the battlemap revealing traps, secret doors, and other information. It seems there is not a player's battle map with that information hidden. The map exists, however it is not available to use. I tried to look around the forums and internet with no luck. Does anyone else see this?
Specifically the images named "Battlemap-Vault".
Zacchaeus
March 2nd, 2023, 15:45
Welcome to the forums.
See the reference page 'Using this module in Fantasy Grounds'. All of the battlemaps are combined player and DM maps. There are two layers one that the players see and one that only the DM sees. The DM layer has all the location markers and secret doors etc on it and is set to DM only view by default. The players don't see that (unless you make it visible to them - which you shouldn't do).
Zer0tuna
March 2nd, 2023, 15:49
WOAH! I didn't even see that. Most of the modules I've used so far haven't had that functionality. Thank you for the heads up!
LordEntrails
March 2nd, 2023, 16:55
WOAH! I didn't even see that. Most of the modules I've used so far haven't had that functionality. Thank you for the heads up!
It's a new approach. I think DragonLance was the first to start using that method.
NuclearMonkey
March 5th, 2023, 19:45
I have a PC Bard with Jack of All Trades and the effect Bard; Jack of All Trades; CHECK: 2 is adding +2 to both Ability Checks and Skill Checks. The chat does identify the skill checks correctly, but adds the +2. When I change it to SKILL: 2, it does not add the +2 to Ability Checks. Is the documentation incorrect as to how CHECK works or is this a bug? I tried this with a clean campaign with no extensions and it still occurred.
Moon Wizard
March 5th, 2023, 20:58
As far as I know, according to the D&D 5E rules, a skill check is just an ability check for a specific situation, where the proficiency in the skill specifies whether you get your proficiency bonus on the ability check.
Regards,
JPG
Zacchaeus
March 5th, 2023, 20:59
A skill check is also an ability check (hence the reason that it's written Dexterity (Sleight of Hand) for example. Thus CHECK will add the bonus to any ability check and any skill check.
Having said that however Jack of all Trades only adds half proficiency to those checks that don't already have your proficiency bonus. So I'd write the effect as CHECK:[HPRF];SKILL[-HPRF], list of skills where you already have proficiency separated by a comma. (So if you are proficient in Acrobatics and Animal Handling it would be CHECK: [HPRF];SKILL[-HPRF], Acrobatices, Animal Handling). Note that initiative is also an ability check and so you get half proficiency bonus it initiative rolls (this is built into CHECK; so you don't have to do anything). Note also the [HPRF] is a tag which will add half your proficiency bonus to the effect; thus you won't need to update the effect when you level up and your proficiency bonus increases.
See the discussion here for more information https://www.fantasygrounds.com/forums/showthread.php?27331-Effects-The-Complete-Bard-Package/page2
NuclearMonkey
March 5th, 2023, 22:09
Thanks! You might want to look into an update/change to the description at the customer portal. The way it's written and organized it seems like CHECK shouldn't cover skills.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation
CyborgGecko
March 5th, 2023, 23:29
Seem to be encountering an issue with Kingdoms and Warfare from MCDM since latest backwards breaking update.
In a game that has Kingdoms and Warfare loaded, when a user views the actions tab for a character sheet for the first time in a session, an error appears several times:
[ERROR] Script execution error: [string "KingdomsAndWarfare:..ripts/power_action.lua"]:24: attempt to call field 'onClose' (a nil value)
When expanding an individual ability in the action's tab, the following appears several times:
[ERROR] window: No vertical anchor defined for control (testdetail) in windowclass (power_action)
When viewing the PwrPool Tab in the party sheet, the following appears several times:
[ERROR] Script execution error: [string "KingdomsAndWarfare:..omain_power_action.lua"]:13: attempt to call field 'setOrder' (a nil value)
[ERROR] window: No vertical anchor defined for control (castdetail) in windowclass (domain_power_action)
[ERROR] window: No vertical anchor defined for control (effectdetail) in windowclass (domain_power_action)
None of these errors appear to be accompanied by any loss or break in functionality of the base system nor of the module in particular. But the errors constantly appearing is very annoying.
If needed I can provide the more complete console.log and player.log files.
Moon Wizard
March 6th, 2023, 01:06
Thanks for reporting. I've passed on to the DLC developers for the K&W extension.
Regards,
JPG
Ecks
March 6th, 2023, 01:18
In Curse of Strahd:
The Encounters (Random) window has two Groups in the module, one named "Curse of Strahd" and another named "D&D Curse of Strahd". I'm guessing these should just be a single group.
Suggestion: In the Reference Manual, each chapter is prefixed with "COS XX" which seems redundant in the Reference Manual since each starts with "Chapter X" already.
Zacchaeus
March 6th, 2023, 09:18
In Curse of Strahd:
The Encounters (Random) window has two Groups in the module, one named "Curse of Strahd" and another named "D&D Curse of Strahd". I'm guessing these should just be a single group.
Suggestion: In the Reference Manual, each chapter is prefixed with "COS XX" which seems redundant in the Reference Manual since each starts with "Chapter X" already.
I think both of those are legacy issues from CoS having been created in Classic and then Author used to create the initial reference manual and now the creation is done via export from Unity. I'll take a note to tidy those up.
MeAndUnique
March 6th, 2023, 22:26
Seem to be encountering an issue with Kingdoms and Warfare from MCDM since latest backwards breaking update.
In a game that has Kingdoms and Warfare loaded, when a user views the actions tab for a character sheet for the first time in a session, an error appears several times:
[ERROR] Script execution error: [string "KingdomsAndWarfare:..ripts/power_action.lua"]:24: attempt to call field 'onClose' (a nil value)
When expanding an individual ability in the action's tab, the following appears several times:
[ERROR] window: No vertical anchor defined for control (testdetail) in windowclass (power_action)
When viewing the PwrPool Tab in the party sheet, the following appears several times:
[ERROR] Script execution error: [string "KingdomsAndWarfare:..omain_power_action.lua"]:13: attempt to call field 'setOrder' (a nil value)
[ERROR] window: No vertical anchor defined for control (castdetail) in windowclass (domain_power_action)
[ERROR] window: No vertical anchor defined for control (effectdetail) in windowclass (domain_power_action)
None of these errors appear to be accompanied by any loss or break in functionality of the base system nor of the module in particular. But the errors constantly appearing is very annoying.
If needed I can provide the more complete console.log and player.log files.
Hey, sorry for the inconvenience, we will work to get everything sorted as quickly as possible. We have identified the issue with the party sheet and will have a fix out either in this or next week's update. For the character sheet however we have been unable to reproduce the error, could you provide steps taken that result in the error with a clean campaign and only the Kingdoms and Warfare extension loaded?
Zacchaeus
March 7th, 2023, 01:22
Thanks! You might want to look into an update/change to the description at the customer portal. The way it's written and organized it seems like CHECK shouldn't cover skills.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation
I think it is correct. It says that CHECK is an ability check. As mentioned above a skill check is an ability check. You can have a bonus or penalty to a specific skill which is why there is also a SKILL effect. But if you get a bonus or penalty to an ability then that can affect not just a straight ability check but also any skill check based on that ability. A bonus to strength for example will affect any strength check, melee attack based on strength and athletics skills check.
Edit: Just one more point. CHECK on it's on affects all abilities; but you can restrict that by naming an ability (or multiple abilities). Thus CHECK: 2, dexterity will only add a bonus to any dexterity checks and any skill checks based on dexterity (which in this case would also affect initiative since that too, is based on dexterity).
Bonkon
March 8th, 2023, 19:28
Good Day Zacchaeus :)
I am running TYP Against the Giants and just came across an incorrect link on the Frost Giants upper level DM map. #23 links to the encounter instead of the room description.
Thanks :)
Zacchaeus
March 8th, 2023, 19:45
Good Day Zacchaeus :)
I am running TYP Against the Giants and just came across an incorrect link on the Frost Giants upper level DM map. #23 links to the encounter instead of the room description.
Thanks :)
Thanks, I'll add that to my list
DungeonArchitect
March 10th, 2023, 20:12
Hi 5e rules campaign, no extensions loaded , character sheet in Actions Tab, when right click -> Create Item-> error console with message
"[ERROR] Script execution error: [string "5E:campaign/scripts/power_list.lua"]:34: attempt to index field 'name' (a nil value)"
Moon Wizard
March 11th, 2023, 01:01
Thanks for reporting. We have a fix queued for the next weekly release. For now, you can use the Add Power button at the bottom, or the Add Power button on each spell level/group header.
Regards,
JPG
LordEntrails
March 11th, 2023, 01:01
Hi 5e rules campaign, no extensions loaded , character sheet in Actions Tab, when right click -> Create Item-> error console with message
"[ERROR] Script execution error: [string "5E:campaign/scripts/power_list.lua"]:34: attempt to index field 'name' (a nil value)"
Reported here: Creating new item/power in actions tab throws console error (fantasygrounds.com) (https://www.fantasygrounds.com/forums/showthread.php?77176-Creating-new-item-power-in-actions-tab-throws-console-error)
CyborgGecko
March 12th, 2023, 23:33
Hey, sorry for the inconvenience, we will work to get everything sorted as quickly as possible. We have identified the issue with the party sheet and will have a fix out either in this or next week's update. For the character sheet however we have been unable to reproduce the error, could you provide steps taken that result in the error with a clean campaign and only the Kingdoms and Warfare extension loaded?
Sorry it took me a bit to get back with this.
Upon loading a campaign with no other extensions, I could no longer replicate that specific error either. I believe it was being caused by another extension I had loaded that was also in need of an update.
After disabling that extension, the error vanished, and upon loading the updated version, the error didn't return.
Sorry for the confusion with that error and thanks for the quick fix for the other ones!
Minxdobby69
March 13th, 2023, 16:30
"Tome of Heroes" by Kobold Press:
The spell "Adjust Position" has the text from the spell "Abrupt Hug" instead of its own text.
FIXED - Minxdobby
Brewsinker
March 16th, 2023, 00:00
Hi, the updated PHB module links "Items - Tack, Harness, And Drawn Vehicles" and "Items - Mounts and other Animals" has swapped content. Also, I'm missing "Items - Adventuring gear" and "Items - Tools". Thanks!
Zacchaeus
March 16th, 2023, 10:45
Welcome to the forums.
There is no export category of Adventuring Gear or tools; hence the reason you aren't seeing those. (The PHB was created using a different method previously - which did produce such lists). To see a list of adventuring gear or tools use the filters at the bottom of the items window. I'm not sure what's going on with the mounts and harness etc; I'll need to consult with the developer since it would seem to be a ruleset issue rather then a problem with the data.
KillinWithKi11Roy
March 17th, 2023, 19:05
So there seems to be a small bug I found in 5e with the last update.
I've made 3 custom classes all with three specializations each with the options for them starting at level 3, and so I started making a custom cleric with the specialization starting at level one clicked the option for "spec choice" but the specializations tab won't show up on the custom class sheet.
Tried locking and unlocking the sheet, increasing the level and tried closing down FG and reopening it but still wont show up, so I thought maybe it was just that sheet that was bugged, I went and started making another custom class made the spec choice at level three in hopes that it would work but that did not work either.
I even tried making a new campaign and just copy and past all my work, but still the specializations tab will not show up.
I don't think I'm doing anything different from the first three times I've done it, but now it doesn't seem to be working.
Zacchaeus
March 17th, 2023, 20:16
I suspect you may be looking at older instructions. There is no Specialization pop up now. Specializations have their own window class. See the Specializations button at the top of the class list and see video thirty five here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
KillinWithKi11Roy
March 17th, 2023, 21:15
I suspect you may be looking at older instructions. There is no Specialization pop up now. Specializations have their own window class. See the Specializations button at the top of the class list and see video thirty five here https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity
Thats so weird.... this was not there 2 days ago.... I know I haven't gone mad because the tabs are still there on the other sheets, but thank ya!
Zacchaeus
March 17th, 2023, 21:29
Thats so weird.... this was not there 2 days ago.... I know I haven't gone mad because the tabs are still there on the other sheets, but thank ya!
In all legacy cases (that is any classes created several months ago when the change took place) will still have the tabs - since otherwise they would have broken. But any new character class created since the change (I can't remember exactly but it was months ago) will not have those tabs.
WinterSoldier7
March 20th, 2023, 19:33
Where do I go to report an issue I'm seeing with Kingdoms & Warfare?
Zacchaeus
March 20th, 2023, 20:49
Where do I go to report an issue I'm seeing with Kingdoms & Warfare?
Here, and I'll pass it on to the developers.
WinterSoldier7
March 21st, 2023, 13:12
I checked with only this extension activated and it still occurs.
Domains > Other tab
56793
Overlapping text.
FGU version: 4.3.6
Not sure where to find a version for K&W, it's mentioned in the chat but without a version number.
Saagael
March 21st, 2023, 21:12
I checked with only this extension activated and it still occurs.
Domains > Other tab
56793
Overlapping text.
FGU version: 4.3.6
Not sure where to find a version for K&W, it's mentioned in the chat but without a version number.
Thanks for reporting. We're taking a look and it now.
Ecks
March 23rd, 2023, 01:41
In Monsters of the Multiverse:
For most (if not all) NPCs, in the stat blocks on the Other tab there seems to be a problem with the line breaks. In the section below the stats table, all of the lines seem to be concatenated together. For example, for the Abjurer Wizard NPC, on the Other tab, Saving Throws, Skills, Senses, Languages, and Challenge all appear on one line instead of one line each.
Zacchaeus
March 23rd, 2023, 09:23
Noted
Bonkon
March 25th, 2023, 08:45
Good Day Zacchaeus :)
I tried to open the Teleport Mishap table from the spell description in the Players Handbook and get the following message in chat (Note this is in a clean campaign with no extensions):
Attempt to open wildcard links(s) that do not match any loaded module data. Check your active Library modules. (tables.tab_teleportmishap@*)
I can open the Table itself from the Tables button and searching for it. :)
Zacchaeus
March 25th, 2023, 09:10
Yep, I see that. I'll get that fixed.
dbachen
March 26th, 2023, 03:42
Using the races in Van Richten Guide to Ravenloft - Players, none of the 3 races have languages listed on the class description or on the "other" tab so they aren't added to the character. I think they are supposed to get Common + 1 right? I don't own the actual book, just the FGU version for a cross reference, but some Google searches seem to confirm that.
Zacchaeus
March 26th, 2023, 09:17
Well, the 'races' in Van Richten aren't really races but lineages. So these are things that come on top of, or replace, any race that you have. If you've chosen a race that already has languages (which I think would be all of them); then you retain the languages of that race and don't get any new ones. Having said that I can add in a language feature bit since it won't complicate things any more than they already are.
dbachen
March 26th, 2023, 18:32
Thanks. The way the ancestral legacy lineage is worded it uses "if" and there are discussions about origin that are ones other than "I was something else before"... "Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice." so in that case, there is no discussion about languages. I appreciate you looking at it.
Bonkon
March 28th, 2023, 06:49
Good Day Zacchaeus :)
In Tales from the Yawning Portal: Against the Giants on level 2 of the Frost Giants Room 5 the encounter is not in the room description. It is Encounter 2.2.09.5 Entrance. :)
Thanks :)
Zacchaeus
March 28th, 2023, 08:06
Thanks, I'll check that out.
WinterSoldier7
March 29th, 2023, 12:17
One step forward, two steps back for the latest Kingdoms & Warfare update.
Domain UI now fixed, but creating a unit now sees the Experience, Armor and Type boxes unselectable:
56886
They look like you can click on them (as you should), but doing so just makes the box disappear - which is what the image depicts.
Zacchaeus
March 29th, 2023, 15:07
I'll alert the developers
Saagael
March 29th, 2023, 15:19
One step forward, two steps back for the latest Kingdoms & Warfare update.
Domain UI now fixed, but creating a unit now sees the Experience, Armor and Type boxes unselectable:
56886
They look like you can click on them (as you should), but doing so just makes the box disappear - which is what the image depicts.
I'm looking into this. The code for the unit sheet has been working and hasn't changed in months so something must have changed in Core to break this.
ColoradoGM
March 30th, 2023, 00:15
Tome of Heroes (Kobold Press) spells: Rive
casting time shows as "60 ft." Should be "1 action".
Zacchaeus
March 30th, 2023, 00:33
Thanks, I’ll alert the developer.
GingaChris
April 2nd, 2023, 23:05
Having this same issue on two campaigns anytime you try and expand on your effect or spell that error code pops up
Zacchaeus
April 2nd, 2023, 23:52
Having this same issue on two campaigns anytime you try and expand on your effect or spell that error code pops up
Welcome to the forums. What error are you talking about? The most likely cause of errors are extensions. Make sure you have the most up to date versions. Always test in a new campaign without extensions to see if you can reproduce the error. If you can’t then enable extensions one at a time until you get the error and the last one you enabled is probably the culprit.
If an extension isn’t your issue then can you provide a few more details than what you have provided.
Camberme
April 12th, 2023, 02:27
in the player's handbook portion of, spelljammer's astral adventure's guide, under races, autognome, at the bottom of main, under specialized design.
it reads" You gain two tool proficiencies of your choice, selected from the Player's Handbook.ok. as shown in my screen shot, there is an extra .ok. minor, but meh it's a "bug" ;)
ryanabca
April 12th, 2023, 08:26
I am not sure if I have too many extensions conflicting with each other but after my last FGU update I can no longer add new or modify existing effect (the magnifying icon is no longer there). Anyone else having this issue?
Zacchaeus
April 12th, 2023, 08:57
I am not sure if I have too many extensions conflicting with each other but after my last FGU update I can no longer add new or modify existing effect (the magnifying icon is no longer there). Anyone else having this issue?
The first thing to do is test in a new campaign without extensions. If you can't replicate in such a campaign then it will be an extension or extension conflict which is causing the issue and you'll need to track it down by adding extensions in one at a time until you can replicate.
Zacchaeus
April 12th, 2023, 08:59
in the player's handbook portion of, spelljammer's astral adventure's guide, under races, autognome, at the bottom of main, under specialized design.
it reads" You gain two tool proficiencies of your choice, selected from the Player's Handbook.ok. as shown in my screen shot, there is an extra .ok. minor, but meh it's a "bug" ;)
I'll add that to the top of my priority list :)
Seriously thanks for the report.
Ecks
April 17th, 2023, 01:44
Rime of the Frostmaiden: "Reference Manual > Chapter 4: Desctruction's Light" is spelled wrong
Zacchaeus
April 17th, 2023, 09:17
Noted. Thanks for the report.
BaneTBC
April 17th, 2023, 18:18
In Waterdeep: Dungeon of the Mad Mage, floor 2, room 26c (02.26.03 26c), the Stone Sphere trap has a movement listed of 0. This causes a disruption in trying to determine what its actual rate of movement is for when the trap is setoff. I'm assuming the movement should be 60 ft, as per the DMG's Rolling Sphere entry under Traps in Chapter 5. And this isn't really a missed thing by the converter, the original room description doesn't list it either, just that you can slow it down by 15 feet when doing the strength check, but would be helpful to resolve for DM's running this module.
Zacchaeus
April 17th, 2023, 19:26
In Waterdeep: Dungeon of the Mad Mage, floor 2, room 26c (02.26.03 26c), the Stone Sphere trap has a movement listed of 0. This causes a disruption in trying to determine what its actual rate of movement is for when the trap is setoff. I'm assuming the movement should be 60 ft, as per the DMG's Rolling Sphere entry under Traps in Chapter 5. And this isn't really a missed thing by the converter, the original room description doesn't list it either, just that you can slow it down by 15 feet when doing the strength check, but would be helpful to resolve for DM's running this module.
Yeah, you are right. It never crossed my mind that it was taken from the DMG; but the wording is exactly the same except the DMG version mentions how far it moves.
ColoradoGM
April 22nd, 2023, 21:01
Vault of Magic (Kobold Press): The "treasure trove" tables have a visibility button that is broken. It's not possible to hide your rolls on this table.
Zacchaeus
April 22nd, 2023, 21:43
Vault of Magic (Kobold Press): The "treasure trove" tables have a visibility button that is broken. It's not possible to hide your rolls on this table.
Can you screenshot that please? And can you say what your setting is for Show GM rolls.
ColoradoGM
April 22nd, 2023, 22:42
57120 The "Hoard" table from the DMG has a Vis button that can be turned off (and is, in this picture, dotted symbol). The "Trove" table's Vis button doesn't do anything.
I also just noticed that the Parcel/Chat/ Story button is not really a button in the Vault of Magic tables, it's stuck on Parcel.
There's a workaround, I can drop the roll in the dice tower and it hides it.
Ecks
April 23rd, 2023, 03:38
Rime of the Frostmaiden:
Reference Manual > Chapter 2 > Wilderness Encounters: There should be a "Number of Wilderness Encounters" table at the end of this page. This table does exist but there is no link to it on the reference manual page.
Dungeon Master's Guide (and RotF):
NPC: Brown Mold - the action is titled "Slimy Damage", maybe "Cold Damage" would be more accurate?
Zacchaeus
April 23rd, 2023, 08:44
57120 The "Hoard" table from the DMG has a Vis button that can be turned off (and is, in this picture, dotted symbol). The "Trove" table's Vis button doesn't do anything.
I also just noticed that the Parcel/Chat/ Story button is not really a button in the Vault of Magic tables, it's stuck on Parcel.
There's a workaround, I can drop the roll in the dice tower and it hides it.
The difference is that the Vault of Magic table is locked (the lock symbol top right is red rather than black) and so can't be edited. If you make a copy of the table and use the copy then you'll be able to hide the roll. The same goes for the output type; in a locked entry it can't be changed but it can in an unlocked one.
Zacchaeus
April 23rd, 2023, 08:45
Rime of the Frostmaiden:
Reference Manual > Chapter 2 > Wilderness Encounters: There should be a "Number of Wilderness Encounters" table at the end of this page. This table does exist but there is no link to it on the reference manual page.
Dungeon Master's Guide (and RotF):
NPC: Brown Mold - the action is titled "Slimy Damage", maybe "Cold Damage" would be more accurate?
I think slimy damage is much more evocative :)
Nyarly Dude
May 3rd, 2023, 02:33
Amusing and not especially impactful bug: if a character rolls initiative and the result is exactly zero, the INIT box on the Combat Tracker will be empty. Negative initiative will display properly, however.
Zacchaeus
May 3rd, 2023, 12:24
Amusing and not especially impactful bug: if a character rolls initiative and the result is exactly zero, the INIT box on the Combat Tracker will be empty. Negative initiative will display properly, however.
Indeed. This is true.
Rime of the Frostmaiden:
Reference Manual > Chapter 1 > Starting Quest: Nature Spirits > Thieves in the Wind: The parcel link at the end of the page appears to be broken and open a new parcel.
Story 02.15.00 Thieves in the Wind: Parcel link is broken as above.
Zacchaeus
May 5th, 2023, 21:47
I'll alert the developer.
elwhynn
May 9th, 2023, 15:58
Do the FGU versions of 5E rulebooks get updated based on revisions / errata? I notice the True Polymorph spell description in D&D Beyond is different from what is in FGU PHB. Partial example (there are several differences):
Beyond: The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.
FGU PHB: The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
superteddy57
May 9th, 2023, 16:32
Errata is provided by WotC and then applied to the product that the errata is associated with. If a spell gets an update in a later book, it may not be updated in earlier books unless a specific errata is provided for that source.
Zacchaeus
May 9th, 2023, 17:32
Do the FGU versions of 5E rulebooks get updated based on revisions / errata? I notice the True Polymorph spell description in D&D Beyond is different from what is in FGU PHB. Partial example (there are several differences):
Beyond: The spell lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the spell lasts until it is dispelled.
FGU PHB: The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
All of the material I have suggests that the FGU version is the correct one. I can't find any errata to suggest that the spell's description has changed.
Griogre
May 9th, 2023, 19:10
With all due respect, SuperTeddy, this is a bad idea.
The basic assumption we have is that all versions of a spell are the same in Fantasy Grounds. While D&D Beyond likely does only have one version of every spell in their database and just tags what sources they are from; Fantasy Grounds has a separate listing for *every* source. You are saying that I and my players should have to scan through the four or so versions of the most common spells to pick out the which ones have been corrected with erratum.
With the official 56 WotC sources I own, 21 sources have spells. I have 22 pages of spells listed when I press the spell button and have the 21 sources open (call it 20 as I see one is DD PHB Deluxe, a bug). The first "page" of 50 spells has 22 different spells and 28 duplicate spell entries. Most spells have duplicates and the ones with the most duplicates in general are - the most commonly used spells by PCs and NPCs.
As part of the translation from print media to FG data, I believe that all of Wizards data in Fantasy Grounds, regardless of source, should be the same and use Wizards errata. I believe that the intent of Wizards is that there be only one version of a spell (or any other data item) at any one time.
I do not believe that forcing your customers to scan through and try to guess which version of a spell is the "correct" one is what FG's tag line of "Prep Less. Play Better. ..." is suppose to mean. And while I am specifically talking about spells here, this also applies to Backgrounds, Classes, Feats, Races, Skills, Images, NPCs and Vehicles data too.
While I do sympathise with you as a developer, I do believe it is in Smiteworks long term interest to come up with a better database solution that eliminates duplicate data in general. Right now where there are duplicates, I believe that all identical data items - regardless of source - should be identical and not just mindlessly follow Wizards errata list.
Griogre
May 9th, 2023, 19:11
All of the material I have suggests that the FGU version is the correct one. I can't find any errata to suggest that the spell's description has changed.
Might it be that the change is from the Beta D&D One?
Zacchaeus
May 9th, 2023, 20:15
With all due respect, SuperTeddy, this is a bad idea.
The basic assumption we have is that all versions of a spell are the same in Fantasy Grounds. While D&D Beyond likely does only have one version of every spell in their database and just tags what sources they are from; Fantasy Grounds has a separate listing for *every* source. You are saying that I and my players should have to scan through the four or so versions of the most common spells to pick out the which ones have been corrected with erratum.
With the official 56 WotC sources I own, 21 sources have spells. I have 22 pages of spells listed when I press the spell button and have the 21 sources open (call it 20 as I see one is DD PHB Deluxe, a bug). The first "page" of 50 spells has 22 different spells and 28 duplicate spell entries. Most spells have duplicates and the ones with the most duplicates in general are - the most commonly used spells by PCs and NPCs.
As part of the translation from print media to FG data, I believe that all of Wizards data in Fantasy Grounds, regardless of source, should be the same and use Wizards errata. I believe that the intent of Wizards is that there be only one version of a spell (or any other data item) at any one time.
I do not believe that forcing your customers to scan through and try to guess which version of a spell is the "correct" one is what FG's tag line of "Prep Less. Play Better. ..." is suppose to mean. And while I am specifically talking about spells here, this also applies to Backgrounds, Classes, Feats, Races, Skills, Images, NPCs and Vehicles data too.
While I do sympathise with you as a developer, I do believe it is in Smiteworks long term interest to come up with a better database solution that eliminates duplicate data in general. Right now where there are duplicates, I believe that all identical data items - regardless of source - should be identical and not just mindlessly follow Wizards errata list.
As far as I'm aware any spell that was reproduced in later books was either replicated as is; or there was errata produced which updated the spell in previous books. Nothing in the PHB has ever been reproduced anywhere that I'm aware of. Tasha reproduced some spells I think from Sword Coast Adventure Guide, but I believe those had already been errata'd. I know of no instance where there is more than one version of a spell kicking about.
Zacchaeus
May 9th, 2023, 20:16
Might it be that the change is from the Beta D&D One?
That's certainly possible but I haven't looked at anything related to OneD&D. I assume once that is finalised there'll be a new PHB etc.
Ecks
May 10th, 2023, 03:54
For what it's worth, in my physical copy of the PHB (First Printing: August 2014 with corrections to first printing), the wording for True Polymorph doesn't match FGU either (or D&D Beyond, though its fairly close). Example of the differences:
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
FGU version:
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent. This spell can't affect a target that has 0 hit points.
Shapechangers aren't affected by this spell. An unwilling creature must make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
dendarii
May 16th, 2023, 22:04
Odyssey of the Dragonlords
Parcel: A0602.02 Zephyrus, the Summer Wind
Parcel contains 1 scroll of fireball, but adventure text says 3 scrolls
Zacchaeus
May 16th, 2023, 22:39
Thanks, I’ll alert the developer.
rob2e
May 16th, 2023, 23:15
Updated for next publish.
Ecks
May 18th, 2023, 05:42
Curse of Strahd:
NPC: Berserker - the description on the Other tab is wrong - it's a mash up of the Berserker text with the Gladiator text. The Berserker in the Monster Manual looks right.
Zacchaeus
May 18th, 2023, 09:27
Curse of Strahd:
NPC: Berserker - the description on the Other tab is wrong - it's a mash up of the Berserker text with the Gladiator text. The Berserker in the Monster Manual looks right.
Thanks. added to my list.
Madman Across the Water
May 21st, 2023, 02:14
Princes of the Apocalypse:
The box text in X8 (Halls of the Hunting Axe, Hall of the Fallen) is missing its paragraph break.
The pins for X5 and X6 are swapped in location on the Halls of the Hunting Axe outdoor map.
I posted this in discord a while back, but it is not surprising if that got lost, so I'll put it here as well:
In the map The Weeping Colossus, the connection between room W5 and W6 is a 30' vertical tunnel, so a character in W5 can't see into the bulk of W6 without traveling through that tunnel. The FG version of the map, however, has no LOS break between the two- while there shouldn't be an outright wall, I feel like one of those open/close-able terrain features on the north end of the tunnel opening would make sense- once any character has gone down the tunnel, it can be opened and yeah, that'll reveal W6 to everyone in W5, but a lot of groups are probably using shared LOS anyway.
Thanks!
Zacchaeus
May 21st, 2023, 09:42
Thanks for the report. I'll add it to my list.
elwhynn
May 21st, 2023, 18:46
All of the material I have suggests that the FGU version is the correct one. I can't find any errata to suggest that the spell's description has changed.
Thanks for looking into this. My original post used D&D Beyond as a reference, and I assumed the difference between the spell in D&D Beyond vs. FGU was due to a missed errata. Many things indicate that the spell should say "If you concentrate on this spell for the full duration, the spell lasts until it is dispelled." instead of "If you concentrate on this spell for the full duration, the transformation becomes permanent."
Jeremy Crawford states "what we did in the errata, is we replaced the word permanent with it lasts until it's dispelled" on Dragon Talk (ref. https://www.youtube.com/watch?v=EWOsPhKNyPk, ref minute 24 to 25:30).
However, looking through the errata (2015 v1 and v1.1, 2016, 2017, 2018, 2020, 2021) I agree with you, it's not in there.
My hardcover PHB, which is 10th printing from 2018, says "If you concentrate on this spell for the full duration, the spell lasts until it is dispelled."
I still think something is wrong with the version in FGU, it looks outdated, for reasons unknown.
In addition, I noticed something else in FGU which does not line up with errata, and also does not match my 2018 HC:
Errata says: In the “Creature into Object” subsection (p. 284), the following text is appended to the first sentence: “, as long as the object’s size is no larger than the creature’s size.”
FG version of spell says: Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Another discrepancy noted in my OP, and now checking in my 2018 hardcover which matches D&D Beyond, the spell says "The spell lasts for the duration" vs. in FGU "The transformation lasts for the duration"
It still appears to me the FGU version of this spell is outdated somehow, maybe an updated version of it came out in an HC vs. the update being stated in errata?
Zacchaeus
May 21st, 2023, 20:22
Ok, I went back and checked the last pdf I have from WotC (from 2018) and it seems that it confirms what you are saying - so I'll amend it to that wording.
elwhynn
May 21st, 2023, 20:36
Thanks!
sirkerry
May 24th, 2023, 21:56
Getting a Script execution error: [string "5E:charwiard/scripts/data_charwizard.lua"]:646: attempt to index global 'aCasterClasses' (a nil value) when loading a brand new 5E campaign (CoreRPG ruleset dated is 2023-04-25 and 5E ruleset is dated 2023-05-17) and have the Symbaroum 5E Setting and Symbaroum 5E Theme extensions loaded.57416
sirkerry
May 24th, 2023, 22:49
Getting a Script execution error: [string "5E:charwiard/scripts/data_charwizard.lua"]:646: attempt to index global 'aCasterClasses' (a nil value) when loading a brand new 5E campaign (CoreRPG ruleset dated is 2023-04-25 and 5E ruleset is dated 2023-05-17) and have the Symbaroum 5E Setting and Symbaroum 5E Theme extensions loaded.57416
Okay, I've troubleshot it a bit and narrowed it down to the Symbaroum 5E Setting extension as the culprit. As I'd really like to run the 5E Ruins of Symbaroum stuff and it apparently needs this extension, how do I go about getting this error addressed? Is this the right place to report it or does it need to be reported somewhere else?
LordEntrails
May 24th, 2023, 22:54
Okay, I've troubleshot it a bit and narrowed it down to the Symbaroum 5E Setting extension as the culprit. As I'd really like to run the 5E Ruins of Symbaroum stuff and it apparently needs this extension, how do I go about getting this error addressed? Is this the right place to report it or does it need to be reported somewhere else?
The bug report thread for that system is; Official Symbaroum Bug Reports Thread (fantasygrounds.com) (https://www.fantasygrounds.com/forums/showthread.php?56823-Official-Symbaroum-Bug-Reports-Thread)
andrewcr
May 28th, 2023, 11:21
Weird text (like someone laid a book on the keyboard when data entering)
Tome of Beasts 3, Scarab Suncatcher
See Wing Beat feature for funny text (multiple times)
Zacchaeus
May 28th, 2023, 12:29
I'll update the developer.
Griogre
June 3rd, 2023, 23:00
AAW Games, Mini-Dungeon Tome, Hobgoblin Lair Typos
Hobgoblin Lair 08 Decorated Chamber story entry: "centuriesdead" should be "centuries dead" with a space between the words.
Hobgoblin Lair 10: Trapped Antechamber story entry: "alarm spell trap [box] if someone" should be "alarm spell trap - if someone" with the [box] changed to an em dash.
Zacchaeus
June 4th, 2023, 08:40
Thanks. I'll see that the developer gets notified.
Phonascus
June 6th, 2023, 01:39
AAW Games, Rise of the Drow: Collector's Edition (Rob Twohy).
Fire Mephits are missing automated Attack rolls for the Spit Fire attack.
https://cdn.discordapp.com/attachments/558705929038725140/1113120233281028276/Fire_Mephit.png
Zacchaeus
June 6th, 2023, 08:42
Thanks, I'll pass that on.
rob2e
June 6th, 2023, 20:33
AAW Games, Rise of the Drow: Collector's Edition (Rob Twohy).
Fire Mephits are missing automated Attack rolls for the Spit Fire attack.
https://cdn.discordapp.com/attachments/558705929038725140/1113120233281028276/Fire_Mephit.png
What a difference a . vs : can make...
Fixed for the next update.
Swissman65
June 27th, 2023, 16:32
Hello, I found some Bugs in Rise of the Drow: Collector's Edition (5e)
(please forgive me if those aren't actual bugs but were meant to stay this way i've double checked to see if it was making sense to me)
Spells:
Bestow Curse -> duplicated
Contagion -> duplicated
Daylight -> duplicated
Gentle Repose -> duplicated
Sanctuary -> duplicated
Maps:
Rybalka Cathedral GM -> links clustered on top left
Rybalka GM -> links clustered on top left
Rift Ruins GM -> links clustered on top left
Myceloid Dwelling -> links clustered on top left (<- not sure about this one)
Underworld Area Map GM -> missing image itself (when link opened an error occurs: [ERROR] Graphic: Unable to load file (modules/Rise of the Drow Collectors Edition/campaign/images/Underworld Aventyr GM.JPG) (*))
Encounters:
Line in the Dirt -> "Yoflid Gullion" isn't placed on the map (map name: "Line Player")
Chapter 13 - 11 Purple Worm Nursery -> "Purple Wormling" isn't placed on the map (map name: "Purple Worm Nursery Player") (<- not sure about this one)
NPC:
Drow Mystic -> missing Token
Human Archpriest -> missing Token
Reference Manual:
Chapter 13 - 11 Purple Worm Nursery-> second Paragraph->a sentence seems missing some words: "The hatching the characters move across them, which may happen if they do not realize their true nature. "
Swissman65
June 28th, 2023, 08:38
Hello, I found some Bugs in "Rise of the Drow : Collector's Edition (5e)"
(please forgive me if some of them aren't actual bugs but were meant this way I tried my best to double check to see if it made sense to me)
Spell:
Bestow Curse -> duplicated
Contagion -> duplicated
Daylight -> duplicated
Gentle Repose -> duplicated
Sanctuary -> duplicated
Maps:
Rybalka Cathedral GM -> links clustered on top left
Rybalka GM -> links clustered on top left
Rift Ruins GM -> links clustered on top left
Myceloid Dwelling -> links clustered on top left (<- not sure about this one)
Underworld Area Map GM -> missing image itself (when link opened an error occurs: [ERROR] Graphic: Unable to load file (modules/Rise of the Drow Collectors Edition/campaign/images/Underworld Aventyr GM.JPG) (*))
Encounters:
Line in the Dirt -> "Yoflid Gullion" isn't placed on the map (map name: "Line Player")
Chapter 13 - 11 Purple Worm Nursery -> "Purple Wormling" isn't placed on the map (map name: "Purple Worm Nursery Player") (<- not sure about this one)
NPC:
Drow Mystic -> missing Token
Human Archpriest -> missing Token
Story:
Chapter 13 - 11 Purple Worm Nursery-> second Paragraph->a sentence seems missing some words: "The hatching the characters move across them, which may happen if they do not realize their true nature. "
Zacchaeus
June 28th, 2023, 09:09
Thanks; I'll alert the developer.
JiFish
June 28th, 2023, 23:31
D&D Spelljammer Astral Adventurer's Guide - DM
The Spelljamming Helm and Wildspace Orrery have an errant comma after their type: "Wondrous Item,"
rob2e
June 29th, 2023, 04:37
Hello, I found some Bugs in "Rise of the Drow : Collector's Edition (5e)"
(please forgive me if some of them aren't actual bugs but were meant this way I tried my best to double check to see if it made sense to me)
Spell:
Bestow Curse -> duplicated
Contagion -> duplicated
Daylight -> duplicated
Gentle Repose -> duplicated
Sanctuary -> duplicated
Maps:
Rybalka Cathedral GM -> links clustered on top left
Rybalka GM -> links clustered on top left
Rift Ruins GM -> links clustered on top left
Myceloid Dwelling -> links clustered on top left (<- not sure about this one)
Underworld Area Map GM -> missing image itself (when link opened an error occurs: [ERROR] Graphic: Unable to load file (modules/Rise of the Drow Collectors Edition/campaign/images/Underworld Aventyr GM.JPG) (*))
Encounters:
Line in the Dirt -> "Yoflid Gullion" isn't placed on the map (map name: "Line Player")
Chapter 13 - 11 Purple Worm Nursery -> "Purple Wormling" isn't placed on the map (map name: "Purple Worm Nursery Player") (<- not sure about this one)
NPC:
Drow Mystic -> missing Token
Human Archpriest -> missing Token
Story:
Chapter 13 - 11 Purple Worm Nursery-> second Paragraph->a sentence seems missing some words: "The hatching the characters move across them, which may happen if they do not realize their true nature. "
All these should be fixed in the next update. The sentence that possibly has "missing words" is exactly as it is in the source material, however, as shown here. To take issue with that, you'd need to go to the original author rather than the FG developer.
Swissman65
July 2nd, 2023, 13:18
Underworld Races & Classes 5e
Class:
Cleric -> level table broken at 2nd level 58057
Feats:
Primal Speaker -> missing Prerequisite
Horned Epidermis -> missing Prerequisite
Zacchaeus
July 2nd, 2023, 13:46
Thanks, I'll add that to my list.
Griogre
July 3rd, 2023, 08:18
D&D Player's Handbook - Weapons and Spells - Syrinscape Sounds
The Sound Set for the Cleric 6th level "Heal" spell is missing, ie "Spell - Heal"
Zacchaeus
July 3rd, 2023, 09:07
Thanks, I'll pass that on to the developer.
Swissman65
July 3rd, 2023, 10:30
All these should be fixed in the next update. The sentence that possibly has "missing words" is exactly as it is in the source material, however, as shown here. To take issue with that, you'd need to go to the original author rather than the FG developer.
I have some news in regards to that sentence,
The AAW team confirmed me that this sentence should be :"The eggs begin hatching as the characters..."
58080
Griogre
July 5th, 2023, 16:17
D&D Player's Handbook - Weapons and Spells - Syrinscape Sounds
The Sound Sets for the martial weapons: "War Pick" and "Warhammer" are missing, ie "Item - War Pick" and "Item - Warhammer"
Zacchaeus
July 5th, 2023, 16:27
Thanks, I'll pass that on.
Griogre
July 6th, 2023, 21:12
D&D Monster Manual - Syrinscape Sounds
Most monsters have combat "battle" or "fight" moods if one is available for the monster, but the Drider one is missing and should be added to the NPC. The Syrinscape Drider combat mood can be found here:
Soundset: Dungeons & Dragons - Waterdeep: Dungeon of the Mad Mage: Level 3
Mood: Drider Battle
Zacchaeus
July 6th, 2023, 21:40
Thanks I'll also pass that one on.
kreppulun
July 7th, 2023, 21:07
I'm not sure if this is a 5e bug or FGU in whole, but I am running a 5e game while getting the the bug. After the last update, whenever I rename an image group folder it does not save the new name and gives me the error in the image. Thank you.
58119
Zacchaeus
July 7th, 2023, 21:20
I'm not sure if this is a 5e bug or FGU in whole, but I am running a 5e game while getting the the bug. After the last update, whenever I rename an image group folder it does not save the new name and gives me the error in the image. Thank you.
58119
I'm not seeing this. Are you running any extensions? Does this happen in a new campaign without extensions?
kreppulun
July 7th, 2023, 21:47
I'm not seeing this. Are you running any extensions? Does this happen in a new campaign without extensions?
I do have a handful of extensions running. I tried starting a new 5e campaign and it seems to work fine. I guess I will need to go through and check all the extensions. Thank you.
ColoradoGM
July 9th, 2023, 21:52
Kingdoms & Warfare (MCDM) extension error:
my Fantasy Grounds Kingdoms & Warfare module has a new error (or a new incompatibility with a recent update). I can't create encounters while the K&W module is loaded; dropping an NPC into an encounter results in "only records from campaign record lists can be added to encounters" message in the chatbox. This error message normally only shows when you try to drag and drop an NPC record from someplace weird (like from inside the combat tracker), but with K&W loaded it fires for all attempts to drag an NPC into an encounter. Unloading the K&W extension resolves the problem.
Zacchaeus
July 9th, 2023, 23:11
Thanks, I’ll pass along to the developers.
ColoradoGM
July 15th, 2023, 07:53
Kobold Press Tome of Heroes: 6 months later they haven't fixed this, here is a picture of the linked text (left) and the text that should be in the link (right). Since I'm about to publish an effects coding manual for this book, this feat will be left out of my coding since I can't link to it and for copyright reasons I can't edit or copy their text in my publication. 58209
Zacchaeus
July 15th, 2023, 09:17
I'll notify the developer.
MeAndUnique
July 16th, 2023, 13:27
Kingdoms & Warfare (MCDM) extension error:
my Fantasy Grounds Kingdoms & Warfare module has a new error (or a new incompatibility with a recent update). I can't create encounters while the K&W module is loaded; dropping an NPC into an encounter results in "only records from campaign record lists can be added to encounters" message in the chatbox. This error message normally only shows when you try to drag and drop an NPC record from someplace weird (like from inside the combat tracker), but with K&W loaded it fires for all attempts to drag an NPC into an encounter. Unloading the K&W extension resolves the problem.
Hey, sorry for the delay. I've taken a look at the issue and am unable to reproduce this behavior in a clean campaign with only the Kingdoms & Warfare extension loaded. Am I correct in assuming from the language used that you are using additional extensions as well? If so, this is very likely a conflict, which would mean that the error should go away as well if one of the other extensions is unloaded; knowing which one would be necessary to attempt to resolve the conflict. Otherwise if you are able to provide steps to reproduce this in a clean campaign with only the Kingdoms & Warfare extension would be very helpful.
ColoradoGM
July 17th, 2023, 23:21
Vault of Magic (Kobold Press) error:
Item "Akaasit Blade" has a typo in its description where Finesse has an extra space, as F inesse. This results in the item not properly parsing the Finesse ability for users. Since the module is read-only, I can't fix it myself. 58230
Griogre
July 17th, 2023, 23:36
AAW, Mini-Dungeon Tome, Maw of the Dark Tide Adventure, Maw of the Dark Tide 03: Serpent Warren Encounter
The story entry says there should be two cultist and three poisonous snakes, the encounter has two cultist but only one snake instead of three.
Zacchaeus
July 18th, 2023, 00:03
Thanks, I’ll pass that in to the developers.
Zacchaeus
July 18th, 2023, 00:04
Vault of Magic (Kobold Press) error:
Item "Akaasit Blade" has a typo in its description where Finesse has an extra space, as F inesse. This results in the item not properly parsing the Finesse ability for users. Since the module is read-only, I can't fix it myself. 58230
Thanks, developer notified.
ddavison
July 18th, 2023, 16:03
These sound set updates should go out in today's update:
Sound Set Updates
[Added] war pick - hit/miss/crit/fumble
[Added] warhammer - hit/miss/crit/fumble
[Added] whip - fumble
[Updated] Replaced sounds with updated sounds for the following items (hit/miss/crit): club, great club, handaxe, javelin, light hammer, sickle
ColoradoGM
July 22nd, 2023, 22:27
Vault of Magic (Kobold Press)
None of the magic weapons have damage type "magic". They all need to be edited to "slashing, magic" instead of "slashing", for example. Without it, creatures with resistance or immunity are improperly applying that when they should not. Players can edit the damage type on their character sheets, but they shouldn't have to.
Also: The item Binding Oath on page 48 shows up as "Blinding Oath" as an Item in the module.
Zacchaeus
July 23rd, 2023, 10:14
I'll notify the developer. I think magic should be in the weapon properties if it's a magic weapon.
ColoradoGM
July 23rd, 2023, 21:56
Yes, it should. That's the problem, it isn't.
ColoradoGM
July 23rd, 2023, 21:57
These sound set updates should go out in today's update:
Sound Set Updates
[Added] war pick - hit/miss/crit/fumble
[Added] warhammer - hit/miss/crit/fumble
[Added] whip - fumble
[Updated] Replaced sounds with updated sounds for the following items (hit/miss/crit): club, great club, handaxe, javelin, light hammer, sickle
Pistol hit and miss sounds should be louder IMO. They should ring out and cut through the mood, music or whatever else is on.
ColoradoGM
July 24th, 2023, 05:46
Vault of Magic (Tome of Heroes)
Blood Spike Armor is magical plate armor but it is coded as a Wondrous Item not Armor, so wearing it doesn't do anything to your AC; it's like being unarmored.
I'm going through this book alphabetically because I'm writing an Effects Coding module for it. Would it be easier for you if I save all these notes and deliver them in a batch rather than each time I find an error? Because I'm only in "B" and I've already found a lot.
Zacchaeus
July 24th, 2023, 08:55
Vault of Magic (Tome of Heroes)
Blood Spike Armor is magical plate armor but it is coded as a Wondrous Item not Armor, so wearing it doesn't do anything to your AC; it's like being unarmored.
I'm going through this book alphabetically because I'm writing an Effects Coding module for it. Would it be easier for you if I save all these notes and deliver them in a batch rather than each time I find an error? Because I'm only in "B" and I've already found a lot.
Yes please; and I can pass it all to the developer at once rather than piecemeal. And it means only one update will be needed rather than many.
Zacchaeus
July 24th, 2023, 08:58
Pistol hit and miss sounds should be louder IMO. They should ring out and cut through the mood, music or whatever else is on.
I don't think that's under Smiteworks control. The initial volume will be set by Syrinscape (also you can crank up the one-shot volume yourself).
Lone Pathfinder
July 27th, 2023, 18:15
Errors found in the Module Odyssey of the Dragonlords
-NPCs are listed with specific races as type rather than "humanoid (dwarf), or humanoid (human)
-Some NPCs including the five gods are missing their types
-Map resolution quality is very low
-There is no dynamic lighting on the maps
-The Chapter 8 image is the wrong image
-The image for Hezzebal is just listed as Character Brass Dragon and does not include his name. The image is also not within the reference manual or the NPC information
-Chapter 4: Departing Mytros, the table lists Barbarian Island which is supposed to be Indigo Island. It also has a conversion note saying that there is no constellation story for the island (which there is for Indigo island)
There are several other bugs from the module, that I'll post at a later date
Zacchaeus
July 27th, 2023, 18:45
Thanks, I've passed these on to the developers.
Swissman65
August 1st, 2023, 16:52
Underworld Races & Classes 5e
hello, I found those bugs, most of them are race effect/actions that do not appear once a character is created in the "action tab" under races effect/actions
(please forgive me if those aren't actual bugs but were meant this way I tried my best to double-check if their absence would make sense to me)
Races:
Ahooling-> missing "Radiance Vulnerability" race effect (vulnerability to radiant dmg)
Ahooling (Vampiric Fledgling) -> missing "Vampiric Bite" race action (heal 1d8+const hit points)
Colliatur-> missing "Condition Immunity" race effect (immune to charmed condition)
Colliatur-> missing "Energy Immunity" race effect (immune to radiant dmg)
Colliatur-> missing "Energy Resistance" race effect (resistance to recrotic dmg)
Colliatur-> missing "Thunder Vulnerabilty" race effect (vulnerability to thunder dmg)
Dodelig-> missing "condition immunity" race effect (immune to poisoned and exhausted conditions)
Dodelig-> missing "Radiance Vulnerability" race effect (vulnerable to radiant damage)
Dodelig-> missing "Skeletal Resistance" race effect (resistance to necrotic, piercing and slashing dmg)
Dodelig-> missing "Skeletal Vulnerability" race effect (vulnerable to blugeoning dmg)
Dodelig-> missing "Undead Immunity" race effect (immune to poison dmg, poisoned condition and immune to recrotic dmg)
Draaki-> missing "Abbsins Tail" race action (1d8 +str ; Prone effect)
Draaki-> missing "Breath Weapon" race action (dex saving throw 8+con; 2d6 dmg (changes with lvl))
Funglet-> missing "Condition Immunities" race effect (immune to blinded, deafened and frightened conditions)
Funglet-> missing "Damage Immunity" race effect (immune to poison dmg)
Funglet-> missing "Fire Vulnerability" race effect (vulnerable to fire dmg)
Funglet(Maculosfunglets)-> missing "Maculosfunglet Venom" race action (const saving throw 8+prof+const; 1d6 poison dmg (changes with lvl); poisoned (1 min))
Hoyrall-> missing "Alien Mind" race effect (adv on saves againts spells or effects against being charmed) <- (not sure if possible)
Hoyrall-> missing "Hoyrall Poison Blood" (<- located in the "multi-armed" trait) race action (const saving throw 8+prof+const; 1d6 poison dmg; poisoned (1min))
Hoyrall-> missing "Social Pariah" race effect (disadv on perception, performance and persuasion checks)
Kaidryl-> missing "tail" race action (1d6+str blugeoning dmg)
Kaidryl-> missing "Radiance Vulnerability" race effect (vulnerability to radiant dmg)Kaidryl-> missing "Stalker" race effect (adv on stealth checks)
Vestraadi-> missing "Condition Immunity" race effect (immune to blinded effect; immune to sight-based effect (<- not sure if possible))
Vestraadi-> missing "Sensory Dependent" race effect (disadv on spells and efect dealing thunder dmg (<-not sure if possible))
Vestraadi-> missing "Vulnerability to Poison" race effect (vulnerable to poison dmg)
Zwerc-> missing "Wrath of the Earth" race action (strengh saving throw 8+prof+intelligence or constitution (<- not sure if possible); Prone effect)
Class:
Cleric-> level table broken at 2nd level
Feats:
Primal Speaker -> missing Prerequisite
Horned Epidermis -> missing Prerequisite
Zacchaeus
August 1st, 2023, 17:36
You are correct in that race effects for damage and condition resistances and immunities don't get automatically added as effects to the character sheet.
I'll add the class and feat bugs to my fix list.
andrewcr
August 2nd, 2023, 12:26
Order of the scribes Wizard not displaying in Claseses. Other Tashas classes are shown.
Zacchaeus
August 2nd, 2023, 17:40
Order of the scribes Wizard not displaying in Claseses. Other Tashas classes are shown.
It's showing for me in both Character Wizard and via Drag and Drop. So where isn't it showing for you?
andrewcr
August 3rd, 2023, 11:06
It's showing for me in both Character Wizard and via Drag and Drop. So where isn't it showing for you?
When you open the Classes folder (under Character) have Group All active
Interesting - If I filter classes to Tasha I can only see Expert, Spellcaster and Warrior. If filter all then Tashas turn appears for the other classes but not wizard. I checked that the model was loaded. But I also did not have in the character wizard.
Zacchaeus
August 5th, 2023, 10:02
I think you may be looking at the DM module for Tasha. Make sure that you have the players module open.
Griogre
August 14th, 2023, 05:51
MCDM, Flee, Mortals!, Mimics
Mimic is missing: Size, Type, Alignment. Panic Shift ability should be a Reaction not an Action; and "REACTION" should not be at the bottom of the Envelop action.
Bigger Mimic is missing: Size, Type, Alignment. Panic Shift ability should be a Reaction not an Action; and "REACTION" should not be at the bottom of the Envelop action.
Zacchaeus
August 14th, 2023, 09:00
Thanks I'll pass that on to the developers.
Lo Zeno
August 14th, 2023, 18:04
In the module "Icewind Dale: Rime of the Frostmaiden"
in Chapter 1: Ten-Towns -> Ten-Towns Overview -> Getting Around Ten-Towns
In the paragraph about Dogsleds, when clicking on the link "Item: Dogsled" it opens a "new item" window instead of linking to the Dogsled item (which is correctly present in the Items window)
58548
Zacchaeus
August 14th, 2023, 21:24
Jolly good. Developer informed.
bomarfamily
August 15th, 2023, 22:36
Just FYI, on the Wastes of Chaos from Kobold Press, in the Path of the Demon they have a random copy/paste entry from the Wasteland Orcs section58559
Gilafron
August 16th, 2023, 00:22
Hi, in the Flee, Mortals! by MCDM, there are sections missing the GM reference manual. For instance, the Action-Oriented monsters is note in the GM reference manual. It is in the Preview module. However, most of the other sections in the Preview module are in the GM module. I'd rather not have to bounce between the Preview and GM modules.
Gilafron
August 16th, 2023, 00:43
The Flee Mortals module doesn't use the standard syntax for NPC actions. As a result, melee or range weapons are treated as range-only. That makes them at disadvantage to use in melee. The Flee Mortals syntax is "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage." The FG parser only picks up Ranged Weapon when a NPC is added to combat tracker. The expected syntax is "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
Unfortunately, this results in a lot of monsters needing adjustments. There is other Flee Mortal alternate text listed in the introductory chapter. These may not be parsed correctly as well.
astromath
August 16th, 2023, 02:07
Tomb of Annihilation
Images
Group: Handounts - D&D Tomb of Annihilation
Handounts should be Handouts.
Gilafron
August 16th, 2023, 05:14
Flee, Mortals:
* Goblin Underboss has portions of the Command spell in its actions. Looks weird.
Lo Zeno
August 16th, 2023, 13:12
In the module "Icewind Dale: Rime of the Frostmaiden"
in Chapter 1: Ten-Towns -> Ten-Towns Overview -> Getting Around Ten-Towns
In the paragraph about Dogsleds, when clicking on the link "Item: Dogsled" it opens a "new item" window instead of linking to the Dogsled item (which is correctly present in the Items window)
58548
I have seen that a fix has been released for this (see announcement here (https://www.fantasygrounds.com/forums/showthread.php?78794-Release-Updates-for-August-15th-2023&p=695065&viewfull=1#post695065)), but the issue is still present.
After updating the module I've tried reverting the changes to the module, unloading and reloading the module, and even opening the module in a brand new, clean, no extensions used campaign, but clicking on the Dogsled item link still pops open the "New item" window.
58569
superteddy57
August 16th, 2023, 14:57
I have seen that a fix has been released for this (see announcement here (https://www.fantasygrounds.com/forums/showthread.php?78794-Release-Updates-for-August-15th-2023&p=695065&viewfull=1#post695065)), but the issue is still present.
After updating the module I've tried reverting the changes to the module, unloading and reloading the module, and even opening the module in a brand new, clean, no extensions used campaign, but clicking on the Dogsled item link still pops open the "New item" window.
58569
Try again with a new push of the update.
Lo Zeno
August 16th, 2023, 15:39
Try again with a new push of the update.
It opens the correct item window now
Thanks!
Zacchaeus
August 16th, 2023, 17:49
The Flee Mortals module doesn't use the standard syntax for NPC actions. As a result, melee or range weapons are treated as range-only. That makes them at disadvantage to use in melee. The Flee Mortals syntax is "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage." The FG parser only picks up Ranged Weapon when a NPC is added to combat tracker. The expected syntax is "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
Unfortunately, this results in a lot of monsters needing adjustments. There is other Flee Mortal alternate text listed in the introductory chapter. These may not be parsed correctly as well.
Actually per all of the books (WotC's as well) the wording has always been Melee or Ranged attack. Years ago I changed the wording in the MM and in any subsequent module I've developed I've changed the wording so that the correct effects work when the NPC is added to the CT. I'll inform the developers of your post but no guarantees that they'll change it.
Zacchaeus
August 16th, 2023, 17:52
Tomb of Annihilation
Images
Group: Handounts - D&D Tomb of Annihilation
Handounts should be Handouts.
Noted, thanks.
Griogre
August 16th, 2023, 21:14
The Flee Mortals module doesn't use the standard syntax for NPC actions. As a result, melee or range weapons are treated as range-only. That makes them at disadvantage to use in melee. The Flee Mortals syntax is "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage." The FG parser only picks up Ranged Weapon when a NPC is added to combat tracker. The expected syntax is "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
Unfortunately, this results in a lot of monsters needing adjustments. There is other Flee Mortal alternate text listed in the introductory chapter. These may not be parsed correctly as well.
Had the same problem with Flee Mortal's monsters. An alternative text could also be something like this:
Melee Weapon Attack: +4 to hit, reach 5 ft. or Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1 piercing damage.
This avoids duplicating damage entries.
Note Melee/Range attacks are very common in minions (the above is how I did the Orc Blitzer when I input the Orcs by hand), but an another example is the Devil Adjudicator's Infernal Injunction.
Griogre
August 16th, 2023, 21:20
MCDM, Flee, Mortals!, Decrepit Skeleton
Bone Knife (Group Attack) action has "CR 1/4 Minion" at the end of the action and should be removed.
Zacchaeus
August 16th, 2023, 21:32
Jolly Good; all passed onto the developer.
MeAndUnique
August 19th, 2023, 13:04
Fixes for all of the Flee Mortals bugs have been submitted and should be out soon. Thanks for reporting!
stoehovve
August 19th, 2023, 18:04
I have been using an older exported character for this class, so I went ahead and build a brand new Barbarian from scratch and ran into the same problem, level 3 showed the features correctly, but levels 6, 10 and 14 did not, they were the blank page shown in my screenshots.
JeffKnight
August 19th, 2023, 23:13
Unable to pick the standard Human race from the 5e PHB entry. When you try and manually add it, it shows Revenant only.
58590
58591
Zacchaeus
August 20th, 2023, 08:56
There's no such thing as a revenant in Unearthed Arcana (at least in the official module anyway). You'll need to make sure that you select the filter at the top of the race panel to only show the Players Handbook in order to pick the base Human race (at least I think that will work. alternatively close the UA module).
JeffKnight
August 20th, 2023, 17:54
Yeah, that's a weird bug with the UA module being loaded then... That WAS the PHB entry for Human.
Zacchaeus
August 20th, 2023, 21:06
Yeah, that's a weird bug with the UA module being loaded then... That WAS the PHB entry for Human.
Each entry will show all of the subraces in any books books open. The problem lies in the fact that there aren't any subraces for human and by introducing just one then it will automatically pick just that one every time if it exists. The UA module you are using was withdrawn from the DMsGuild years ago since it was unsanctioned. Also in the interim the way subraces work has changes and the CW didn't exist. So, it should work just fine if you close the UA module.
Griogre
August 23rd, 2023, 07:37
WotC, Monsters of the Multiverse, various NPCs
Some of the NPCs from the Monsters of the Multiverse module doesn't use the standard syntax for some NPC actions. As a result, melee or range weapons are treated as range-only. That makes them at disadvantage to use in melee. The MotM syntax is "Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage." The FG parser only picks up the Ranged Spell Attack when a NPC is added to combat tracker.
I suggest you update the text to "Melee Spell Attack +4 to hit, reach 5 ft. or Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) force damage." so you can trigger either a melee or range attack and not have to the duplicate damage text for both attacks.
The NPCs I noticed with this type of syntax were all wizards:
Abjurer Wizard
Apprentice Wizard
Conjurer Wizard
Diviner Wizard
Enchanter Wizard
Evoker Wizard
Illusionist Wizard
Necromancer Wizard
Transmuter Wizard
I also notice the some monsters had a weapon attack with the same issue, ie "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." Likewise I suggest you update the attack to "Melee Weapon Attack: +4 to hit, reach 5 ft. or Ranged Weapon Attack +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
The monsters I noticed with this bug were:
Chitine
Choldrith
Clockwork Oaken Bolter
Darkling
Drow Shadowblade
Drow Shadowblade (Demon Summoning)
Duergar Stone Guard
Duergar Warlord
Gnoll Hunter
Grung
Grung Elite Warrior
Grung Wildling
Juiblex
Kobold Dragonshield
Kobold Inventor
Kobold Scale Sorcerer
Quickling
Shadar-kai Gloom Weaver
Shadar-kai Soul Monger
Swashbuckler
Tortle
Vegepygmy Chief
Warlock of the Great Old One
Water Elemental Myrmidon
Zacchaeus
August 23rd, 2023, 12:24
Technically these aren't bugs since that's the way they are written in the books. I, perhaps, have created an expectation because I change the wording to what you suggest but I don't expect every developer to do so. I'll pass on the comment to the developer.
Griogre
August 23rd, 2023, 16:51
Well you could say by design, but they give disadvantage to prone attacks in the base FGU and it is impossible to gain an advantage attack vs. prone opponents - which I don't think was the intended effect. I would argue the intent of putting a book's data into FGU data is to make it work correctly with FGU not to mirror what works in face to face games. The whole prep less, play more mantra.
Zacchaeus
August 23rd, 2023, 17:33
Well you could say by design, but they give disadvantage to prone attacks in the base FGU and it is impossible to gain an advantage attack vs. prone opponents - which I don't think was the intended effect. I would argue the intent of putting a book's data into FGU data is to make it work correctly with FGU not to mirror what works in face to face games. The whole prep less, play more mantra.
I agree; was just saying :)
ddavison
August 23rd, 2023, 22:34
WotC, Monsters of the Multiverse, various NPCs
Some of the NPCs from the Monsters of the Multiverse module doesn't use the standard syntax for some NPC actions. As a result, melee or range weapons are treated as range-only. That makes them at disadvantage to use in melee. The MotM syntax is "Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage." The FG parser only picks up the Ranged Spell Attack when a NPC is added to combat tracker.
I suggest you update the text to "Melee Spell Attack +4 to hit, reach 5 ft. or Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) force damage." so you can trigger either a melee or range attack and not have to the duplicate damage text for both attacks.
The NPCs I noticed with this type of syntax were all wizards:
Abjurer Wizard
Apprentice Wizard
Conjurer Wizard
Diviner Wizard
Enchanter Wizard
Evoker Wizard
Illusionist Wizard
Necromancer Wizard
Transmuter Wizard
I also notice the some monsters had a weapon attack with the same issue, ie "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." Likewise I suggest you update the attack to "Melee Weapon Attack: +4 to hit, reach 5 ft. or Ranged Weapon Attack +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
The monsters I noticed with this bug were:
Chitine
Choldrith
Clockwork Oaken Bolter
Darkling
Drow Shadowblade
Drow Shadowblade (Demon Summoning)
Duergar Stone Guard
Duergar Warlord
Gnoll Hunter
Grung
Grung Elite Warrior
Grung Wildling
Juiblex
Kobold Dragonshield
Kobold Inventor
Kobold Scale Sorcerer
Quickling
Shadar-kai Gloom Weaver
Shadar-kai Soul Monger
Swashbuckler
Tortle
Vegepygmy Chief
Warlock of the Great Old One
Water Elemental Myrmidon
Thanks for the report. This should be fixed now. There are now separate Melee and Ranged Weapon attacks. While I was in there, I also swapped out the PNG monster images for webp versions to make it take up less room and load faster for players.
rocketvaultgames
August 24th, 2023, 00:29
MCDM Flee Mortals!
Hellhound - Missing Hardened by Flame trait
Zacchaeus
August 24th, 2023, 08:08
Thanks, I'll pass that on.
astromath
August 24th, 2023, 20:44
Not a bug, but a suggestion (not too sure where else to put it).
Tomb of Annihilation
02.10.01 1. Command Tents
The text says 1 in 6 chance for a poisonous snake.
Suggestion: make a table similar to the one in the attachment:
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