View Full Version : Rappan Athuk Issues
Zacchaeus
May 17th, 2023, 22:04
Browsing through the first few pages of this one I've hit upon a significant number of errors. I'm getting many errors of images not being found. For example the Rappan Athuk The Wilderness The Beach image has apparently two layers. However one of the layer can't be found and if I hide one of the layers I get a gray map as you can see from the image below. Many other maps have the same issue.
The Players maps from the Ground level are missing or incorrectly linked. Many, many NPC's don't have tokens. I have not gone through the whole module, but a few minutes browsing picked up the above and an awful lot more.
Laerun
May 19th, 2023, 11:24
I noticed missing tokens near the beginning with the Goblin Encounters.
Zacchaeus
May 19th, 2023, 12:06
Most of these issues have now been resolved. An incorrect version of the module was released in error.
dimonic
May 23rd, 2023, 23:48
Most of these issues have now been resolved. An incorrect version of the module was released in error.
OK, I have these issues. How do I fix it? Shouldn't my module have updated with the Update button before launch?
Moon Wizard
May 23rd, 2023, 23:52
You may need to right click on the module in the Library->Modules list and select the Revert Changes option.
Once you open and use an image record, a local copy will be saved with references to the images at the time the copy was made.
Regards,
JPG
TheMetal1
September 11th, 2023, 04:01
Running into the same issue. A lot of missing NPC tokens. As an example, the Abbot Grosso, Acolyte of Orcus, Acolyte of Tsathogga, Advanced Demi-lich, Afrit, to name a few. I went ahead and used revert changes, but i don't know what 'revert changes' option does and have not noticed any difference. Should I uninstall and then reinstall the module?
LordEntrails
September 11th, 2023, 04:15
Running into the same issue. A lot of missing NPC tokens. As an example, the Abbot Grosso, Acolyte of Orcus, Acolyte of Tsathogga, Advanced Demi-lich, Afrit, to name a few. I went ahead and used revert changes, but i don't know what 'revert changes' option does and have not noticed any difference. Should I uninstall and then reinstall the module?
Does the module contain artwork for those NPCs? (I don't have this module) If not, then there will be no artwork for the developer to use for the NPC tokens and they will just get letter tokens.
TheMetal1
September 11th, 2023, 14:52
LordEntrails,
Not in all cases. However there are assets with artwork. Additionally, in several Encounter cases, you have letters that are used, but then in other cases no letters or images whatsoever.
There is also issues with parcels. On in particular is the Troll Mound Parcel. It includes the gold, but leaves out the normal weapons and gems. Which I can understand as it's something the GM should decide upon or use random tables for. However, it leaves out a flaming short sword.
Note that these are just some things I'm seeing. The amount of work that the author put into this is absolutely amazing and I'm glad to see it for the VTT.
LordEntrails
September 11th, 2023, 16:40
Interesting about the letters, that's supposed to be automatic, so there should always at least be a letter. But most devs are really good about fixing any issues/errors so if you wish to detail them then the dev can be pointed to what improvements/fixes can be made.
TheLorax
October 15th, 2023, 17:46
Hey, I love the module and I'm running a group through it. There was apparently a recent update to the module and some of the maps were updated or swapped out.
My players were on the teleportals map and when I loaded it to look at stuff so I could prep, the map itself was gone. I was able to get the map to reappear by reverting my changes on the image. I see that the map was swapped out with a new map which looks great! The original maps were not amazing as the grid does not line up on them at all. If the dev team is going to continue to remake maps, I would request that they continue making the square walled rooms more effectively fit a grid. If possible, would you maybe consider making maps without visible grids? I am personally moving to that style when possible and prefer it to showing a grid.
Things I have noted with the latest release: The mausoleum map is great except the trap door in the south is supposed to be secret. I ended up taking a screen cap of the floor elsewhere in the room and making a stamp to cover it up which works, but would it be possible to get the mapper to make that map without the trap door and just indicate on the DM map where it is? The entire room is supposed to be a trap and they're supposed to have to search for the exit, but it's pretty obvious the way it is now.
The Fantasy Grounds walls on some of the maps no longer match up to the map or are missing entirely. I have attached a couple of screen shots. As you can see on level 1, the walls are off. I tried selecting all and moving them around, but if I get one place lined up properly, they're off elsewhere.
Something I've noticed working on the maps is that the secret doors are placed as rectangles. Secret doors can be a single line in FG. They don't need to be a door like a regular door. This makes it so you can effectively hide them from the players by making them seamless with the wall.
The walls for level 2, Marthek's Place have disappeared entirely. See attached.
Other requests I'd like to make are DM utility things I like to do.
1. I like to put a pin in the top left linking the DM map and the Player map so when I'm on one or the other and I close the corresponding map, I can click a link to quickly get to the other map.
2. Rappan Athuk has so many interlinked maps. It would be amazing if on the DM maps, you could put links where it links to other maps and says something like "To Area 2-1" to have a pin that opens the level 2 DM map. I have been doing that and it helps a lot for me when I'm prepping to know where these maps are going. That way I can quickly pop up the corresponding DM map and click on the room description where they're going. Plus the link from #1 above allows me to pull up the player map and drop tokens on it quickly without having to hunt in the Reference Manual to find the section and then the map.
I would be happy to work with you to improve the module overall if desired. My party went through the Mouth of Doom and are in the last room of the teleportal maze and I'm 99% sure they'll go through the teleporter to take them to the graveyard. So, I'll be starting them off going through the main dungeon with my next session a week from now.
All in all, the Rappan Athuk module is great! This was a giant undertaking to convert it all to FG. My group is having a blast with it and I'm enjoying running it.
Moon Wizard
October 16th, 2023, 00:01
I've forwarded to the community DLC developer in charge of this project.
Regards,
JPG
TheLorax
October 16th, 2023, 00:04
Thank you!
rigerco
January 19th, 2024, 22:07
I'm working on the Tunnels of Terror section... the pit traps are set up as graphics embedded in the map that can be seen by players.
See 0EDL1_map01 Player Map. I don't see any way to hide it from the players in the layers. Am I missing something here?
TheLorax
January 19th, 2024, 22:19
I'm working on the Tunnels of Terror section... the pit traps are set up as graphics embedded in the map that can be seen by players.
See 0EDL1_map01 Player Map. I don't see any way to hide it from the players in the layers. Am I missing something here?
There are a number of map makers out there creating remade maps
https://www.reddit.com/r/inkarnate/comments/i8pj3c/improved_tunnels_of_terror_rappan_athuk/
I like searching in the Battlemaps and Dungeondraft sub reddits
https://www.reddit.com/r/battlemaps
https://www.reddit.com/r/dungeondraft
Unfortunately, searching for tunnels of terror I didn't find anything there.
TheLorax
January 19th, 2024, 22:24
Here are some more RA maps:
https://imgur.com/a/d8XURUK
Trenloe
January 20th, 2024, 16:03
I'm working on the Tunnels of Terror section... the pit traps are set up as graphics embedded in the map that can be seen by players.
See 0EDL1_map01 Player Map. I don't see any way to hide it from the players in the layers. Am I missing something here?
The dev has indicated them as a pit trap using LoS but, unfortunately, this doesn't hide them from the players. Not great.
Hopefully the dev will see this an provide an update. In the meantime, as a work around, download the attached file RA Floor Stamp.jpg load this as an FG asset and then use it as a stamp to hide the pit traps. Use a different painting layer per pit trap, so that you can reveal the trap as needed (hide the relevant layer).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59736
TheLorax
January 20th, 2024, 16:11
Yeah, I did the same thing for the secret door in the floor of the main mausoleum entrance to the primary dungeon. Same thing is there. The secret hatch in the floor is visible and hidden by LoS
I used one of these two images for the floor there.
Hmm.. Image upload isn't working. I uploaded them to Imgur here: https://imgur.com/gallery/TSP4qoZ
Jesse0317
January 21st, 2024, 00:29
I'm working on the Tunnels of Terror section... the pit traps are set up as graphics embedded in the map that can be seen by players.
See 0EDL1_map01 Player Map. I don't see any way to hide it from the players in the layers. Am I missing something here?
Thank you for bringing it to my attention. Since I did it in Dungeondraft I'll just remove the pits and put in one without them. Don't know what I was thinking there.
TheLorax
January 21st, 2024, 16:08
There is a similar issue with the portcullis on Level 4, the Upper Temple of Orcus. The portcullis is shown on the map and hidden by what looks like a window in the Line of Sight section when editing the map. The issue is, if it's closed, it looks like the hallway ends to the players and if it's open, they can see the portcullis. It would be better to just not have the portcullis on the player map (but leave it on the GM version) and then have the GM draw a line on the map once it drops. It will show the party that there is a trap there.
I still can't get pictures to embed but you can see the problem area here: https://imgur.com/a/sqMRsS6
LordEntrails
January 21st, 2024, 16:31
I still can't get pictures to embed
For me this has to do with the human security check. If you Go Advanced and attach the picture there it usually works. But, if it doesn't, while still on the Advanced window, go to Manage Attachments and upload there. You will get a prompt window and a human verification prompt and then you will be good for days or weeks after that.
Jesse0317
January 21st, 2024, 17:10
There is a similar issue with the portcullis on Level 4, the Upper Temple of Orcus. The portcullis is shown on the map and hidden by what looks like a window in the Line of Sight section when editing the map. The issue is, if it's closed, it looks like the hallway ends to the players and if it's open, they can see the portcullis. It would be better to just not have the portcullis on the player map (but leave it on the GM version) and then have the GM draw a line on the map once it drops. It will show the party that there is a trap there.
I still can't get pictures to embed but you can see the problem area here: https://imgur.com/a/sqMRsS6
That's embedded with the image I got from Frog God Games. I'll see if I can create a stamp and just cover it.
TheLorax
January 21st, 2024, 19:35
Yeah, that's what I planned to do when my party got to that level. Last week they got spooked on level 2 and headed back out of the dungeon though, so who knows what will happen. :D
Jesse0317
January 21st, 2024, 21:28
Yeah, that's what I planned to do when my party got to that level. Last week they got spooked on level 2 and headed back out of the dungeon though, so who knows what will happen. :D
Running is always a good course of action, they just need to make sure they run to a safer area.
rigerco
January 21st, 2024, 21:48
Thanks for the follow-up. I'm running this in Savage Worlds and your work has made my life so much easier.
Jesse0317
January 21st, 2024, 21:50
Thanks for the follow-up. I'm running this in Savage Worlds and your work has made my life so much easier.
Thank you that means a lot to me, this project got started March 2020 and finished around February 2023....
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