PDA

View Full Version : Altering encounters in Commercial Adventures



firvulag
July 20th, 2023, 20:25
This is a DnD 5e related question. Specifically using the Curse of Strahd commercial product.

Whenever I take an encounter that's pregenerated for the adventure and attempt to make alterations it seems that the npc's become "broken" when attempting to roll combat or spells on their respective tokens. I feel like I must be doing something wrong, so I'm hoping that someone else has had similar issues.

An example: The Nighthag/Bonegrinder encounter. The group I'm dm'ing took the time to "case" the windmill and learn Morgantha's habits of travelling to Barovia around a certain time. So they came up with a complicated plan to waylay and ambush her on the ol Svalich road to make the eventual windmill encounter easier. Obviously I want to encourage this type of play because it shows the party using their brains instead of their muscle to confront challenges. So I took the original solo Morgantha encounter that was packaged with Strahd and tried to alter it. I unchecked (reset) her placement and then brought up my own generic forest battlemap and reset her there in preparation of the ambush. Then locked it and got ready for them. As they approached I went ahead and activated the encounter and sent it to the combat tracker, which also activated it on the new battlemap, I placed the players tokens and the ambush ensued.

Unfortunately when anyone tried to roll combat dice on the Morgantha token (on both the battlemap or the combat tracker) and error/log box would pop up and it would not resolve the action. WE could still do it manually however by making the same rolls in the chat box. And damage could still be applied normally by rolling THAT on the appropriate token.

Later they fought the final two hags at Bonegrinder which again I had altered by deleting Morgantha from the encounter before activating it....and then had the same thing happen (no map change this time....only a deletion of one npc from the encounter).

Sorry for the length of this I just didn't know how to explain what's happening without the detailed example. I feel like I'm doing something wrong. Anyone have any advice or experienced this before?

Thanks in advance for the help.🙏✌

LordEntrails
July 20th, 2023, 21:03
I modify product NPCs all the time with no issues. Is it only the modified NPCs that are having this issue? What extensions are you using? How are you modifying the NPCs? Are you unlocking and editing the source NPC or are you making a copy of it? Is the campaign small enough you can copy it, zip it and attach it here? If none of that works, please Compile Logs and attach to the this thread; https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1242136781/How+to+Compile+Logs

Zacchaeus
July 20th, 2023, 21:11
As LE says what you describe should not give any errors. Adventures are designed to be fully editable. I suspect that possibly an extension might be the issue; can you test in a new campaign without extensions? If you still get an error without extensions try deleting the CoreRPG.pak and 5e.pak files from the ruleset folder (and any folders that you see inside the rulesets folder) and then update FG.

firvulag
July 20th, 2023, 21:38
Thank you for the reply. I'll try Zacc's suggestions and if that doesn't work I'll revisit and do as LE suggests. It may well be an extension.

I'm not really modifying the npc's at all. Only the encounters (In one case I removed an NPC, in the other I used a different battlemap (my own) but assigned it using the original encounter. In neither case did I actually go in and fiddle with the npcs themselves.

damned
July 21st, 2023, 02:04
Post the actual errors and also a screenshot of your chat window when you first load up the table.