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Zacchaeus
January 2nd, 2026, 08:56
It's a new year, so time for a new thread.

Please report below any bugs that you see in any 5e module (Legacy or 2024). Make sure that you give me the module name and where to find the bug so that I can easily track it down. All of the issues noted in the previous two threads have been fixed.

Tempered7
January 2nd, 2026, 22:38
Not a bug but D&D 5E Legacy - Book of Many Things: one empty New Story page is left. All the other new story pages in main books are cleaned.

Zacchaeus
January 3rd, 2026, 09:19
Oops must have missed that one.

Shannara
January 7th, 2026, 16:34
Minor, but noticed these small typos:

SRD 5.2.1 Magic Items - Ioun Stone - type has a ',' after Item
SRD 5.2.1 Bestiary - Goblin Minion - Notes Section - Habitat has 'Underdar' instead of 'Underdark'
Hobgoblin Captain - Notes Section - Treasure has 'Individul' instead of 'Individual'

Zacchaeus
January 7th, 2026, 17:46
Minor, but noticed these small typos:

SRD 5.2.1 Magic Items - Ioun Stone - type has a ',' after Item
SRD 5.2.1 Bestiary - Goblin Minion - Notes Section - Habitat has 'Underdar' instead of 'Underdark'
Hobgoblin Captain - Notes Section - Treasure has 'Individul' instead of 'Individual'

Thanks, I'll get those fixed.

hanamcmana
January 8th, 2026, 01:22
Noticed an issue with an image :)

Dragon Delves:
In the images for the Brass Dragon 2024 Concept Art, for some reason part of the image is duplicated. It's not like that in the physical book or on any of the other dragons

Zacchaeus
January 8th, 2026, 09:07
Noticed an issue with an image :)

Dragon Delves:
In the images for the Brass Dragon 2024 Concept Art, for some reason part of the image is duplicated. It's not like that in the physical book or on any of the other dragons

I can't see any Brass Dragon concept art for 2024; can you direct me to the page you are seeing this?

hanamcmana
January 8th, 2026, 15:19
I can't see any Brass Dragon concept art for 2024; can you direct me to the page you are seeing this?

Absolutely! Sorry, it's a bit hidden away and I was pretty vague.

Most of the books art is shown under Assets rather than images. For the concept art, its under:
Assets > Dungeons & Dragons Dragon Delves/book

The file is called, Brass Dragon - Concept Art - 2023 - Alexander Ostrowski.04-07.webp


Hope that helps!

Zacchaeus
January 8th, 2026, 15:41
Absolutely! Sorry, it's a bit hidden away and I was pretty vague.

Most of the books art is shown under Assets rather than images. For the concept art, its under:
Assets > Dungeons & Dragons Dragon Delves/book

The file is called, Brass Dragon - Concept Art - 2023 - Alexander Ostrowski.04-07.webp


Hope that helps!

This one? Should there only be the one dragon or something? (I didn't develop this one so I don't have the original files).

hanamcmana
January 8th, 2026, 17:40
Yeah that's the one! Each of the other concept arts don't have the adult dragon duplicated, and the original image in the book doesn't have it for the brass either. Not sure what happened but it's a shame because it blocks the face of the sketch behind. And who doesn't love a cute looking wyrmling!

66160

Zacchaeus
January 8th, 2026, 19:53
Yeah that's the one! Each of the other concept arts don't have the adult dragon duplicated, and the original image in the book doesn't have it for the brass either. Not sure what happened but it's a shame because it blocks the face of the sketch behind. And who doesn't love a cute looking wyrmling!

66160

Ok, thanks. I'll contact the developer.

ddavison
January 9th, 2026, 05:18
This should be fixed now.

humby
January 10th, 2026, 10:11
Product: Adventures in Faerun
Area: Module Window
Issue: Name of the book in the module window has a spelling error - Fotgotten instead of Forgotten.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=66171&stc=1&d=1768039826

Zacchaeus
January 10th, 2026, 11:01
Thanks, I'll get that sorted.

humby
January 17th, 2026, 10:52
Product: Adventures in Faerun
Area: NPC - "Hulking Elk"
Issue: The "Hulking Elk" has a picture of a boar for its tokens and the text in its Traits and Actions both refer to it as a boar.

Zacchaeus
January 17th, 2026, 15:51
Product: Adventures in Faerun
Area: NPC - "Hulking Elk"
Issue: The "Hulking Elk" has a picture of a boar for its tokens and the text in its Traits and Actions both refer to it as a boar.

Indeed. Although it's a hulking Elk it uses the Giant Boar stat block. There's no hulking Elk token so I left it as it was.

jkeller
January 18th, 2026, 21:13
There's a minor typo in the 5E legacy data (not sure exactly where, the popup Version just says "Legacy").

Metamagic - Quickened (2 sorcerry)

Zacchaeus
January 18th, 2026, 22:10
There's a minor typo in the 5E legacy data (not sure exactly where, the popup Version just says "Legacy").

Metamagic - Quickened (2 sorcerry)

Can you narrow it down to a book? Or are you saying it's in the SRD data module?

jkeller
January 18th, 2026, 22:33
I checked all my legacy books (using the search slots), but didn't find anything. It's possible it has already been fixed?

It shows up on one my player's character sheets (an action), so I assume it would have been added when they leveled up their sorcerer. It definitely wasn't manually added or changed.

If I click on the action's link, it brings up this window (which does have the typo):

66272

Zacchaeus
January 19th, 2026, 09:26
I checked all my legacy books (using the search slots), but didn't find anything. It's possible it has already been fixed?

It shows up on one my player's character sheets (an action), so I assume it would have been added when they leveled up their sorcerer. It definitely wasn't manually added or changed.

If I click on the action's link, it brings up this window (which does have the typo):

66272

I suspect that is coming from either an extension or from a module which contains effects or some other source similar to that, or this has been manually added. Your image shows quickened as a spell rather than as an action. In any of the official books (like the PHB) then metamagic is shown as in my graphic. There's no book that adds the text in brackets as in your screenshot.

jkeller
January 19th, 2026, 23:53
I found one more. This is the Herbalism Kit in the D&D Free Rules. It has an extra section (probably copied from the Gaming set).

66280

Zacchaeus
January 20th, 2026, 15:31
That one I can fix.

astromath
January 21st, 2026, 22:17
Major Bug. Anything triggers it.

Zacchaeus
January 21st, 2026, 23:25
Major Bug. Anything triggers it.
This is a Client error and not specific to any one module or the ruleset.

Moon Wizard
January 22nd, 2026, 01:41
Carl provided an update which fixes several of these kinds of issues; and we pushed that about 3.5 hours ago.
If you are still having issues after updating, please post a zipped up copy of your campaign and the map that you opened that caused the issue.

Thanks,
JPG

astromath
January 22nd, 2026, 03:09
Here's the zipped file. If you open it, it will show the map.

Also, it will produce the bug if I just let it sit idle for a short period of time (~5 minutes, I think).

pindercarl
January 22nd, 2026, 04:04
Here's the zipped file. If you open it, it will show the map.

Also, it will produce the bug if I just let it sit idle for a short period of time (~5 minutes, I think).

I've been running the campaign you provided for a while, and the memory usage hasn't budged. Can you try opening the campaign with your extensions off?

astromath
January 22nd, 2026, 14:24
I just noticed that when I update, there's a whole bunch of extensions that "cannot be saved" during the update. So, it must be the extensions.

I did test it with no extensions and FG performed as expected.

I guess I have to wait until the extensions are updated themselves. Darn. :( At least one of those extensions (Pets) is invaluable as it gives control of NPC "pets" to the PCs.

jkeller
January 26th, 2026, 18:38
Another very minor typo. There's a extra space in the name of the "Random Magic__Items - Relics - Legendary" table in the DMG (so it sorts out of place).

66388

Zacchaeus
January 26th, 2026, 18:46
Another very minor typo. There's a extra space in the name of the "Random Magic__Items - Relics - Legendary" table in the DMG (so it sorts out of place).

66388

Noted.

ddavison
January 26th, 2026, 18:51
Another very minor typo. There's a extra space in the name of the "Random Magic__Items - Relics - Legendary" table in the DMG (so it sorts out of place).

66388

We probably don't want to fix this one; however, because it would break any links people may have made to it.

jkeller
January 26th, 2026, 18:56
Maybe fix it, but create a "deprecated" table with the current name that links to the correct name?

Moon Wizard
January 26th, 2026, 19:01
It wouldn't break the link; since the link is separate than the display name.

Regards,
JPG

drempel
January 27th, 2026, 06:49
In the SRD 5.2 Magic Items the Ioun Stone is a "Wonderous Item," not a "Wonderous Item"

Zacchaeus
January 27th, 2026, 13:45
In the SRD 5.2 Magic Items the Ioun Stone is a "Wonderous Item," not a "Wonderous Item"

Thanks for the report. It'll get fixed in the next update.

ColoradoGM
January 28th, 2026, 01:23
Humblewood token links are being fixed tonight, for anyone who has spotted them. Getting in ahead of the bug report!

astromath
January 28th, 2026, 14:09
Monster Manual (2024)
Allosaurus (pg 384)
Claws
Current text: Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the
Expected text: Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.
The underlined is the missing text.

Zacchaeus
January 28th, 2026, 14:20
Monster Manual (2024)
Allosaurus (pg 384)
Claws
Current text: Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the
Expected text: Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the Prone condition, and the allosaurus can make one Bite attack against it.
The underlined is the missing text.

Thanks, I'll get that fixed.

ColoradoGM
January 30th, 2026, 03:07
Product: "BGDA Complete DMs Bundle" by Grim Press
GM and PC maps "Marauder's Camp" show up as black screens, possibly due to the apostrophe in their names.

Zacchaeus
January 30th, 2026, 15:49
Product: "BGDA Complete DMs Bundle" by Grim Press
GM and PC maps "Marauder's Camp" show up as black screens, possibly due to the apostrophe in their names.

You'll need to take that up with Grim Press. I have no access to anything produced from them. They have a Discord where you can report such things.

Tempered7
February 2nd, 2026, 13:43
No extensions.

Legacy DMG: Item: Robe of the Archmagi [attuned, equipped]

Doesn't change or count AC as 15 + Dex Mod. [Also can't change Base AC from sheet].

jkeller
February 2nd, 2026, 14:04
Is the sheet unlocked? and you can't change it?

Tempered7
February 2nd, 2026, 14:18
66455


Is the sheet unlocked? and you can't change it?

Yes to both. How to change Base AC ?

jkeller
February 2nd, 2026, 14:43
You should be able to add a delta in the Misc box (on the right). That's just a work-around, but at least you should be able to get the AC you want.

Tempered7
February 2nd, 2026, 14:45
You should be able to add a delta in the Misc box (on the right). That's just a work-around, but at least you should be able to get the AC you want.
Will do, thanks jkeller!
At least until the item is fixed.

Could it be related to Fgu-dungeon-master-guide-(legay)-is-missing-magic-items (https://www.fantasygrounds.com/forums/showthread.php?86718-Fgu-dungeon-master-guide-(legay)-is-missing-magic-items)? EDIT: Nope.

Zacchaeus
February 2nd, 2026, 16:08
No extensions.

Legacy DMG: Item: Robe of the Archmagi [attuned, equipped]

Doesn't change or count AC as 15 + Dex Mod. [Also can't change Base AC from sheet].

Without an extension equipping an item won't do anything as regards changing stats or indeed anything else. You'll need to create any necessary effects in the character's actions tab. So, for example, if the characters AC is 10 without armour (that is assuming no DEX modifier) then you'd need an effect of AC: 5, set to SELF and never expire. Activate the effect when the character is on the Combat Tracker. See the graphic below for all of what you would need to do in the actions tab to make the robe work (without extensions - there are extension which will do all or some of this for you).

Tempered7
February 2nd, 2026, 17:16
Thanks Zacc! It works now.

cwsoots
February 9th, 2026, 18:15
In the FGU 5e 2024 Druid class record, it shows that Druids receive a Feature called "Commune with Nature" at 9th level. I can't find where this is supported in the 2024 PHB. Is this an error, or am I missing where this feature is being granted from?

Zacchaeus
February 9th, 2026, 19:25
In the FGU 5e 2024 Druid class record, it shows that Druids receive a Feature called "Commune with Nature" at 9th level. I can't find where this is supported in the 2024 PHB. Is this an error, or am I missing where this feature is being granted from?

Yes, it looks like a mistake in the class feature list. I don't know where it comes from. One of the Barbarian subclasses does get this but at level 10. I don't see it in the PHB pdf, and it's not in the PHB errata, nor on the D&D Beyond druid class description. So I'll remove it.

cwsoots
February 9th, 2026, 19:49
Yes, it looks like a mistake in the class feature list. I don't know where it comes from. One of the Barbarian subclasses does get this but at level 10. I don't see it in the PHB pdf, and it's not in the PHB errata, nor on the D&D Beyond druid class description. So I'll remove it.

Thank you for confirming and removing the errant entry!

astromath
February 18th, 2026, 14:13
Dragon Delves
Starglass Waypoint

The map grids are neither grid snapped nor point snapped. Upper floor is incomplete. The sinkhole (S24b) does not have the pit LOS lines. The balcony rails are missing.
Since the "doors" are transparent, they should be windows instead of doors. The stairs are also transparent and should use non-toggleable window lines (except the bottom step which should stay open).
The grid walls for the turnstiles are missing. The rubble at S10 is blocking terrain.

Zacchaeus
February 18th, 2026, 17:55
Dragon Delves
Starglass Waypoint

The map grids are neither grid snapped nor point snapped. Upper floor is incomplete. The sinkhole (S24b) does not have the pit LOS lines. The balcony rails are missing.
Since the "doors" are transparent, they should be windows instead of doors. The stairs are also transparent and should use non-toggleable window lines (except the bottom step which should stay open).
The grid walls for the turnstiles are missing. The rubble at S10 is blocking terrain.

Thanks for the report; I've updated all of the occluders in both maps to reflect the correct room descriptions. I can't see anything wrong with the grid, however. It's as close as it can be to the hand drawn grid lines on the map. It's not possible to be pixel perfect with these kinds of maps since the hand drawn grid isn't always straight. As far as I can see the FGVTT grid matches the map grid accurately apart from where the hand drawn grid isn't perfectly straight. Am I missing something?

astromath
February 18th, 2026, 21:44
Thanks for the report; I've updated all of the occluders in both maps to reflect the correct room descriptions. I can't see anything wrong with the grid, however. It's as close as it can be to the hand drawn grid lines on the map. It's not possible to be pixel perfect with these kinds of maps since the hand drawn grid isn't always straight. As far as I can see the FGVTT grid matches the map grid accurately apart from where the hand drawn grid isn't perfectly straight. Am I missing something?

I'm attaching the images from Dragon Delves. When you go to edit the map in question, you will see my changes.

P.S. I was talking about the occluders, not the grid itself. But you'll see what I mean.

Zacchaeus
February 19th, 2026, 08:46
I'm attaching the images from Dragon Delves. When you go to edit the map in question, you will see my changes.

P.S. I was talking about the occluders, not the grid itself. But you'll see what I mean.

Your module doesn't contain anything (you can't export maps from a module). At any rate if you mean that the wall occluders aren't exactly in line with wall edges that is by design. This was the way occluders were drawn when LoS was first introduced but there were many complaints that doing this meant players couldn't see what was and what wasn't a wall. So for several years now occluders are drawn a little back from the walls so that it's obvious what they are and shows a little of the wall art work to the players. I assume what is shown in the image below is what you mean.

astromath
February 19th, 2026, 11:30
Your module doesn't contain anything (you can't export maps from a module). At any rate if you mean that the wall occluders aren't exactly in line with wall edges that is by design. This was the way occluders were drawn when LoS was first introduced but there were many complaints that doing this meant players couldn't see what was and what wasn't a wall. So for several years now occluders are drawn a little back from the walls so that it's obvious what they are and shows a little of the wall art work to the players. I assume what is shown in the image below is what you mean.

Yeah. That's what I meant. In my games, the players want that "exactness." It makes LOS past the walls more accurate. Due to the nature of how LOS works, there are times when the NPCs should not be seen, but they are.

It seems to be one of those situations where you just can't please everyone.

Zacchaeus
February 19th, 2026, 14:07
Yeah. That's what I meant. In my games, the players want that "exactness." It makes LOS past the walls more accurate. Due to the nature of how LOS works, there are times when the NPCs should not be seen, but they are.

It seems to be one of those situations where you just can't please everyone.

Indeed. There is an option in the occluders section (bottom right) that allows you to set a 'peek' value. If I remember correctly a value of 0.1 allows tokens to see through the wall occluders to approximately 5% of the grid size. So around 2.5 pixels on a 50px grid. So if you are re-drawing the walls to exactly match the line of the wall a peek through value of maybe 0.2 would be sufficient to be able to 'see' the walls without compromising line of sight on a 50px grid.

astromath
February 19th, 2026, 19:05
Indeed. There is an option in the occluders section (bottom right) that allows you to set a 'peek' value. If I remember correctly a value of 0.1 allows tokens to see through the wall occluders to approximately 5% of the grid size. So around 2.5 pixels on a 50px grid. So if you are re-drawing the walls to exactly match the line of the wall a peek through value of maybe 0.2 would be sufficient to be able to 'see' the walls without compromising line of sight on a 50px grid.

Didn't know about the peek option. Well, I'm still learning FGU-foo. :) I think any more conversation should be delegated to the proper forum at this point. Thx!

Remereck
March 9th, 2026, 11:23
Hi everyone. The Artificer is spell slot table is wrong, show the class gain level 2 spell slot at level 3 when is a level 5

LordEntrails
March 9th, 2026, 16:39
Hi everyone. The Artificer is spell slot table is wrong, show the class gain level 2 spell slot at level 3 when is a level 5
Is your campaign using the 2014 or 2024 rules setting? (In options). Which source did you create the Artificer from?

Remereck
March 9th, 2026, 17:13
Hi im using 2024 And the artificer from: D&D Eberron Forge of the Artificer, the problem is also in the virtual library

Zacchaeus
March 9th, 2026, 21:16
Hi everyone. The Artificer is spell slot table is wrong, show the class gain level 2 spell slot at level 3 when is a level 5

Thanks for the report. I'll get that fixed.

astromath
March 19th, 2026, 22:44
Dragon Delves
Chapter 5
Monastery upper level map

There's several occluders that go beyond walls a short way into halls/rooms.

Zacchaeus
March 19th, 2026, 23:05
Dragon Delves
Chapter 5
Monastery upper level map

There's several occluders that go beyond walls a short way into halls/rooms.

Noted, thanks for the report.

Cesario
March 20th, 2026, 04:53
In the Player's Handbook, Ranger subclass Beastmaster, the Beast of the Land stat block has the wrong damage dice for it's attack. It's listed as "1d4" in fantasy grounds, but "1d8" in my D&D Beyond version of the rules.

Zacchaeus
March 20th, 2026, 09:55
In the Player's Handbook, Ranger subclass Beastmaster, the Beast of the Land stat block has the wrong damage dice for it's attack. It's listed as "1d4" in fantasy grounds, but "1d8" in my D&D Beyond version of the rules.

Thanks for the report; I'll get that fixed.

frozzzt
March 23rd, 2026, 17:43
In the Library Reader: https://www.fantasygrounds.com/library/dnd5e/dd-out-of-the-abyss/oota-15-chapter-15-the-city-of-spiders

DND 5e > Module Out of the Abyss > Chapter 15 > Missing IMAGE map of the city Menzoberranzan

In the module in FG it shows, only the LIBRARY is missing the map.

Print screen of the section above

66897 (missing image in library)

66898 (oficial book)

66899 (FG module OK)

thx!

Zacchaeus
March 23rd, 2026, 18:29
In the Library Reader: https://www.fantasygrounds.com/library/dnd5e/dd-out-of-the-abyss/oota-15-chapter-15-the-city-of-spiders

DND 5e > Module Out of the Abyss > Chapter 15 > Missing IMAGE map of the city Menzoberranzan

In the module in FG it shows, only the LIBRARY is missing the map.

Print screen of the section above

66897 (missing image in library)

66898 (oficial book)

66899 (FG module OK)

thx!

That is a link rather than an image. As of this time the reader can't handle links so it just appears as text.

frozzzt
March 23rd, 2026, 19:33
That is a link rather than an image. As of this time the reader can't handle links so it just appears as text.

Got it. but the image isn't in any part of the library/reader to see? besides the invalid link.

superteddy57
March 23rd, 2026, 19:37
Yes, but this scenario hasn't been solved in the current build and something we are still looking to get working. If you see how it looks in the FG, the map is not available in the book (reference manual). So it won't be available in the reader.

Locotomo
March 24th, 2026, 20:59
In Vecna: Eve of Ruin, when you click on the picture of the "Crown of Lies", a picture of a Cosmic Horror shows up.
66924

Zacchaeus
March 24th, 2026, 21:02
In Vecna: Eve of Ruin, when you click on the picture of the "Crown of Lies", a picture of a Cosmic Horror shows up.
66924

Thanks, developer has been alerted.

superteddy57
March 24th, 2026, 21:14
Pushed a fix to address Vecna report.

ddavison
March 25th, 2026, 15:08
Got it. but the image isn't in any part of the library/reader to see? besides the invalid link.

Thanks for the report. This is a global issue from some of our older modules. We are investigating how we might be able to solve this so they show up in the reader without us having to rebuild each of the modules within FG first to use the newer format.

Speculi
March 26th, 2026, 23:56
Keys from the Golden Vault

Masterpiece Imbroglio - Imbroglio Adventure Hooks

It looks like some text is missing there. The text just ends abruptly with "... , and a coach will arrive shortly to deliver yo"

66938

Zacchaeus
March 27th, 2026, 10:23
Keys from the Golden Vault

Masterpiece Imbroglio - Imbroglio Adventure Hooks

It looks like some text is missing there. The text just ends abruptly with "... , and a coach will arrive shortly to deliver yo"

66938

There is indeed some missing text. Fixed and the amended module will get updated next week.

Ankelegon
March 28th, 2026, 17:01
Hi, I purchased The Book of Many Things, but in Fantasy Grounds it only appears as a module. I’m unable to browse the official manual in the “Books” section of Fantasy Grounds—I can only see the player-only version, even though I have activated both. Additionally, in the Fantasy Grounds online library, only the player portion of the official book is visible, consisting of just a few pages.

6694666947

Zacchaeus
March 28th, 2026, 19:36
Hi, I purchased The Book of Many Things, but in Fantasy Grounds it only appears as a module. I’m unable to browse the official manual in the “Books” section of Fantasy Grounds—I can only see the player-only version, even though I have activated both. Additionally, in the Fantasy Grounds online library, only the player portion of the official book is visible, consisting of just a few pages.

6694666947

Indeed, looks like the last time it was exported (many months ago) the story entry wasn't ticked. I've fixed the issue and an updated module will go out as soon as possible. I don't know if that's the reason why it doesn't appear in My Library or not - I suspect it is but I can't do anything about that, so we'll need to wait for the dev that sorts that kind of thing out to see this.

The_Great_DM
March 30th, 2026, 05:27
Dungeon of the Mad Mage >Introduction>Search for Kressando Rosznar > Second to last paragraph
"You can trust in House Ros znar." has a space in the last name

Zacchaeus
March 30th, 2026, 09:19
Dungeon of the Mad Mage >Introduction>Search for Kressando Rosznar > Second to last paragraph
"You can trust in House Ros znar." has a space in the last name

Thanks for the report. I'll make this one number one on my priority list :)

astromath
March 31st, 2026, 12:14
Creating a module. Closing the module. Then reopening the module. (It doesn't matter if the module is locked or unlocked when reopened.)

When applying a font effect (bold, italic, underline) followed by a non-character mark such as a period or an em dash and that non-character mark is not part of the effect, FG adds an extra space that is part of the effect when the module is reopened.

Examples:
(bold, italic, underline) becomes (bold , italic , underline )
Underlined—Non-underlined becomes Underlined —Non-underlined
Italic. becomes Italic .

Zacchaeus
March 31st, 2026, 15:45
Creating a module. Closing the module. Then reopening the module. (It doesn't matter if the module is locked or unlocked when reopened.)

When applying a font effect (bold, italic, underline) followed by a non-character mark such as a period or an em dash and that non-character mark is not part of the effect, FG adds an extra space that is part of the effect when the module is reopened.

Examples:
(bold, italic, underline) becomes (bold , italic , underline )
Underlined—Non-underlined becomes Underlined —Non-underlined
Italic. becomes Italic .

Indeed. This has been the case since the first version of FG (it's due to the way the xml works). The trick is to include the non-character mark in the bolded, itelisized etc word when selecting whatever it is you want to bold etc.

Speculi
April 1st, 2026, 14:36
There is indeed some missing text. Fixed and the amended module will get updated next week.

I saw it was fixed in the module, but it is still missing in the online reader version. I would have guessed they are in sync but it seems that's not the case? Does it have to be updated separately?

Zacchaeus
April 1st, 2026, 15:11
I saw it was fixed in the module, but it is still missing in the online reader version. I would have guessed they are in sync but it seems that's not the case? Does it have to be updated separately?

I assume it'll be updated separately. I don't have a clue how the on line reader works or gets updated.

LordEntrails
April 1st, 2026, 15:26
-deleted- not sure what I was responding to, but it wasn't this.

Moon Wizard
April 1st, 2026, 17:48
We're working on the fix for the Online Reader. We had a change in the developer working on the reader; and we're working through why some books are stalling in the convert/upload from module process.

Thanks,
JPG

Speculi
April 2nd, 2026, 10:44
Vecna: Eve of Ruin
67006
Not sure if this is missing in the module (can't verify in FG, because I only have access to my phone) or a bug in the online reader. (Brave browser on Android)
Some of the chapter headlines are missing. ("Chapter 4 Summary", 5, 7, 8 etc)
They exist in the printed book version.

ju95
April 2nd, 2026, 17:44
Vecna: Eve of Ruin
67006
Not sure if this is missing in the module (can't verify in FG, because I only have access to my phone) or a bug in the online reader. (Brave browser on Android)
Some of the chapter headlines are missing. ("Chapter 4 Summary", 5, 7, 8 etc)
They exist in the printed book version.

This will be fixed as soon as I figure out the library's updating issue (This is one of the books caught up in it).

Griogre
April 4th, 2026, 04:16
D&D Players Handbook 2024 - Aid Spell

It's checked off as a ritual - but it is not a ritual in the actual printed book.

Zacchaeus
April 4th, 2026, 08:13
D&D Players Handbook 2024 - Aid Spell

It's checked off as a ritual - but it is not a ritual in the actual printed book.

Neither it is. I'll note that for fixing.

jkeller
April 5th, 2026, 14:22
Some of the prices in the DMG 2024 module seem wrong. For example, the Adamantine Needle shows 40,002 cp.

I have the hard copy, but couldn't find the needle entry to confirm.

67018

Zacchaeus
April 5th, 2026, 15:24
Some of the prices in the DMG 2024 module seem wrong. For example, the Adamantine Needle shows 40,002 cp.

I have the hard copy, but couldn't find the needle entry to confirm.

67018

They aren't technically wrong. To create magic items Doug used the in built magic item forge to create them (where that was possible); and he wrote some code that would calculate the cost of the item (since previously it didn't). So the code takes the cost of the base item and then adds in the cost of the magic part, which is determined by it's rarity. If the base item cost isn't expressed in gold pieces the cost is worked out by converting the rarity cost to the currency of the base item. In the example that you mentioned the cost of a single needle is 2cp and since the cost of an uncommon item is 400gp, the latter is converted to cp (40,000) and added to the base cost resulting in a total of 40,0002cp. Now when I Q&A'd the book I actually converted a lot of prices into gp (since I wasn't aware of what was happening at the time), and I obviously missed a few. But the prices are technically correct.

jkeller
April 5th, 2026, 16:40
Interesting, thanks for the explanation!

I figured some kind of conversion was going on, since I noticed quite a few strange values like that.

Griogre
April 6th, 2026, 23:29
There are also some things in the 5.2 SRD that are weird like the Staff of Fire and the Staff of Frost. Items where the base value is less than a gold piece so the price is given in hundreds of thousands of silver.

However the bug I came to report is in the 5.2 SRD - "Greatsword [Blackrazor], +3" has a 0 GP value which makes it a common weapon. Blackrazor is an artifact out of White Plume Mountain so it should be "Priceless" and I'm not sure it should be in the SRD at all. I don't see any of the other White Plume Mountain Artifacts in the SRD.

Zacchaeus
April 7th, 2026, 08:23
There are also some things in the 5.2 SRD that are weird like the Staff of Fire and the Staff of Frost. Items where the base value is less than a gold piece so the price is given in hundreds of thousands of silver.

However the bug I came to report is in the 5.2 SRD - "Greatsword [Blackrazor], +3" has a 0 GP value which makes it a common weapon. Blackrazor is an artifact out of White Plume Mountain so it should be "Priceless" and I'm not sure it should be in the SRD at all. I don't see any of the other White Plume Mountain Artifacts in the SRD.

Thanks, I'll have a look.

spoofer
April 9th, 2026, 09:45
Missing NPC and Scene Artwork – Vecna: Eve of Ruin (FG vs D&D Beyond Discrepancy)

There appear to be multiple instances of missing NPC and scene artwork in the Fantasy Grounds version of Vecna: Eve of Ruin when compared to the D&D Beyond version. After cross-checking the Fantasy Grounds module against D&D Beyond, the following discrepancies were identified:

Chapter 2
Missing NPC artwork:
Makubli Khee
Torkner Ironteeth
Jolera Hartoph

Missing scene artwork:
Image showing the Spider Dragon Ker-Arach with a Yochlol in the background (referenced in the “Next Steps” section at the end of the chapter)

Chapter 3
Missing NPC artwork:
Kycera Duskstride
Ilren
Daveras
Cirit

Chapter 4
Missing NPC artwork:
Kalyth
Mercy
Filch
Landro in his elemental form

Potentially missing scene artwork:
Image referenced in the “An Important Detail” section (collapsed colossus)
Note: This asset may exist but is not easily locatable within the module

I am reporting these differences because Chapter 1 appears to include all of the NPC artwork.

Zacchaeus
April 9th, 2026, 11:49
As far as NPCs go the artwork all seems to be there.

superteddy57
April 9th, 2026, 13:21
Missing NPC and Scene Artwork – Vecna: Eve of Ruin (FG vs D&D Beyond Discrepancy)

There appear to be multiple instances of missing NPC and scene artwork in the Fantasy Grounds version of Vecna: Eve of Ruin when compared to the D&D Beyond version. After cross-checking the Fantasy Grounds module against D&D Beyond, the following discrepancies were identified:

Chapter 2
Missing NPC artwork:
Makubli Khee
Torkner Ironteeth
Jolera Hartoph

Missing scene artwork:
Image showing the Spider Dragon Ker-Arach with a Yochlol in the background (referenced in the “Next Steps” section at the end of the chapter)

Chapter 3
Missing NPC artwork:
Kycera Duskstride
Ilren
Daveras
Cirit

Chapter 4
Missing NPC artwork:
Kalyth
Mercy
Filch
Landro in his elemental form

Potentially missing scene artwork:
Image referenced in the “An Important Detail” section (collapsed colossus)
Note: This asset may exist but is not easily locatable within the module

I am reporting these differences because Chapter 1 appears to include all of the NPC artwork.

We use what is provided by WotC to produce the content. This module was done quite some time ago. When I was making the module, I did go back to earlier modules and try to find missing assets as fill ins for some. So if they are available on DnD Beyond, those might be exclusive to that platform.

Griogre
April 21st, 2026, 04:18
2025 MM, Scout Captain; Shortword and Longbow Damage.

The Captain has the ability to make *one* of its attacks with advantage and when the Captain hits with advantage he's supposed of do extra damage. The damage for the weapons is worded so it *always* does the extra damage.

IE for the Shortsword, "Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage, plus 10 (3d6) Piercing damage if the attack was made with Advantage." should be changed to something like: "Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage or 6 (1d6 + 3) Piercing damage plus 10 (3d6) Piercing damage if the attack was made with Advantage."

The Longbow has the exact same wording issue too.

Zacchaeus
April 21st, 2026, 12:29
Yep, rewording is the way to go. I'll get that fixed.

jkeller
April 26th, 2026, 01:18
Very minor thing. In the 5E Monster Manual, the Ghost's Horrifying Visage was renamed to Horrific Visage, but the link description still has the old name.

Zacchaeus
April 26th, 2026, 08:29
Very minor thing. In the 5E Monster Manual, the Ghost's Horrifying Visage was renamed to Horrific Visage, but the link description still has the old name.

That's the wording in the resources I have from WotC.

drempel
April 29th, 2026, 20:26
SRD 5.2 Seems to be missing the base War Pick weapon (but it has all the templated ones). Base War Pick is in the Player's Handbook, but the SRD should have it as well.

Zacchaeus
May 1st, 2026, 14:44
SRD 5.2 Seems to be missing the base War Pick weapon (but it has all the templated ones). Base War Pick is in the Player's Handbook, but the SRD should have it as well.

Thanks for the report. I've now updated the SRD to include this.

QuothDRaven191
May 4th, 2026, 05:54
Hi, I've found that the Outlands poster maps from the source book are missing from both the Planescape module and the online library version, though they are referenced in the text.

Zacchaeus
May 4th, 2026, 09:51
Hi, I've found that the Outlands poster maps from the source book are missing from both the Planescape module and the online library version, though they are referenced in the text.

No, it isn't. It's in Chapter 2 Sigil at a Glance. Since you mention it though I've added it also to Chapter 3 Life in the Outlands.

QuothDRaven191
May 4th, 2026, 20:56
No, it isn't. It's in Chapter 2 Sigil at a Glance. Since you mention it though I've added it also to Chapter 3 Life in the Outlands.

Great! Thanks for that.
There was no Hyperlink in the Chapter 3 'Outlands Poster Map' entry and both maps in Images were labelled Sigil so I didn't look further.

astromath
May 7th, 2026, 10:45
I'm not sure if this belongs here or the Effect error thread. Attached is an error log from the last update. I don't really know how to read it. But there's definitely a bug someplace.

There have been no errors until now.

Zacchaeus
May 7th, 2026, 12:05
I'm not sure if this belongs here or the Effect error thread. Attached is an error log from the last update. I don't really know how to read it. But there's definitely a bug someplace.

There have been no errors until now.

The errors are being caused by extensions. Life Ledger and Jack of All Things. The recent patch I believe has subsumed some of the effects from those but you'd best hunt down the forum threads for the two extensions and report the errors there. It's possible that neither are being updated anymore since the authors haven't been around for a while.

astromath
May 7th, 2026, 12:52
The errors are being caused by extensions. Life Ledger and Jack of All Things. The recent patch I believe has subsumed some of the effects from those but you'd best hunt down the forum threads for the two extensions and report the errors there. It's possible that neither are being updated anymore since the authors haven't been around for a while.

Messages sent. Life Ledger was last updated 420 days ago. So, probably out of luck there. Jack of All Things was updated 52 days ago. That one looks more promising. Thx for figuring it out for me.:)

jkeller
May 7th, 2026, 16:49
Not sure where to report this documentation issue (and I know that's a work-in-progress).

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2165473281/Image

function addLayer(dbnode/dbpath, layerid)

Attempts to delete the specified layer ID on the specified image value database node. Only scripts running on the session host can run this API.

Moon Wizard
May 7th, 2026, 16:57
Fixed.

Regards,
JPG

andrewcr
May 12th, 2026, 03:03
Three Moons Vault Map - Vecna Eve of Ruin 5e Adventure

1. I could not find the player map for this only the room numbered DM version (map 6.3 in Book links to DM map).

2. LOS is missing the door between Area V1 and Area V2. The adventure expects characters to interact with the door.

3. Area V2 the red light effect is cool but not aligned to the walls as expected.

Keep up the good work.

LordEntrails
May 12th, 2026, 04:08
Three Moons Vault Map - Vecna Eve of Ruin 5e Adventure

1. I could not find the player map for this only the room numbered DM version (map 6.3 in Book links to DM map).

2. LOS is missing the door between Area V1 and Area V2. The adventure expects characters to interact with the door.

3. Area V2 the red light effect is cool but not aligned to the walls as expected.

Keep up the good work.
I don't have that module, so can't check.
For #1, current practice is for player and GM maps to be in the same image. Open up the layer dialog, you will find multiple layers, a player (base) layer that has the LOS and such player info. Then you will find a layer above that with it's visibility set to GM only. It will have the GM visible info, but will not be visible to the players.

Josith
May 12th, 2026, 17:11
Three Moons Vault Map - Vecna Eve of Ruin 5e Adventure

1. I could not find the player map for this only the room numbered DM version (map 6.3 in Book links to DM map).

2. LOS is missing the door between Area V1 and Area V2. The adventure expects characters to interact with the door.

3. Area V2 the red light effect is cool but not aligned to the walls as expected.

Keep up the good work.

I opened the Vecna module, and the Three Mons Vault map is the player map.

1. Only the GM can see the numbers
2. I put in a bug report for the entrance and the secret doors that were missing LOS.
3. I didn't see the red light effect.

andrewcr
May 13th, 2026, 09:55
I don't have that module, so can't check.
For #1, current practice is for player and GM maps to be in the same image. Open up the layer dialog, you will find multiple layers, a player (base) layer that has the LOS and such player info. Then you will find a layer above that with it's visibility set to GM only. It will have the GM visible info, but will not be visible to the players.

Okay thanks for the hot tips. I normally replace the black and white maps with a colour version so perhaps that is why.

I checked and the room labels are on a different level.

The door between V1 and V2 is missing. I can see another post where the map is shown missing the door

All the best for gaming fun!

andrewcr
May 13th, 2026, 09:57
I opened the Vecna module, and the Three Mons Vault map is the player map.

1. Only the GM can see the numbers
2. I put in a bug report for the entrance and the secret doors that were missing LOS.
3. I didn't see the red light effect.

67469

Missing door at blue circle

The red is seen by turning on the map lighting

Thanks

Griogre
May 16th, 2026, 07:56
MotM; Berbalang Skills: Religion

Religion +5 s/b just Religion +5

Zacchaeus
May 16th, 2026, 08:26
MotM; Berbalang Skills: Religion

Religion*+5 s/b just Religion +5

Noted. Added to my list.

superteddy57
May 18th, 2026, 16:42
Three Moons Vault Map - Vecna Eve of Ruin 5e Adventure

1. I could not find the player map for this only the room numbered DM version (map 6.3 in Book links to DM map).

2. LOS is missing the door between Area V1 and Area V2. The adventure expects characters to interact with the door.

3. Area V2 the red light effect is cool but not aligned to the walls as expected.

Keep up the good work.

1. The player map and the GM are the same. You would just hide the tags layer to remove the labels, but it's also a GM only layer. So the players shouldn't see it

2. Will be pushed with the next weekly update.

3. I'm not sure I understand about this one. I'm not seeing a red light being attached to that map. Especially in the V2 area.

67502

The_Great_DM
May 18th, 2026, 18:24
Item "Lifestyle Expenses per day (Comfortable)" has the price listed as 1 GP same as (Modest) when it should be 2 GP 67508

Zacchaeus
May 18th, 2026, 20:22
Noted. Thanks.

ju95
May 20th, 2026, 22:36
Vecna: Eve of Ruin
67006
Not sure if this is missing in the module (can't verify in FG, because I only have access to my phone) or a bug in the online reader. (Brave browser on Android)
Some of the chapter headlines are missing. ("Chapter 4 Summary", 5, 7, 8 etc)
They exist in the printed book version.

This is fixed now

drempel
May 21st, 2026, 17:46
Issue with innate spellcasting automation in the combat tracker.

For example. The Lich (5.5E/2024 Monster Manual).

It says it uses the Level 5 version of fireball in the statblock. And that is recorded in the NPC record. But when you add it to the combat tracker, the dice are for the Level 3 version of the spell. I get this might be a tricky thing to make correct (and I think you can just edit the number of dice in place manually after adding it) but there's no indication in the combat tracker at all that the version of the spell the statblock uses is upcast.

Would be nice if:
A) It could automatically do the upcast for you.
B) failing being able to do that (since I get that it might be too difficult for the parser to figure it out all the time for every spell that can be upcast in every 5E flavor), show in the combat tracker that you need to upcast it. Stuff like Hold Person, which increases the number of targets when upcast, would still need some sort of indicator.

I'm doing a conversion of a module that has a statblock or two that includes upcast versions of spells, and I'm looking at the lich as an example on how to do it, so I'll follow its language templates for that, so hopefully when this gets resolved, my conversion will work the same.

Zacchaeus
May 21st, 2026, 18:51
There is no mechanism for automatically upcasting spells. What you can do is add the spells to the NPC sheet (right click -> parse spell actions) and then edit the dice in the spell description to show the upcasted amount.

drempel
May 21st, 2026, 19:04
There is no mechanism for automatically upcasting spells. What you can do is add the spells to the NPC sheet (right click -> parse spell actions) and then edit the dice in the spell description to show the upcasted amount.

Will you be doing the same then in the official books (like the monster manual for 2024)?

Zacchaeus
May 21st, 2026, 20:44
Will you be doing the same then in the official books (like the monster manual for 2024)?

Probably not. The way that the spells are set up in the books such as the MM is so that the spells can be pulled from whatever source the user has rather than pinning it to a particular source. I reread your post and realised that you were talking about a conversion you were doing. My advice was for you, as a DM, when preparing for a session involving such an NPC. If you are doing a conversion then leave things as they are printed in the book you are converting. The DM can always drag, right click to add dice, and drop damage strings to get the correct dice roll, or as noted edit the NPC directly.

drempel
May 21st, 2026, 23:33
Probably not. The way that the spells are set up in the books such as the MM is so that the spells can be pulled from whatever source the user has rather than pinning it to a particular source. I reread your post and realised that you were talking about a conversion you were doing. My advice was for you, as a DM, when preparing for a session involving such an NPC. If you are doing a conversion then leave things as they are printed in the book you are converting. The DM can always drag, right click to add dice, and drop damage strings to get the correct dice roll, or as noted edit the NPC directly.

I will say as a DM (I run a lot of games using FG), unless I go study the statblock, without any indication that the spell that got inserted is wrong, I won't know I need to modify anything, and just assume it's right.

All I'm really asking for at a bare minimum is a way in the combat tracker to show that the spell is meant to be upcast instead of that information being stripped when the monster is added.

DM's kinda rely on what's in the combat tracker a lot, and if it's wrong, the monster is probably going to be nerfed.

Zacchaeus
May 22nd, 2026, 00:41
Fair enough, but this isn’t a bug report more a feature request.

drempel
May 22nd, 2026, 05:00
Fair enough, but this isn’t a bug report more a feature request.

Sure, I'll concede it could be considered a feature. The statblock in the combat tracker doesn't match the NPC record (even with official WotC content), but it could be looked at either way.

Griogre
May 22nd, 2026, 15:29
MotM, Quickling Skill: Perception
Perception +5 s/b just Perception +5

Zacchaeus
May 22nd, 2026, 15:54
Noted, thanks.

Griogre
May 26th, 2026, 03:09
2024 DMG, Treasure Tables, Extra Items created in parcels when the old 2014 DMG is open

Technically, this is not a bug - but rather an unexpected interaction between the 2014 DMG, the 2024 DMG magic item tables and forged items in the 2024 DMG that causes some items to be doubled up in parcels generated by the 2024 DMG tables.

Individual magic items created by the Forge have the weapon name, then the template name surrounded by square brackets, a coma, and any magic bonus. If you search magic items using "[" in the new 2024 DMG you will find 5 pages of magic items build this way. The way forged items are named is what is creating the interaction.

An example is the first item on the search list: Sickle [Defender], +3. If you go to the "Random Defender Weapon" table in the 2024 DMG and roll on it with the 2014 DMG open you will get two defender items in a parcel. The first item with show the DMG 2024 item name created with the forge with [Defender] in it's name. The second item will show an item without the square brackets.

This is the unexpected interaction, the parcel has two defender items: one from the new DMG and one from the old DMG. What is happening is [Defender] in first item name calls the Defender table in the old DMG since [string] in a table calls the table of the string's name. Since the forge names items consistently and the tables in the old DMG are also named consistently, this is going to happen whenever a forged weapon is generated in a treasure parcel and the old DMG is open.

My suggestion would be that you mass change all the new DMG item names with "[" and "]" removing the brackets and then do the same for the treasure tables.

Zacchaeus
May 26th, 2026, 12:50
I'll need to think about that one.

Griogre
May 26th, 2026, 14:11
You could just take the brackets out of the treasure table entries or change them to parenthesis, still linking to the items with brackets in the names - that would solve it as well. The fact the old DMG didn't use brackets in item names is why I suggested it.

Zacchaeus
May 26th, 2026, 15:09
You could just take the brackets out of the treasure table entries or change them to parenthesis, still linking to the items with brackets in the names - that would solve it as well. The fact the old DMG didn't use brackets in item names is why I suggested it.

Yeah, sounds like a global search replace would solve the issue but it'll depend on how many other square brackets there are in other places.

Griogre
May 26th, 2026, 22:50
Depending on your editor, you should be able to limit the mass replace to just part of your XML file like in the items.

Shannara
May 28th, 2026, 14:27
Minor typo noted: 'A bga containing 100 gp.'

Zacchaeus
May 28th, 2026, 15:45
Noted.

andrewcr
June 3rd, 2026, 10:38
Vecna Adventure - Tomb of Wayward Souls Map

- Room T3 - H wall is supposed to be an illusory wall but not wall provided in walls layer

Area in front of entrance has no lighting.

superteddy57
June 3rd, 2026, 20:24
I'll take a look when I have a moment.