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January 9th, 2026, 19:08 #1221
Battlecry!
Aldori Dueling Sword has as erroneous Damage entry of "1d8 S", should be just "1d8", Damage Type should be "slashing" instead of empty, and finally, the Subcategory should be "Uncommon Advanced Melee" instead of "Uncommon Advanced Martial".Last edited by Zaister; January 15th, 2026 at 10:14.
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January 9th, 2026, 19:12 #1222
Seven Dooms for Sandpoint
Background Cathedral Child has a typo for the Trained Skill Religion ("Relgion"), so the automation does not work.
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January 13th, 2026, 13:05 #1223Templar
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- May 2020
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- 100
Troubles in Otari
Owlbears
The Owlbears aren't working correctly. The DC 20 will save isn't working.
The easiest fix is simply to replace the Troubles in Otari Owlbears with Owlbears in the Bestiary
I noticed this recently, when you try and use the automation for the DC 20 will save for the Owlbears screech it doesn't work.
I fixed it by re entering the automation script in both sections and it now works fine. Funny thing is, I couldn't see anything wrong with the entry.
As mentioned, an easier fix is simply to drag a couple of owlbears from the bestiary to replace the Troubles in Otari owlbears, the differences are quite minor.
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January 14th, 2026, 23:07 #1224Ultimate License Owner since 2011 and FG GM since 2008
Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials
Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)
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January 14th, 2026, 23:22 #1225Ultimate License Owner since 2011 and FG GM since 2008
Game Systems: 5E, Pathfinder, Starfinder, Call of Cthulhu, RoleMaster, C&C, Pathfinder 2, Old School Essentials
Home Page: ShadeRaven Sorceries (Blog, Fantasy & Campaign Stories, Cat Tales, and more)
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January 15th, 2026, 19:11 #1226Templar
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- May 2020
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Troubles in Otari
Map LOS is incorrect in 4.03.05. A4. Guard Post [Moderate 4]
If I am reading the entry correctly there should be a secret door on the North wall of this room. Instead there is a secret door on the south wall of A8 and there is a blank wall where the secret door should be.
The text says, "The dungeon's creator built a secret door into the northern wall here and hid it behind a tapestry in order to spy on visitors waiting in this room. With the tapestry long gone, a character that succeeds at a DC 22 Perception check to Seek can spot the secret door. The short corridor behind the secret door leads to area A8, where the door can easily be noticed from the inside."
Simple fix is to just change the LOS so that the secret door is in the correct place.
Screen.png
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January 23rd, 2026, 21:49 #1227Templar
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- May 2020
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- 100
Is this where I report an issue with Monster Core? If not could you redirect to the correct thread?
The Harpy entry doesn't work correctly.
In the automation section there are two 'sickened: 1 entries. One for failure and one for Critical Failure. The system can't differentiate (I think) between the two 'sickened: 1' entries.
What I did is change the Critical Failure 'sickened: 1' heading to 'Sickened Crit'. It now works ok.
So the top line now reads;
[DC21],[Sickened 1],[Sickened Crit],[More Details]
The next four lines for the actual automation read;
"DC21"|Save: Fortitude[DC:21]
"Sickened 1"|Effect: Stench; Sickened: 1[FAILURE]
"Sickened Crit"|Effect: Stench; Sickened: 1; Slowed: 1[CRITFAILURE]
"More Details"|CreatureAbility: StenchLast edited by Oladahn; January 23rd, 2026 at 21:56.
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January 25th, 2026, 18:22 #1228Grand Templar
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- Jan 2009
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- UK
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Thirst for Blood
Every item in the module has a Source as "Player Core", instead of what I suspect should be the title of the adventure module "Thirst for Blood". This includes all of the mundane items, but also the magical items clearly unique to this adventure path.
Additionally, is it really the case that none of the items as standard have any of the magical effects already set up? Maybe I can see the special activities not being correctly set up in the Actions/Effect for creation when added to a PC, but not even the Wounding property, or even worse the Striking rune, which is very fundamental to the magic weapons system of the ruleset.
I was hoping that bought modules would have all item effects set up, particularly so I could use them as examples if I ever needed to create a custom one.
Thanks.
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January 26th, 2026, 04:34 #1229Crusader
- Join Date
- May 2018
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- 20
Seven Dooms for Sandpoint
The secret doors between E8 and E9 do not seem to be added, so tokens need to be forced manually between those rooms.
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January 26th, 2026, 11:15 #1230Templar
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- May 2020
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Unfortunately that does seem to be the case in most if not all of the modules I have. I am looking into the feasibility of doing upgrade packs in the Forge. Alternatively I suggested I could look at these modules on a volunteer basis, make suggested changes and send them back for review but was told to just notify someone of any issues I observed.
My argument was that this is a system that is streets ahead of other platforms for automation, actions and effects and it seems silly that this functionality is not taken advantage of.
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