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  1. #1251
    Thirst For Blood

    Encounter "B2. Chupacabra Pen" should have two weak Chupacabras, but it currently only has one.

  2. #1252
    Edit: FYI, I would happily make corrections to modules as I use and submit them for updating, if you point me to the community dev guidelines and a How-To for submission.

    Quote Originally Posted by Surge View Post
    Thirst For Blood

    Another data issue spotted for Thirst For Blood:

    The items appear to be spread across two Groups. At first I thought one of them may have been the Player's Guide, but that wasn't the case.


    Attachment 66555

    Thanks.
    Hi there,

    I'm just posting to highlight that none of the issues that I have reported for Thirst For Blood have been corrected yet. This includes:
    - this quoted one,
    - the empty fields in the Backgrounds records so they have no functionality,
    - the missing create in the "B2. Chupacabra Pen" encounter,
    - and the lack of even basic automation (such as the striking property) on some of the items.

    Additionally, I keep discovering more issues. For example, in one of these two item groups, some items have the auto added "(copy)" in their name from when the author copied them over, but never adjusted the names:


    Here's a new one I spotted - lack of capitalisation and a spelling error. (And to be honest the inconsistency in capitalisation rules throughout the whole module is infuriating.)


    There is also a broken occluder on the Camazotz's Cavern player map, in area B1.


    I've also spotted an issue with the Player's Guide - two empty and unnamed Story records:


    Thank you.
    Attached Images Attached Images
    Last edited by Surge; March 4th, 2026 at 23:54.

  3. #1253
    Wardens of Wildwood 2 NPC Unaasi: The NPC have no Melee and Range Attack coded
    Melee [one-action] fighting fan +22 (agile,
    backstabber, deadly d6, finesse),
    Damage 2d4+6 slashing
    Ranged [one-action] energy surge +22
    (range increment 30 feet),
    Damage 4d6+6 fire
    is Missing
    Text Translated by Deepl ;-)

  4. #1254
    Wardens of Wildwood 2 NPC AVATHRAEL REALMSHAPER: The NPC have no Melee and Range Attack coded
    Melee [one-action] jaws +26 (magical, reach 15 feet), Damage
    3d10+11 piercing plus 1d8 poison
    Melee [one-action] razor tail +24 (magical, reach 20 feet), Damage
    4d8+11 slashing plus 1d8 persistent bleed
    Melee [one-action] shadow claws +26 (agile, magical, reach 10 feet),
    Damage 2d8+11 slashing plus 1d8 void
    Ranged [one-action] seedpod +22 (range increment 60 feet),
    Damage 2d6+11 bludgeoning plus 1d6 poison
    is Missing
    Text Translated by Deepl ;-)

  5. #1255
    GM Core

    The Items categories are not standardised (this is actually a perennial issue across all of the modules).

    In the GM Core, there are non standardised item categories, where there are items across multiple categories which should be normalised into one:

    Armor and Armors
    Consumable and Consumables
    Magic Item and Magic Items
    Shield and Shields
    Weapon and Weapons

    There are of course lots of other issues with categories across other sources, but this is just on items found in the GM Core module. I'm about to buy Treasure Vault, and I'm sure I'm going to hate seeing what the state of categories is like in that module, as it is all about items .

    Thanks.
    Last edited by Surge; March 14th, 2026 at 14:47.

  6. #1256
    @ Birger Tucholski
    I will have a look and get fixed. Thanks for reporting this.

    Madman..
    "Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman



  7. #1257
    Wardens of Wildwood 3 : Rancorous Druids Missing Meele Attack Damage
    Wild Swing [one-action] to [three-actions]Frequency once per round;
    Effect The members of the mob wildly swing
    their weapons—primarily greataxes—in a
    chaotic attack at each enemy adjacent
    to the troop (DC 27 basic Reflex save).
    The damage depends on the number
    of actions.
    [one-action] 1d12+2 slashing damage
    [two-actions] 2d12+9 slashing damage
    [three-actions] 3d12+9 slashing damage
    Text Translated by Deepl ;-)

  8. #1258
    Quote Originally Posted by Birger Tucholski View Post
    Wardens of Wildwood 3 : Rancorous Druids Missing Meele Attack Damage
    Wild Swing [one-action] to [three-actions]Frequency once per round;
    Effect The members of the mob wildly swing
    their weapons—primarily greataxes—in a
    chaotic attack at each enemy adjacent
    to the troop (DC 27 basic Reflex save).
    The damage depends on the number
    of actions.
    [one-action] 1d12+2 slashing damage
    [two-actions] 2d12+9 slashing damage
    [three-actions] 3d12+9 slashing damage
    I will get those things fixed. Thanks for letting me know.

    Madman..
    "Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman



  9. #1259
    Bestary 3 Rancorous Priesthood Meele Attack is Missing
    Wild Swing [one-action] to [three-actions]Frequency once per round;
    Effect The members of the mob wildly swing
    their weapons—primarily greataxes—in a
    chaotic attack at each enemy adjacent
    to the troop (DC 27 basic Reflex save).
    The damage depends on the number
    of actions.
    [one-action] 1d12+2 slashing damage
    [two-actions] 2d12+9 slashing damage
    [three-actions] 3d12+9 slashing damage
    Text Translated by Deepl ;-)

  10. #1260
    Quote Originally Posted by Surge View Post
    GM Core

    The Items categories are not standardised (this is actually a perennial issue across all of the modules).

    In the GM Core, there are non standardised item categories, where there are items across multiple categories which should be normalised into one:

    Armor and Armors
    Consumable and Consumables
    Magic Item and Magic Items
    Shield and Shields
    Weapon and Weapons

    There are of course lots of other issues with categories across other sources, but this is just on items found in the GM Core module. I'm about to buy Treasure Vault, and I'm sure I'm going to hate seeing what the state of categories is like in that module, as it is all about items .

    Thanks.
    Thanks for the input, Surge! I have it on my list to get categorization for all items to be standardized, naming conventions uniform, etc. It's a big project and I am also trying to push out some material that needs to be available ASAP, but I promise you, I hope to get all that into a uniform look at some point. I think you will be able to see some of the efforts towards that effect in the first two updates to the GM Core I did recently. I am also adding in-depth automation to the items, making it a big project.

    Thanks again!
    SR
    Ultimate 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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