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February 20th, 2026, 00:38 #1251Grand Templar
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Thirst For Blood
Encounter "B2. Chupacabra Pen" should have two weak Chupacabras, but it currently only has one.
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March 4th, 2026, 20:57 #1252Grand Templar
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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.
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.Last edited by Surge; March 4th, 2026 at 23:54.
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March 11th, 2026, 14:45 #1253Templar
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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 MissingText Translated by Deepl ;-)
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March 11th, 2026, 14:49 #1254Templar
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- May 2020
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- Bochum, Germany
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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 MissingText Translated by Deepl ;-)
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March 14th, 2026, 14:45 #1255Grand Templar
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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.
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March 15th, 2026, 01:25 #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
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March 15th, 2026, 21:59 #1257Templar
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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 damageText Translated by Deepl ;-)
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March 17th, 2026, 00:06 #1258"Overthinking, over analyzing separates the body from the mind."...MJK... Tool frontman
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March 22nd, 2026, 17:41 #1259Templar
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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 damageText Translated by Deepl ;-)
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March 27th, 2026, 04:40 #1260
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!
SRUltimate 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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