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Tomb of Annihilation Bug Reporting Thread

Hi Trivia, Thanks for the clarification. As mentioned above, I have manually changed the template on the macros in my current campaign and they are now working. And I have not found a problem again in one of my clean games, so I will assume that it's fixed. As I mentioned above, I was only trying to help by pointing out that the only problem that I've seen so far with the Shaped Sheet was with the macros and the template of these, as I have a workaround, I'm happy with it. Still a bit of a shame that you are not supporting the Shaped sheet as it has some great features but I can understand the reasoning behind it. Cheers, Philippe
I was hoping to get the fancy dungeons and dragons stylilng with the Tomb of Annihilation module but get the standard OGL sheets and templates. Is this a bug or is all as it should be?
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DarkDeer
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Anna - A fix for that should be coming in the next week. Thank you for bringing it to our attention! :)
Thanks a ton!
Hi, I've had an issue with the player's handout not updating to show which parts I've revealed. In the attempt to figure out what was wrong with the handout the entire map has gone missing from it. I obviously did not do well with figuring it out on my own.
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DarkDeer
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The handout does not update, only the Players Map Page (which is a page in the upper menu, like other play maps).  I added the image back in your handout, it should work fine now!
Hi, Although it's not a bug, I'd like to make a suggestion about the handouts, especially the monsters and magic items. Would it be possible not to have the name of the monster / item on the picture ? With the name displayed, it's much harder to keep the mystery of the encounter, so I have to manually change the picture when I want it hidden. There is no reason for the name to appear on the picture... It might be too much work to do for the current modules (although it would be appreciated), but maybe something to consider for the future ? Thanks in advance, Philippe
Brett M. said: Mel said: Brett - Should be live Monday barring any other new bugs to be squashed! The Dev team found some ugly new ones during this patch that should be fixed now :) ETA: Bugs on the patching side, not on the content side, for clarification Thanks Mel -- looking forward to it! Did this patch actually go out Mon.Nov.20 as mentioned above?  If so, I'm still getting the red "for module users, this sheet will be updated in an upcoming patch" info on my spellcasting NPCs and I can't see an option to initiate the patch (there use to be a button that showed up below the "Game Settings" drop down or something like that. If it hasn't been patched do we have a new ETA?  As of  Oct.2 it was "days / weeks" away, and then as of Nov.19 (above) it was Mon.Nov.20.  My thanks.
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Hi Brett, The patches attempted to go out this last week, however, they are the largest patches ever performed on Roll20 and have had some unforseen complications. Currently the dev team is working on the back end to allow for patches of this size to go through without timing out when trying to apply them to games. They are being worked on, and I have been updating the Character Sheet Patch thread here if you'd like to follow it - <a href="https://app.roll20.net/forum/post/5586246/wotc-mod" rel="nofollow">https://app.roll20.net/forum/post/5586246/wotc-mod</a>...
So I just started running this module earlier this week, but during the whole game, the players and I were experience severe slowdown with the game. It took nearly a whole minute for various sheets to load, music loops were delayed, and updates to character sheets for the characters werent finishing properly. I've looked into this a little bit by making copies of the game, testing different settings, and I've learned that the shaped character sheet causes a tremendous amounts of lag, and the others are much smoother. On top of this, my players didn't particularly like the character sheets, so I'm contemplating changing the character sheet format to something less laggy and that they like better, however one thing that i've noticed through my testing that the npc stat blocks go blank in the game copies. Is there a way for me to change the character sheets for the game and still have the information filled in.
1512150756
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Hi Connor, The module is designed to be created with the Roll20 official 5E 2.0 OGL sheet from the dropdown. For a quick fix, create a new game (not a copy) using the 5E sheet as a base, and your players should be able to copy over their characters, though they may need to update them to the 5E OGL sheet.&nbsp; As the shaped sheet is not used in the creation of any Roll20 modules, switching between the two may have some complications.
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Trivia said: Hi Brett, The patches attempted to go out this last week, however, they are the largest patches ever performed on Roll20 and have had some unforseen complications. Currently the dev team is working on the back end to allow for patches of this size to go through without timing out when trying to apply them to games. They are being worked on, and I have been updating the Character Sheet Patch thread here if you'd like to follow it - <a href="https://app.roll20.net/forum/post/5586246/wotc-mod" rel="nofollow">https://app.roll20.net/forum/post/5586246/wotc-mod</a>... Thanks Mel -- this update / patch has been promised for some time now :( .&nbsp; From my point of view, and I could be wrong, a large change was made on the OGL sheets / spell casting / something, and we've been living with the after affects for beyond a month.&nbsp; It feels like the original change wasn't well tested.&nbsp; Again, I don't know the full story.&nbsp; It is disappointing, as others have mentioned, to pay for a product then have to wait for a fix when the product was more or less fine when it was released.&nbsp; At this point I would have supported a rollback of the change that caused all the problems, and waited until it was well tested before it was released again :(&nbsp;
So I was just going though some of the NPCs and I noticed on Orvex Ocrammas sheet there seems to be a bit of mistake. His hit points are listed as 3 but his hit point formula is listed as 6d8. His hit points if taking the average should be 4.5 X 6 = 27
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Grogmonster said: So I was just going though some of the NPCs and I noticed on Orvex Ocrammas sheet there seems to be a bit of mistake. His hit points are listed as 3 but his hit point formula is listed as 6d8. His hit points if taking the average should be 4.5 X 6 = 27 Orvex is "dying of thirst and exhaustion" during a recent attack, hence the lower HP.&nbsp; Under Area 2 of Omu it lists, "he has 3 hit points remaining...".
So, I'm unsure if this is meant to happen, or something that I've done wrong, but somehow my map layer for the ToA maps is above the token layer, my players are unable to see their tokens, and can't see the map unless I disable all the fog of war and dynamic lighting options.
1513374125
DarkDeer
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Brandon: - Make sure all the maps are set to the "map" layer when you right click on them. - Make sure all player tokens are set to "Has sight" and are linked to the correct player If both of those things have been checked and the issue persists, please let me know!
Unfortunately that has not worked, I found a work around that disabling all the fog of war features lets my players see their tokens, but nothing else works.
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I created a new game over a month ago using the ToA Module I purchased on October 1st. I'm the DM and am new to Roll20.&nbsp; I've been trying to familiarize myself with using Roll20 and am having several issues. I read through these comments and see that there have been at least 2 updates since the module was released.&nbsp; How can I apply these updates to the module?&nbsp; How can I verify the version of the module I'm using?&nbsp; Some posts say the bugs were not fixed in existing games after updating the module. Instead, they had to create new games.&nbsp; Does that mean I will need to create a new game from scratch, losing all the work I've done setting up this game?&nbsp; Or can I copy the existing game and still have the bugs fixed?&nbsp; I am using the latest version of Chrome (63) for which there is a known issue involving the Video/Audio. Since my issues are unrelated to Video/Audio, I'm assuming they have nothing to do with Chrome.
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DarkDeer
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Brandon - Are you using "Fog of War" and also "Advanced Fog of War"? The original Fog of War is a black image that is put over the whole of the map and must be manually removed by the GM. Only "Advanced Fog of War" needs to be checked to use that feature, not both. Let me know if that helps! Brad - Currently the backend is doing a retooling of the entire patching system. All new games created are updated with the latest patch, but games made before that (so yes, in October) will not be patched currently. The biggest addition with the latest patch is the update to all NPC spellcasting. Your current game will have the old spellcasting enabled, which is completely functional and the only issue is aesthetic, as it has the warning text above its section.&nbsp; Once we've been able to thoroughly test the new patch fixes, a box will show up in your gaming prompting you to patch. You don't need to do anything other than that.&nbsp; TL:DR - You don't need to create a new game, a patch is coming as soon as possible :)
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For my own records:&nbsp;Giant Scorpion has the wrong damage. The poison damage of 4d10 is programmed into the ability twice.
I don't know if this is a bug or a mistake on my part, but I've been having issues with lighting on the maps. Recently I learned on how Dim lighting works when it comes to tokens emitting light, and I've also learned the Hot key command that lets me see what the token should see if I were that player. I fiddled with each of the player's tokens to have it accurate to them having Darkvision, but now they can only see their tokens and all of the map is completely black. I thought this was just a them problem, but a few times I've loaded the map for myself, I also had a completely black screen, and it seemed kinda random when it would get fixed.
Map: (Q) Nine Shrines Location: 16. There are now line for blocking view till&nbsp; party not found&nbsp; 1st riddle.
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Double Lucky - What's the name of the game this is happening on?
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For my module, the Papazotl puzzle cube appears to be missing on the S4a page. Is it in the handouts somewhere so I can re-add it? Update: While the token appeared after reloading the page, I am curious about ways how it could have been fixed :P&nbsp;
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Bastian - All the tokens, including tokens for puzzles, are located on the Token Page at the beginning of the page listings for the module :)
Hello, Four files named thumb.jpg are not being loaded: "Failed to load resource: the server responded with a status of 403 (Forbidden)" for&nbsp; s3.amazonaws.com/files.d20.io/images ...&nbsp; not posting the full URLs here, you can find them via Chrome developer tools or similar. The whole page is HTTPS, but some images are being loaded via HTTP, causing an mixed content warning: "Mixed Content: The page at '<a href="https://app.roll20.net/editor/" rel="nofollow">https://app.roll20.net/editor/</a>' was loaded over HTTPS, but requested an insecure image '<a href="http://imgsrv.roll20.net/?src=raw.githubusercontent.com/Roll20/roll20-character-sheets/master/5th%2520Edition%2520OGL%2520by%2520Roll20/images/srd5_360.png" rel="nofollow">http://imgsrv.roll20.net/?src=raw.githubusercontent.com/Roll20/roll20-character-sheets/master/5th%2520Edition%2520OGL%2520by%2520Roll20/images/srd5_360.png</a>'. This content should also be served over HTTPS." Refused to execute inline script because it violates the following Content Security Policy directive: "script-src 'self' 'unsafe-eval' https://*.googlesyndication.com https://*.doubleclick.net https://*.googlesyndication.com <a href="https://www.googletagservices.com" rel="nofollow">https://www.googletagservices.com</a> https://*.googlesyndication.com <a href="https://www.google-analytics.com" rel="nofollow">https://www.google-analytics.com</a> https://*.googlesyndication.com <a href="http://ajax.googleapis.com" rel="nofollow">http://ajax.googleapis.com</a> https://*.googlesyndication.com <a href="https://cdn.firebase.com" rel="nofollow">https://cdn.firebase.com</a> https://*.googlesyndication.com https://*.tokbox.com https://*.googlesyndication.com <a href="http://static.opentok.com" rel="nofollow">http://static.opentok.com</a> https://*.googlesyndication.com <a href="http://cdn.crowdin.com" rel="nofollow">http://cdn.crowdin.com</a> https://*.googlesyndication.com <a href="http://stun.l.google.com" rel="nofollow">http://stun.l.google.com</a>". Either the 'unsafe-inline' keyword, a hash ('sha256-45VpxBm.....RRg9cwG0='), or a nonce ('nonce-...') is required to enable inline execution.
1515090912
DarkDeer
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Tillerz -&nbsp; 1. It looks like there are images you deleted from your library but did not remove them from the game beforehand, such as an image dragged onto the tabletop, hence that image error. 2 & 3. A browser extension is blocking some of our Google analytics, which should not affect any of your gameplay! Let me know if you have any further questions :)
In the Tomb of the Nine Gods, Level 3: Vault of Reflection Area 32. Rotating Crawlways Has anyone else noticed that the rotating tunnel is rotated in the 'solved' direction and locked to the map so it cannot be rotated. There is a GM layer overlay but it seems as though its only the edges of the tunnels and not the rotating tunnels themselves. Is there a way to solve this so my players will have to face the challenge of this tunnel without me drawing on the map?
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Teovanth -&nbsp; The intended usage of that map tile is that players enter it, then it is switched to the rotated version as the tunnel lowers and rotates. With the map art provided, we felt this was the best way of showing off the crawlway puzzle, which is pretty complicated to display in only 2 dimensions.&nbsp; Hope that helps!
The grid size on my maps of Chult is incorrect now.&nbsp; It says the page size is 17.15 x 22 un. which is causing all the distance measurements to be off. What is the correct grid size?
1516661114
DarkDeer
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The Players Map of Chult is the only one set up on a grid, the standard map is not. Here are the settings for the Player's Map, if it has also changed :)&nbsp;
Hello. I have recently started DMing this campaign and tried to have my players explore the merchant prince's villa? I connected each player to a token so I can drag and drop them and have their settings saved every time. However, the players can't see each other, the lighting isn't working right for them, and they can freely walk right through the buildings? I have been in campaigns where it wouldn't let you drag past the wall if you set it that way and I imagine roll20 designed all of the maps to prevent that. There is just something I am not quite understanding with the settings, but I don't know what. I gave every character sight and I made the advanced fog of war 15 ft.&nbsp; I just found restrict movement, so I think that is the answer for not moving through walls, and the global illumination will hopefully fix all of the light sources?&nbsp;
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Hi Jeremy Restrict Movement - This setting makes it so players cannot move their tokens through walls.&nbsp; Global Illumination - This setting makes the whole map "lit", but players will not be able to see through walls. Have you checked out the Dynamic Lighting wiki? -&nbsp; <a href="https://wiki.roll20.net/Dynamic_Lighting" rel="nofollow">https://wiki.roll20.net/Dynamic_Lighting</a> Please let me know if you have any further questions :)
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Good news everyone! Tomb of Annihilation has been patched! Patch notes follow: Patch Notes for Tomb of Annihilation 1.2 Handouts Staff of Striking and Staff of the Python - Rarities are now listed Dinosaur Race - Updated links to reflect correct handout names General text updates for spelling and small other edits. Wand of Fear handout has been added. This item is also available in the Compendium under the OGL 5E SRD. This item has also been linked under Needle's Bones in Locations in Chult Ch 1: Side Quests - Side Quest 10's text has been updated to properly reflect the location of Orolunga in regards to Mbala. Player's Handouts have been added for Ghoul and Zombie The following monsters and NPCs have been updated with module-relevant bio information, spelling and formatting changes, and/or added links: Acererak, Commander Liara Portyr, Queen Grabstab, Princess Mwaxanaré, Commander Niles Breakbone, Ras Nsi, Mister Threadneedle, aboleth, air elemental, albino dwarf spirit warrior, albino dwarf warrior, aldani, allosaurus, almiraj, ankylosaurus, ankylosaurus zombie, aracanaloth, assassin vine, axe beak, barbed devil, basilisk, bearded devils, bone naga, brontosaurus, carrion crawler, chwinga, clay gladiator, cyclops, dao, deinonychus, dimetrodon, doppelganger, dragon turtle, eblis, erinyes, faerie dragon, fire elemental, fire newt warlock of imix, firenewt warrior, flying monkey, flying snake, gargoyle, ghast, giant boar, giant crocodile, giant constrictor snake, giant frog, giant lizard, giant poisonous snake, giant scorpion, giant spider, giant snapping turtle, giant wasp, giant wold spider, girallon, girallon zombie, gray slaad, green hag, grung, grung elite warrior, grung wildling, guardian naga, hadrosaurus, horned devil, hydra, incubus, jaculi, kamadan, kobold, kobold inventor, lizardfolk, lizardfolk shaman, magmin, mantrap, magma mephit, mud mephit, smoke mephit, steam mephit, mezzoloth, monodrone, night hag, ogre zombie, orc, orc war chief, otyugh, pentadrone, plesiosaurus, quadrone, quetzalcoatlus, quipper, revenant, rug of smothering, salamander, sea hag, shambling mound, skeleton, specter, spined devil, stegosaurus, stirge, su-monster, su-monster mummy, succubus, swarm of bats, swarm of insects, swarm of poisonous snakes, swarm of quippers, swarm of undea spiders, terracotta warrior, thorny, tomb dwarf, tomb guardian, tomb guardian with spiked gauntlets, tricertops, tr-flower frond, troll, tyrannosaurus rex, tyrannosaurus zombie, vegepygmy, vegepygmy cief, velociraptor, wereboar, weretiger, wight, will-o-wisp, wine weird, winter wolf, wraith, yellow musk creeper, yellow musk zombie, young red dragon, and zorbo. All NPC spellcasters have had their spell lists updated to use new spell casting blocks. Ras Nsi's token in Fane of the Night Serpent has been adjusted to the suggested 107 HP, but the default token remains at 127hp as the DM can update this value based on the amount of days logged for the adventure. Albino Dwarf Warrior HP is now no longer linked to all tokens. Maps Fort Beluarian's scale has been set from 5 ft to 10 ft. Measuring distance on this map will now display correctly. L1: Rotten Halls - The hidden entrance to Tomb of the Nine Gods has been reconfigured to bring into line with how other secrets are presented throughout the module. The mantrap token on the random encounters page has been updated. Merchant Ward in Port Nyanzaru now has its text. L5: Gears of Hate - Area 62c Dynamic Lighting has been added to the curtain here.
Glad to hear that ToA has been patched but how does it work.&nbsp; I already created a game using the ToA module.&nbsp; How can I apply the patch to my existing game?
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Brad - If the game was created from the module (and not a copy) there should be a prompt to update on the Game Page, before you hit "Launch Game"
Trivia--what do you mean by "prompt"?&nbsp; From the game page, I see a pink "Launch Game" button and gray "Content", "Looking for Players", and "Settings" drop down menu buttons.&nbsp; I do not see any text, button, or menu option to update. No window pops up asking me to update.&nbsp; I have asked this before and never received a reply. Is there a way for me to view the version number of the game I'm running or see if an update's been applied?&nbsp;&nbsp; Perhaps I copied the game. I don't recall.&nbsp; If that's the case, do I have recreate an entire game from scratch to receive the update?&nbsp; Is there any way to copy data from the current game to the new one if I go that route?&nbsp;&nbsp;
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DarkDeer
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Hey folks! I found a workaround for updating copied games (and the dev team is working on making it so copied games will patch in the future) If you have a game that will not patch , please send an email to <a href="mailto:team@roll20.net" rel="nofollow">team@roll20.net</a> with the title "Module Patch", a link to your profile (or the email you use, if it's different than the one you're using for the report), and the name of the game(s) that need patching. We will update them for you! Edit: We will make the patch update available for the copied games.
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Ambitosis
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<a href="https://puu.sh/zmq1V.jpg" rel="nofollow">https://puu.sh/zmq1V.jpg</a> Shagambi's shrine is missing a wall on dynamic lighting. See where the dark green wall I added is? It's not there in your version.
Tomb of Annihilation &gt; Ch. 1 &gt; Things to do &gt; Gathering Information &gt; Chult Rumors is missing section 93-96: "Perched atop a plateau overlooking the Aldani Basin is a ghost village. All the people there disappeared. No one knows why. You can reach the Aldani Basin by following the River Soshenstar."
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Ambitosis
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In the handout "Obolaka's Shrine" there is no link anywhere to the player handout for obolaka's puzzle cube. Considering this a bug since the other shrines all have one.
In the handout for "Gathering Information" in the Port Nyanzaru section (Chapter 1), there is no entry for a random roll of "93-96" on the table. That cell is missing from the table.
Since the update earlier this week one of my PC's character sheets has gone missing from the game.
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Ambitosis
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Is there going to be more magic item handouts added? For example, Ras Nsi has a Flame Tongue and Bracers of Defense but the handout for him and the room he's in references neither. I know you have handouts for the items, since Storm King's Thunder has handouts with art.
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While attempting to figure out how to clear white hexes and move "party" hex around, I inadvertently messed up the Player's Map of Chult. Now the text and hexes on the Objects & Token layer don't match those on the Map & Background layer. I tried dragging it back in place but it won't align.&nbsp; This is probably user error and not a bug. When I duplicate the PMC page it gives me a new page with none of the images. Can someone tell me how&nbsp;I can fix it or how I can reset the page to the original Player's Map of Chult?&nbsp; Or point me towards the proper place to post this?
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DarkDeer
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Brad - Have you tried adjusting the Map on the Map Layer while holding "Alt"? This removes the snap and is how we align maps for modules
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Patch 1.3 is live! (Q) Nine Shrines Fixes Dynamic Lighting in Shagambi's Shrine Added link to Obo'laka's Puzzle Cube in their Shrine Port Nyanzaru - Gathering Information Added in rumor for section 93-96 Item Handouts Added in Flame Tongue Longsword and Bracers of Defense as item handouts.
Hi there i just bought the mod and loaded it hit launch game and it loaded in Princes of the Apocalypse how do i fix this i have a game tomorrow and cant get my prep done because of this issue it has all the POTA maps and everything nothing for TOA even tho i bought it 15 min ag&nbsp;
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Hi Dustin, Jeff responded in the Princes of the Apocalypse thread: Anyone who saw this issue when creating a game from the Princes of the Apocalypse module, please delete that game and create a new one. Otherwise, your campaign will believe it is using the Tomb of Annihilation module for the purpose of future patches, which will naturally cause issues should you choose to accept that patch. (Plus you will miss out on future patches to this module). If you are unsure if you're affected, click the "Game Addons" section on the campaign details page and ensure it states the correct name for the module you have created (e.g. it should say "Princes of the Apocalypse" rather than "Tomb of Annihilation"). Jeff