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ClayGolem
United Kingdom
เข้าร่วมเมื่อ 21 พ.ค. 2017
A Dungeon Masters Guide to all things D&D, and running a successful game.
We look at using Foundry VTT to run our virtual games - setting up, modules, maps, and all things.
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We look at using Foundry VTT to run our virtual games - setting up, modules, maps, and all things.
Buy me a cup of tea: ko-fi.com/claygolem
Foundry VTT - V12 - Curse of Strahd: Act 2 Complete! Update 0.3
Package Manifest Link: github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.3/module.json
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Foundry VTT - Add On: Sonniss GDC Audio - Free sound effects!
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Foundry VTT - D&D2024 - Making a Custom SubClass, and levelling with it!
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Foundry VTT - D&D2024 - Customising a Species
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Foundry VTT - D&D2024 - Best Way to Search the Rules!
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Adventure Review: Oblivions Dance Through Time - by theRipper93
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Foundry VTT - D&D2024 - Better Custom Backgrounds!
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Foundry VTT - D&D2024 - Make your own Backgrounds
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Foundry VTT - V12 - Curse of Strahd: Village of Krezk
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Foundry VTT - Add On: Pin Cushion - Amazing Map Pins
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DM Tools - Random Maps with Watabou Procgen Arcana
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Foundry VTT - Dungeon Masters Guide 2024 in 4.x
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Foundry VTT - V12 - Curse of Strahd: Strazni Siblings
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Above VTT - Player Characters and Running Combat
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Foundry VTT - V12 - Curse of Strahd: Wachterhaus2
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Foundry VTT - Add On: Deeper Sequencer
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Foundry VTT - Add On: Deeper Sequencer
Foundry VTT - Add On: Getting Started with Sequencer
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Foundry VTT - Add On: Getting Started with Sequencer
Foundry VTT - Add on: Potion Crafting & Gathering - Full Solution?
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Foundry VTT - Add on: Potion Crafting & Gathering - Full Solution?
Foundry VTT - Add on: Gatherer - Harvest, Gather, Loot!
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Foundry VTT - Add on: Gatherer - Harvest, Gather, Loot!
DonJon 5e + DungeonDraft + Foundry = Random Dungeon Creation!
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DonJon 5e DungeonDraft Foundry = Random Dungeon Creation!
Foundry VTT - Curse of Strahd - Adventure Pack Update
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Foundry VTT - Curse of Strahd - Adventure Pack Update
Foundry VTT - Curse of Strahd - Halloween Pack Release News
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Foundry VTT - Curse of Strahd - Halloween Pack Release News
Foundry VTT - Add On: CPR Release! Cauldron of Plentiful Resources
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Foundry VTT - Add On: CPR Release! Cauldron of Plentiful Resources
Foundry VTT - A House Divided - Halloween Potential
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Foundry VTT - A House Divided - Halloween Potential
Foundry VTT - Add On: Simple Calendar & About Time
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Foundry VTT - Add On: Simple Calendar & About Time
I use this combined with the free Ivan dutch module for some music. Great module with some great sounds for many purposes (of course the quality varies)
Man, what is up with this Ripper guy and making all these fantastic mods... XD (ive been a supporter of Ripper for a while now XD) Ive been supporting Dscryb's audio, I really like what they are doing but it still needs a ton of work, and they have some issues- and of course- theirs is a paid service.
That man is a machine. Deserves his own channel emoji
Just stumbled upon this video, so I don't know if you've found a better way to teleport, specifically from one area to another using a door as the trigger. There is something satisfying about hearing a door shut and seeing your screen change to the new location. Easy to do with MATT. To start, you just need to select 'Door Trigger' in the WHEN box under Triggers, SETUP of your tile. Then set up your teleport and/or change scene stuff as you normally would. But then you have to join the triggering tile with the door. So go to Walls in your side-bar( the left one), click on the door you want to use to teleport (click one end of the door, not the middle). Then click on TRIGGERS, then select your teleport tile. Update wall and you should be set. Hope that helps
In V12, using Regions to teleport is really easy and efficient. However, I still use MATT quite a lot if I want noises or animations playing when they teleport - much easier to stack "effects", and better control for things like doors/switches
Your work is amazing. Did you include item images with this release? It looks like they are missing.
Ah pants Thank you for letting me know - I obviously migrated them incorrectly. I'll get that fixed. I know I've also missing a lot of "flavour" items that I will be adding in later - the kind of weird trash players like to pick up and take with them. Currently I have a player who's collected some severed fingers, remains of a Strix, etc... Weirdo, but he has a purpose to it.
That's unfortunate that the downloaded program is for DM only. I have it for games I want to run, but also want to use it to play in games hosted by other friends. Stuck in the browser it seems? 🥲
It lost out of the vote for V13 features, but I'm sure a stand-alone client will be coming in the future. But yes, you're stuck with browser for the players currently.
You got to put the cursor over the sound to preview it. Nice mod though and will save me time in searching free mp3 DBs for sounds.
It did seem a little twitchy on that - I got a couple of sounds "stuck on" when I was playing with it, or the preview hover didn't preview a few times. Probably because I was jumping from 1 to another pretty fast and not giving it time to work out what the hells was going on 🙃
Easily one of the best modules to have for a DM running a premade adventure or that likes to have lots of notes on the map. Being able to get room notes and even trigger modules from the rooms journal entry and all that is awesome.
Thx for the vídeo, happy 2025 CG
You too, my friend.
Thank you so much, Clay Golem, for this master class on making subclasses and the extra bit at the end to help set up the homebrew table in Foundry. I'm really looking forward to homebrewing in D&D 2024, and it makes me want to try making the Pathfinder 2e classes now. Thank you again for the amazing work and can't wait to see what you do next.
it doesnt work on v10. is there a workaround?
No workaround. I'm sure you have a good reason for remaining on V10, but no mods that are actively worked on are V10 compatible, that I know of.
Hi Clay Golem.
Question for you: I have a campaign where all characters will be granted with their choice of a few empowered homebrew abilities on top of a normal build. How should I go about adding these things to each player - maybe through a granted item that they can all equip just to make it all work?
There's a number of ways to do this, but I'd probably create a Feature that can be added to a character, just like other Class or Background Features. I need to do a video on creating home-brew features/Feats/Spells. Do you have an example, and I could use that to demonstrate it?
@ thanks for the quick reply, and all this amazing content! I think I’ll need 3 practical concepts to make my vision work (but might be too complex for one video maybe haha): 1)) Make sure that any homebrew features, spells, and items added to their character are not deleted with a fresh DDB import/level up. 2)) Add a custom condition of “Empowered” that can be applied to characters (They must kill 3 enemies within 1 fight to become empowered. Being empowered lasts for 3 rounds and does [proficiency x extra damage die] extra damage on every hit while empowered. I could apply this condition manually with a macro and an image overlay, but would be really nice if automated tracking took care of playing the macro). 3)) Going with your advice, I’ll have several available “alt-state” feats to choose from that they can swap out during a short rest, but these feats can only be activated while the Empowered condition is active on their character. Let’s just use this example for one of them: Six-Shooter Super: bonus action to activate the feat on self, concentration 1 minute. You have a spell available called Golden Six-Shooter to do 1d8 + [proficiency x d8 fire damage] on a hit. The empowered damage should also continue appropriately if it’s still up. After the 6th use of this spell, the feat will end. Alternative spell: Fan the Hammer - Fire 2 rounds at once, and after 3 uses, the feat will end. Whew! 😅 Once I know how to do these, I can definitely create the other feat options
@@Wake64 There's some really complex stuff in there that re-writes the basic rules in some cases. You'd need a whole new mechanic for the Empowered part, that charges on a kill - that'll need to be custom scripted, but would act like any other "uses per day" pool. You've got a lot of multi-round checking going on too, which can be complex. You might want to consider changing those "Feats" like 6-Shooter to being an actual Spell with limited uses, so you can clone something like WitchBolt that operates over multiple rounds? I think you're going to have to manage most of this out of Foundry, or find one of the amazing Devs that wants to take on the challenge of writing this specifically for you - but it's a BIG job, so they'd likely only be interested if there was a fee involved, and even then, most are busy with converting existing mods to D&D4.x and the upcoming V13.
@@clay_golem yeah that’s what I was afraid of. Good to know before I got too lost in the sauce haha. Big vision, but I might need to walk it back a bit and thanks again for the advice!
I've no plans to go to the 2024 version of rules, there are a lot of areas that are grey that have been brought to on social media for me to use the ruleset. That said I wish there was an official foundry copy of the 2014 rules with the automations. That way those of us not waiting to go to the new rules aren't stuck with figuring things out
Oh how I wish there was a full 2014 PHB, DMG and MM for Foundry. But there isn't and won't be. A vast majority of the 2014 features all work through Foundry on the 3.3.1 game engine, but they're scattered among the mods like Midi-QoL, DAE, CPR, MISC, GPS, etc. This is the main reason I'm migrating to the 2024 rules. To be fair, the PHB and DMG for 2024 are far superior in their writing and content - but some of the rules tweeks will take some getting use to. Or just use the 2014 version of a particular rule if you prefer. As long as it's consistent, it doesn't matter which rules you use, or if you fudge a middle-ground.
Hope when u do the classes and subclasses u show some examples how to create class features. Would be an good moment to show how to include this to an own compendium.
HI! I just downloaded this module thru Vtt Moulinette but i dont have any buttons on the map. Seeems like all modules is ok. What i can do wrong?
First, check that you are running a compatible version of Foundry and the D&D game engine - I was on Foundry V12, and the 3.x D&D game. If that's not the issue, you may have to contact Beneos directly - they have a Discord channel which is probably the best place to post your issue. Other people may be able to help there, if they've had the same problem.
So Clay Golem, I take it to you, Santa, and it came with an awesome video as a gift before Christmas day. I'm really looking forward to the other homebrew videos when they come. Thank you for your hard work as always, plus I wish you and your family a happy Christmas. 🎄
i love your videos :D keep doing it
Merry Christmas! I used to have 3 monitors in my setup to keep DnDBeyond up for looking up rules and such while running in foundry, but now I just have a super ultra wide monitor - and honestly, while it's really nice, when it dies im going to go back to multi monitor because spending ton of money on a huge monitor vs buying 1 really nice color accurate monitor for my work and a couple of cheaper ones for more space is just cheaper and just as good when you aren't playing a lot of ultra wide games. Long way of saying, never even considered just looking up the rules in the game, but now that I finally have the PHB and DMG for 2024 in Foundry- makes sense, and Digdown+Omnisearch are already part of my must have mods XD
I think it's particularly useful that the players can use it too. And yes, I can see 3 monitors are more useful that 1 huge one.
Hello again xD Perhaps you know how to hook, for example, automated Shove to my custom ability? Is it possible for regular user? Or i need write my own macros?
You'd need a macro that fires the Shove action as part of your custom ability. Totally do-able, but not simple.
So I migrated my 5e campaign to 2024 in Foundry 4.x and we had our first session yesterday. The first thing I realized is that I don't have a super clear idea of the mechanical changes between 5e and 2024, because they're about 98% similar. I basically want a cheat sheet that has all the mechanical changes. (like hiding, surprise, exhaustion etc.). A 2024 vs 5e cheatsheet would be really useful. Players themselves, are way, way stronger on average, and have a ton of situational options that didn't exist in 5e. I would guess a level 6 2024 party would be equivalent to a level 8-10 2024 party. One of the biggest changes is that the healing is just so much more powerful, approximately double. Not only do they just do so much more damage, but they can heal at double the rate. My concern is that this will make combat substantially longer with intelligent creatures. In terms of foundry, right now the ONLY module that doesn't work currently in 4x is midiQOL. But that's a big one to lose. I've compensated by making a bunch of macros and having them available to players. I'm sure other mods don't work too (especially complex ones), but I don't use those currently. I have run into several weird bugs and issues on top of that, but nothing I couldn't work around. There is the item 'activties' feature which probably deserves its own video--and I have yet to explore at any depth. cheers!
Same, same but different. And I agree that combat has got more.... complex? Detailed? But could well take longer, with more to track. Over the coming months we'll keep an eye on mods and things that will make that stuff easier. Midi-QoL is available, but it's a beta test, so not game-ready. But on it's way! And yes, we can dig into "activities".
@@clay_golem I actually haven't found any others that have adopted 2024 rules, I'm sure there are, but I feel a bit like an island. There are some changes that I REALLY like--stealth changes, exhaustion changes, and some others. A few I really don't like, and I realize that I may be in a minority here, but I feel like 'surprising' an enemy is basically impossible now, and removes a core and really fun mechanic. Like "You sneak up on the sleeping villain and silently bring your dagger to his throat, ...then....he sits up and attacks YOU because you rolled a 7 even with your +5 and he rolled an 18. It just doesn't make any rational sense to me, and diminishes steal takedown tactics--like if they're trying to take down scouts quietly without setting off an alarm, now it's a good chance the enemy actually attacks first. But, then, does this prevent players from readying an action and attacking the moment he awakes? I'm not sure. So I'm running this interesting campaign where my places, as a gift from their gods, have received the spirit of an ancient warrior, and can actually play one of two classes that they decide upon per long rest. They players can't swap any inventory or gold between these ancient heroes, but they get to play two classes essentially--so its really fun for them, and for me its fun too. What I noticed is that their upgrade 2024 versions are not always the same and sometimes impossible to have the same starting stats. I did get the beta of MidiQOL, but it doesn't work in the slightest for me for some reason, so I've disabled it--hopefully soon! And yeah, hoping to see an activities video! I've always wanted a weapon with a bleeding proc (like there's a 10% chance to do 1d4 damage for 3 rounds/stackable), but never quite could get it working. I feel like the best way to understand it is to reverse engineer existing equipment--especially for us non-coders who don't find it intuitive. Anyway! Cheers! Looking forward to the next video.
I'm going to transition my group over the 2024 rules, so I can then bring them over to the 4.x game engine in Foundry. Just makes life so much easier, although I'll loose a lot of automation for a while. But I suspect I'll stick with a few 2014 rules - if you don't like the new Surprise rules, just use the old ones, or make up something that works for your group. Perhaps, if they accidently wake the guard, they loose surprise, but get a +5 on initiative. But if other members of the party have held-actions, they go first, before the enemy gets to roll initiative. Makes more narrative sense. "If that git wakes up, my arrows going straight into his guts" would absolutely get my player first attack.
man, you keep making exactly what I need. There's so much to absorb in foundry and often I'm not sure whether or not some features are just piles of reference information or useful functions. I wasn't aware of much of this functionality in the DMG. I do wish though that the DMG and PHB were the same document in foundry, because I'm not always sure which document contains what I'm looking for.
What you need is a descent search function... and there isn't one... or is there? Up next, because it's a common problem.
Nice Video, can you show us the Bastion feature within the DMG 2024 in foundry? Thank you
I am planning a video regarding Bastions. Probably in a couple of weeks.
OMG. The VTT community is so crazy. I am normally not an huge fan of puzzles, but this sounds amazing 😍
Hi Claygolem. Did you hear the mic sound volume issues too? [~09:30] Maybe Ms Santa will gift you with a shiny new mic for xmas. Back in the day I got a blue yeti x wow edition with fancy voice effects for a GM; which was imho a good invest. Thanks for your review and a happy xmas to you and your loved ones.
I didn't hear the issues in the edit, which is annoying. And I have Blue Yeti - it's not the mic. It happens only sometimes, and only if Discord is running - I generally try to remember to turn Discord off before recording, but was chatting with Ripper while I was doing prep and just forgot.
Oh, and merry Christmas to you, sir.
Just because nobody has said it on here yet, the one with the net and trident is the Retiarius.
Horrah! Thank you. There was no way I was going pluck that out my head without looking it up.
@clay_golem You can thank Starz and Spartacus for that one. I wouldn't have had a chance otherwise.
Thanks for doing a review! I love theripper's stuff, and I saw a post about this and wondered what it would look like from the GM-side. Looks incredible! I hope to run this with our crew some time in the new year.
It is indeed quite incredible. So very well thought out and stitched together. Genuinely the best put together module I've seen on Foundry.
Really glad ya got to check this out, I'm really interested in it and I hope to make similar things in the future. Quick note- a few times in the video your voice audio drops dramatically. I cant tell what the cause is, either you get too far away from your mic for a bit or your cable is lose or - could be all sorts of things. Could be some audio suppression kicking on higher for some background noise affecting your volume too much- i dont know.
Damn it! I didn't notice it in the edit, but I wasn't at normal speed. And typically it would be one this video, the one that is now a formal video on the Foundry site :lol:
it could be cool to have a series about building homebrew character, like class , subclass,some spell,some item etc.
Someone already requested this, and we'll be doing some 😀
Whoa, this is what it feels like to be helpful. I only learned this "choose items" recently as I try to build out a Planegea module (caveman DND). I did not know about the starting equipment you showed in your other video. I might have to go and make some changes to my stuff.
We're all learning buddy, and contributions from people like yourself are invaluable 🙂
Thank you for the update video and can't wait to go the the journey with everyone to learn more cool things to do in Foundry Vtt. Really looking forward to the sub-classes video. Awesome video like always and thank you for your hard work.
Under "Advancements" you can click the "+" in the bottom right. Then choose... I believe it's called "choose items" (not grant item) and you can drag the list of feats you want there. Then on the right hand side of that window in the space of "any level" put a "1" this then will make it so when you create your character and add the background it will prompt you to choose 1 of the feats you added to the list.
@@JohnWeland well that's just awesome. Thank you. Pinned for others to see.
This video very helpful and I'm hoping you do some videos on making your own Classes, Feats, Items, Species and Spells. Awesome video like always and thank you for your hard work.
I think with the changes to D&D2024 rules and the updated game engine, it will be worth re-looking at customising items. We've done quite a lot in 3.1.1, but it's all a bit different in 4.x
@@clay_golem Thank you, I can't wait to see how it all looks and works.
Hello there. I have a question about apply damage when character passed the saving throw. So, is it possible to divide the half damage or non damage? Bcs some of spells do nothing when ST is passed, like Poison Spray. Can this be automated? Or its only manually?
There is a Midi-QoL setting that allows you to set the default behaviour in those cases. Generally half-damage on a save is used, because it's the most common. But each spell/item also has a Midi-QoL tab! And on that tab you can choose to override those system settings. Thus making a specific spell do zero damage on a save, or whatever you choose.
@@clay_golem Thank you sooo much! I looked at this menu several times and didn't notice it😄
Mr. Clay, a pleasure, as always! I love your videos---when I see a new one come out, I get my coffee and enjoy it like a morning show. A few questions! 1. I've found that making characters is always a chore--so for example, what I'd like to have is a set of each class (say like, warrior level 2, 4,, 6, 8, 10, 12 etc). Yet, these have been made thousands of times by other people and are listed as 'public'. I could manually make these on DDB and import into foundry, but is there a better way? Is there no repository of the likely hundreds of thousands of available classes? If not, I feel like this would be a good mod to make--a pre-made character of each level for every class. 2. I've been using version 11 of foundry forever--finally I migrated to 12 and 2024 D&D. There is ONE module (well, minus dependencies) that isn't working: MidiQOL--and more precisely DAE. :(. It says my version is too new to use it. Any suggestions on what to do? Much obliged, you are the greatest!
Hi @neepers Thank you. Glad you enjoy my stuff. 1 - That's a TON of work. If you're planning to move to D&D2024 and the D&D4.x game engine, character making in Foundry is MUCH easier and quicker. D&DBeyond is nice and easy, but then you need to port them over and that is a pain in the butt. Personally I only make characters that I'm about to play, as I start from backstory and work in, so pre-gens don't really hit the spot for me. But we could do a bunch of pre-gen Level 1 and Level 3 characters to quick-start new players. 2 - It's very likely you've jumped beyond where your D&D game engine is. You'll want to manually install this one if you're one D&D3.3.1 (which is the stable automation version currently): gitlab.com/tposney/dae/-/raw/dndv3/src/module.json
Awesome thank you ❤
This looks fantastic! I plan on running CoS beginning of January in Foundry VTT (1st time DM). Your videos helped a lot! Definitely going to use this pack in my game!! Will running DnD v3.3.1 mess with any of it?
It's a big challenge for a 1st time DM! Good luck. Take your time and don't rush it 😊 I've made this as compatible as I can, and it was built in D&D v3.3.1, so you should have no issues with compatibility. But shout if you have a problem and I can probably help. I'm still working on the rest of it, but it's coming!
Hi Clay Golem... while installing Pin Cushin i did see this FVTT-Backgroundless-Pins by ddbrown30 called "Backgroundless Pins". Wish you a happy Advent and fun time at your gaming table.
Great as always sir, I have to state that the base foundry does this and i would like to see you do a vid on that, thanks
You're right you can do a majority of this with base Foundry/Game Engine now, but this is nice and slick. But an updated video on the base functions in the area is not a bad idea...
Cool little module. Have to check this out 🙂
I watched this twice, because i kept thinking "doesnt base FVTT already do this? It has these-" and then i was like "oh- it just makes them better... huh" XD I am very sleep deprived atm. Maybe I will watch it a third time after i get some sleep.
Yeah, these days base Foundry + D&D engine does indeed to a majority of this. I was a little confused why it was requested for me to cover this, but it does have a few nice little extras and is quite clean in the way it works. Definitely not a need-to-have, but if you do a lot of map pins, it could add that little extra.
❤
DragnaCarta's Curse of Strahd looks really good however i saw session 0 and my eyes were a rollin when it talked about clarifying player triggers... if a DnD adventure causes you to freak out you probably shouldn't be playing it.
I think this really depends on the adventure, and if you know your players really well. I agree that it's a little over-kill, but there is a valid point here. As part of "session zero" (or pre-game general chat) the DM absolutely should be telling the players what type of adventure this is going to be - if only so the players can consider appropriate backgrounds and characters. If it's going to include sexual content, the players really need to know that. If it includes horror themes, they should know that. If it's an entire adventure around spiders, give the poor arachnophobes an chance to bow-out gracefully. When I started CoS I sent me players a message something like: We're going to be doing Curse of Strahd - a gothic horror adventure. It's a grim, dark world where life is cheap (and tasty). There's a fair bit of neglect, kidnap, servitude and mild torture, including of children. Nothing too graphic. No sexual content. Any concerns, drop me a message. For inspiration, you may want to read or watch Bram Stokers Dracula, or Mary Shelly's Frankenstein. Your characters need to fit into that sort of setting. Drop me your ideas and we can thrash out any issues to make them fit. That's it. Just a heads up, and everyone's happy. No need to go overboard. This group includes people I don't know. But also a couple of players I've know for decades - if it was just them two, my intro would have been more like "Gothic horror. You're going to get eaten and molested by werewolves. Standard-Array - GO!"😆
TY VERY NICE!!
Well, this is rather handy!!
Another map making tool you may like is Azgaar's fantasy map generator. It creates world maps and auto generates city/town maps for every location using Watabous generators and creates permalinks. It also allows for some really cool control over climate, geography, and population. Azgaar has a fan made module for foundry to import maps
Are you referring to One Page Parser? It's 2 years out of date and not compatible anymore 🙁
i was searching for something like this just today!
It's pretty dang cool.
Too bad it got discontinued, core manual rolls are much worse.
Yeah, ousted by core function.
so how do we add light animations to the item we just created? :D
figured it out! All i had to do was read the wiki, durp. Add a new effect, select ATL.light.animation, override, and type "{type: "torch", speed: 2, intensity: 2}" (without quotes outside brackets) and you're done.
@@WarlordMegatron You could also use a Sequencer animation if you wanted to do something funky: th-cam.com/video/X9kVYmYZBqo/w-d-xo.html
Hey dude... Is it possible to get the template file or midjourney prompt? It's beautiful and love to follow along to the video
Better than that - you can download the whole thing as a module (not finished) which will give you everything ready to go. Or you can pull out the images if you want to re-use. github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.2.4/module.json
Unfortunately, you can't change the emission degree of the light. So, you can't make a flashlight or other light source. I was really looking for something that allows control of the angle of the light. If anyone knows of one, please let me know. Thank you.
If you're using the D&D system, there's a few ways to do that - DAE mod can allow you to add effects/scripts to an item. Or clone one of Gambits' (GPS) Bullseye Lanterns and change to suit your needs - they work perfectly. Outside of D&D, not sure what's available, but I suspect there are solutions.