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ClayGolem
United Kingdom
Приєднався 21 тра 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
Playing With Myself - Solo DnD!
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Відео
Was this a huge mistake? Updating a live game to DnD4.x
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Midi QoL Beta - gitlab.com/tposney/midi-qol/raw/v12dnd4/package/module.json DAE Beta - gitlab.com/tposney/dae/raw/dndv4/package/module.json CPR Beta - github.com/chrisk123999/chris-premades/releases/download/1.1.26/module.json Join this channel to get access to perks: ua-cam.com/channels/4vSFO6H_HxTgM1UYnrtVIg.htmljoin Fuelled by Tea: ko-fi.com/claygolem Time Stamps: 0.00 - Intro & Game Update ...
Foundry VTT - V12 - Curse of Strahd: Act 3 Update 0.3.3
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Package Manifest Link: github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.3.3/module.json Join this channel to get access to perks: ua-cam.com/channels/4vSFO6H_HxTgM1UYnrtVIg.htmljoin Fuelled by Tea: ko-fi.com/claygolem
Foundry VTT - V12 - Curse of Strahd: Act 3 Update 0.3.2
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Foundry VTT - Add on TIPS: Getting Your Roof Right with Levels
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Foundry VTT - Add On: Bossbar! Show your players who's Boss!
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TheRipper93's Wiki: wiki.theripper93.com/free/bossbar Join this channel to get access to perks: ua-cam.com/channels/4vSFO6H_HxTgM1UYnrtVIg.htmljoin Fuelled by Tea: ko-fi.com/claygolem
Foundry VTT - D&D2024 - Bastions! A Home for your Players
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Foundry VTT - V12 - Curse of Strahd: Act 2 Complete! Update 0.3
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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 - V12 - Curse of Strahd: Village of Krezk
Foundry VTT - Add On: Pin Cushion - Amazing Map Pins
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Foundry VTT - Add On: Pin Cushion - Amazing Map Pins
DM Tools - Random Maps with Watabou Procgen Arcana
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DM Tools - Random Maps with Watabou Procgen Arcana
Foundry VTT - Dungeon Masters Guide 2024 in 4.x
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Foundry VTT - Dungeon Masters Guide 2024 in 4.x
Foundry VTT - V12 - Curse of Strahd: Strazni Siblings
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Foundry VTT - V12 - Curse of Strahd: Strazni Siblings
Above VTT - Player Characters and Running Combat
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Above VTT - Player Characters and Running Combat
Foundry VTT - V12 - Curse of Strahd: Wachterhaus2
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Foundry VTT - V12 - Curse of Strahd: Wachterhaus2
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!
Foundry VTT - Add On: Terrain Mapper
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Foundry VTT - Add On: Terrain Mapper
Hi Claygolem. Well lets see how this could be useful for a gamemaster to hmm say brainstorm some idea snippets into an adventure.
Rather than asking it to DM an adventure for you, you can ask it to create an adventure or encounter. I asked it to give me a short road-side encounter for the party - It gave the details for a gnome trader whose cart was being off the road by invisible creatures - displacer beast cubs. Gave ideas about how the players might deal with it, and consequences, rewards from the Gnome if they helped, etc. Was really good!
Thanks so much for this!🎉😊
not related to this but can you make a custom condition video for foundry
Possibly. Can you give me an example of what you'd want, then I can try and give you a precise usage.
How did you get your Player's Handbook Compendium setup like the SRD? Where you can drag and drop it???
Because it's the official PHB module. It's really useful having it in there as a complete digital version, but you have to by it specifically for Foundry.
I know this is like a one in a million chance, but how did you get your Player's Handbook to show up in your compediums like that? I own the book on DDB but for the life of me can't get it's content into a side bar like how you have it! I'm going mad!
You can purchase a Foundry version of the PHB and DMG which is what you're seeing. It's an expensive way to do it if you've already purchased a DnDBeyond version.
You may not remember me you help me out a couple of days ago by sending me the timestamp in this video that shows how to make teleport regions between two points. This was great information and thank you so much for making a video on how this function works. I've been only working with Foundry for the last month. I didn't even know this existed as embedded feature. I may be wrong here but one last question it doesn't appear that you can resize the region once you have dropped it on the ground. Is there something I'm missing that allows that to happen or do you just have to get it sized correctly the first time?
Of course I remember you 🙂 And you're right. Once you've placed a Region, you can't resize it. BUT, you can edit the region to add more "shapes" that form part of the same Region. So you can add a corrected one, and then delete any wrong ones. Or just have multiple shapes that are part of the same Region that all do the same thing - block weather, adjust lighting, etc. Or 5 different small shapes that all Teleport the character to a specific place - fun way to make puzzles where they teleport back to the beginning if they take the wrong path.
@clay_golem Oh wow! I am building a DnD Tombs of Annihilation campaign in foundary. I didn't even consider making interactive puzzles! Ha! Awesome. Thanks again 🫡
I've been on the verge of making this change for a bit but have not yet pulled the trigger. Mostly because I am still not great at the troubleshooting and fixing these issues as they are identified. So I have 2 questions for you. As always, truly appreciate all of your content and am excited every time I see a new vid pop up! 1) Can you point me to any of your past vids that walk through this troubleshooting and how to address each of the pieces. The animation is working, the effects aren't applied properly, the resources aren't consumed, etc. Hopefully you know a good example off the top of your head that will save me (and hopefully anyone else with this question) a ton of time in searching. 2) Other than being able to have those 2024 compendiums in the platform, what are the other advantages to making the jump?
2) There's a fair bit of improved support for items, spells etc. generally. It's all a little bit slicker than before. If you're game's stable and you're not interested in the 2024 content, don't upgrade. If it wasn't for doing the videos, I would have stayed on 3.3.1 for a while longer. 1) There are bits mixed in with other bits. Some specific item examples: ua-cam.com/video/J-4J-oL4KKM/v-deo.html ua-cam.com/video/2H2nkcGTt8k/v-deo.html but it might be worth doing a video specifically on "how to debug items" - with chapters on things like Resource Consumption, Failed Saving Throw, Apply Condition etc.
Hi Claygolem. You are going where no one dared. Onward! ...holding that thought... do you remember "JourneyQuest" by the YT-Channel "Zombie Orpheus Entertainment" ? Love your vids. Have a nice day mate.
Always willing to make stupid decisions in the name of progress 😁 Nope, JourneyQuest is not something I'm familiar with.
@@clay_golem JourneyQuest is about some 14years old now.... :D tempus fugit
Also! Sleep is notoriously messed up in automation! There used to be a great automation for it but something stopped it from working and as far as i know no one has ever fixed it- especially since the new version for 2024 just totally ignores it and does a saving throw. It's a complicated bit of math and I think it was a V12 change that made it no longer work at all. Im not sure on that- I just remember talking with Moto about it and a few people chimed in about it and how no one wants to figure it out - but there might be a macro of it that can still work or sorta work.
I deliberately picked sleep because I had a mostly-working version in 3.3.1. I didn't expect it to magically be fixed, but we live in hope.
When you had entangle up i was like "it has automations applied- its got a DAE attached! It just doesnt have a CPR or Company automation on it!" XD Im waiting for the Monster Manual to look at updating XD
This is the state with quite a few bits - mostly automated, but not 100% there - it slows the targets, but didn't apply the full status effect. And yes, the MM! I'm hanging out for that too - but wanted to be ready for it, hence this move. And then we can look at that in all it's glory!
Love you content mate. You should check out the betas for Chris pre-made he’s been figuring out how to make the functions to make spells an abilities
I have the CPR beta installed - it was one of the module updates in this video. However, it was a long enough video so I didn't specifically look at certain items - but the updated Dodge action was from CPR.
I just got everything working finally on 331 lol. I think im gonna wait for the official releases of the main automation modules. But i appreciate you falling on the sword for us hah
Yeah, me too. Just got it all nice, and then I sabotage myself! :D
Am I still in the party?
@mds000123 Yeah, just missed dragging you in. Was more concerned about the spell casters being broken. Which they're not - just raggedy around the edges a bit
BEETA!
Thank you again for showing me this!
No problem. I had all the same challenges and questions you have, and it's why I thought I'd start the channel - just helping out some fellow players 🙂
@@clay_golem well it paid off and it's incredibly valuable
Super great video! Thank you
Thank you for this video. One thing I seem to have discovered is that you can not have two tiles that allow two-way traffic to occur. At least I wasn't able to figure that out. If you want to have two-way traffic, you need to make a third tile over the departure spot so that the destination tile can send you back if you walk into it again. I tried setting this up with just two tiles but it would not allow me to return
If you're on V12, using the Regions to Teleport is easier to setup and runs just perfectly. And you can teleport between two areas without issue. In MATT, you should be able to teleport both ways, using the On Enter, Teleport to other-tile on both tiles. Using Tagger you can name them to make your life easier, and stops Foundry getting confused about which tile you're talking about.
@clay_golem I am on v12. okay that's really interesting I must have overlooked that I will give it a shot. I'm not sure I remember seeing that but I'll take a look
This video at 30:51 should help: ua-cam.com/video/QDfbCmy33cs/v-deo.htmlsi=AzyPQVJ9dlAoPxb6
@clay_golem Man! You are 1000% incredible! Thank you for your time in doing that!!
Awesome! Let’s see if I can simulate the process of starting a tugboat engine and all it involves…
Oooh, so pulling/pushing a combination of buttons/levers? Nice. Good luck getting it working 😀
I don't suppose you have a link to download those Icons. That looks like an awesome thing to have.
The map icons? They are all core Foundry - you already have them 😀
Can I use these maps on roll20? Amazing work btw I would love to use these.
The original maps are all by Aonbarr and are free to use from here: www.patreon.com/posts/complete-curse-59475823 So yes, you can download the maps for free, in the format that's going to work best for you to take into Roll20 😀
Hey Clay Golem, great tutorials, just playing around with levels atm is there anyway to make it so walls don't block the vision of the roof when you are outside of the structure? (Example at 19:07 when you test roof is all black instead of being able to see it as if birds eye view.)
This is an ongoing problem, because Foundry doesn't understand 3D. You can play around with Wall Height, setting walls to be 10' tall - so you can see over them from an distance to see that roof that is above 10'. It's quite a bit of fiddling though.
@@clay_golem Thanks for the reply, ill have to see if i can make it work with the wall height then, so much love for how well your videos are done and how easy it is to find videos relative to what im trying to do in foundry.
Something up with the sound. But still loved it. Ty
Urgh... Sorry about that.
Another fantastic update - all your work is greatly appreciated and has been so, so useful in my current ongoing campaign of CoS!
Thank you. More to come in the next couple of days
Hey Clay Golem, don't know if anyone's mentioned it already but when I downloaded the most recent pack - there are two maps missing from Act 1 - C6. Old Watcher & C9. Old Bonegrinder - is that by design or am I missing something?
Err... Nope. That's definitely not correct. I must have broken something. Thank you for letting me know. I'll do a release in the next couple of days to fix this.
@@clay_golem Thanks mate, I appreciate you taking the time!
Great tutorial!
A great pair of videos looking at the Darkness spell. This is exactly what I'm after. Do your Darkness spells require a certain module? I've installed "CG Automated Items" and I can drag the 3 spells on to a character sheet but none of them work the way you show in this video. I just get a template and those within the template are targeted. There's a button in the chat with the tooltip of "Apply to Selected Tokens" but it doesn't seem to do anything. I'm running Foundry v12 with D&D v3.3.0 (I see you're running 3.3.1). Editing the Darkness3 spell I have DIME and DAE in green. At the bottom of the Description it reads [[/ddbifunc functionName="darkness" functionType="spell"]]{Darkness Toggle} Thanks
Only MidiQoL, DAE and CPR (What was Chris' Premades). However, I stopped "fixing" some of these things as the updates started coming so fast that things that did work suddenly stopped. And it was becoming a fulltime job to keep up. I actually removed my own Automated Items module from my game as it was a smoother player experience (and less stressful) to handle certainly things on-the-fly, rather than automate. I hope with the advent of DnD4.x engine and the upcoming Foundry V13 that things settle down for a while, and we see lots of improvements, rather than changes.
Great Guide! I have a question. How do I actually use my subclass I created? It will not list it even though I have my world checked off. Maybe it is not in my world compendiums? Or maybe I could just add it to the SRD compendium? Thanks for any and all response
The easiest way is to just drag your subclass onto the character sheet, rather than clicking the Add Subclass button. When creating your subclass, make sure that the Class Identifier box has the correct class in it - so if it's a Fighter subclass, you need to have fighter in that box. If not, it won't show up for that character class.
but can you upload an image token for the newly created creature or are you stuck with the basic image?
Once you've got your Actor (player, NPC, monster), regardless of how you got it into Foundry, you can edit that actor sheet, click on the portrait image and then upload any image you want. Just bare in mind that there is a Portrait and Token image, so you may want to do it for both of them. And they can be different!
If you are faced with the problem of incorrect calculation of dice, in ANY of their manifestations: This is an example for Battle Master, but I think based on the example, you can change the identifiers to the ones you need. So, you need to create New Element - Subclass in your skills tab. Then you go to Edit - Details. 1st Identifier: battle-master 2nd Identifier: fighter Then go to the next tab on the right named by Progress (i guess): unlock configuration - click ADD - Assign Scaling. Free name: (i think it could be anything you want, but betted to keep standard): combat superiority die Scaling Type: Dice Identifier: combat-superiority-die Then choose scale by LvL in the right tab, what suit to you. Done.
Hi there! Can I add bastions using the DMG24 I downloaded using the DND Beyond Importer?
That is a good question... I've not tried this. As great as DNDBImporter is, it's not a patch on having the PHB/DMG in Foundry itself. I think the answer will be yes, but I'll have to have a play with it to see how best to approach that.
@clay_golem the importer brought the items and monsters etc but I don't think it brought in the text
@ Many of the mods that bring in items (CPR, DDBI, GPS, etc) do not bring in the text - because of copyright.
Hi ClayGolem. I am a simple man. I see ClayGolem I click like. Always a jolly good time to listen to.
You ongoing support is very much appreciated.
I'm glad to provide at least some support, looks awesome
The whole thing would be much poorer if it wasn't for you guys contributing, suggesting and correcting.
Good stuff man! Another great mod from Ripper.
Hello! Have you solved this problem? Because I just encountered this. And I tried all the possible flags that I know, but it didn't help. I, like you, came to reaction treatment (it does not overheal, so it is a relatively normal crutch). But it is useless if the character has full health, because healing comes before damage
Yep, we solved it by going with Chris' Premades (CPR): ua-cam.com/video/GRrQeN4FJ0Y/v-deo.html Although bare in mind that is only for the dnd 3.3.1 game engine - It's not available for DnD 4.x (the 2024 rules version) just yet (but it's close!)
@@clay_golem i think they change something and it dsnt work now.... CPR was the first tool I turned to) I'll try to configure this manually. Thanks to you, you show the formula xD
@@clay_golem sooo its work, but i cant realise why my battle master dice is 1d6
nvr mnd) i solved this Thanks xD
@ Oh fantastic. I saw your comment last night as was going to have a dig to check where the BattleMaster dice is set... but you got there without me. Nice!
Very helpful and clearly explained. Well done.
Installed the PHB and DMG yesterday, and immediately wanted the ability to search for them. This is Foundry, so of course, there's already a module for that, and of course, you've already made a video about it! Great work as always.
Most of my videos are inspired by me hitting the same problems you will, or have. Glad I can be of help 🙂
First of all, thank you for the work you've done. I have a question-you're stating that the entire second act is completed, but I couldn't find the scene from the Ethereal Plane in H8, the stat block for Gallows Speaker from H8b, or Rictavio from E8. is this how it should be, or did something not work for me?
I didn't do a scene for the Ethereal Plane, as I "theatre of the mind" that section. But I can have a poke around and see if I can find a suitable map that I'm allowed to use and insert that. I forgot to move Rictavio over to that Arc. Will fix that. And I've lost my Gallows Speaker... Thank you for pointing out these errors. I'll get them fixed as part of the next release, which will be this week.
Hi Clay Golem How did you set it up so that it prompts you to select a subclass when you are leveling.
I didn't do anything special. When you hit level 3, that option (white + circle next to the characters Class on the sheet) automatically appears - it's triggered by the Class levelling table.
Howdy, is this still working in foundry 12?
Yes, but it's not the Foundry version that may be the problem. The Automated Animations absolutely still works (doing an updated video on that soon, as there's been a few changes). DFreds does not work anything like this anymore - and if fact I don't use it at all now. The CPR (Cauldron of Plentiful Resources) has taken over the "good" bits of DFreds, but that's not quite available if you're on the 4.x DnD Games Engine. Might be worth looking at this video if you're interested in the Automation bits: ua-cam.com/video/dNZaDgvjWIk/v-deo.html
For some reason, when I follow the video it doesnt work as intended. TLDR, when I drag Shield Of faith onto the bar I get 2 of them. Regardless, if I grab the one called shield Of Faith by default, it says I dont have an active effect, and if I grab the one that drops as Toggle Convenient Effect, It only ever works on the caster, source.
@@november_falls6386 I think we need an updated Automated Animations video to ensure the recent changes are reflected, and clear up any confusion. I'll get on it this week.
Oh, thank you. Yeah that was the problem, thanks! Also it's all a bit more clear now in general. As for my name, it's good, you said it right....I think. People have said it as a Z, and others have said an L. I took it from Neverwinter Nights from 20 years ago when I conjured up a spider that had that name. So I guess that's how you pronounce it, I do hah. But thanks again, this did help a lot!
Yeah, even prep'ing for this video I had to ensure I'd remembered it correctly. Glad it was able to answer your query.
Great little video and thank you for the hard work you do.
Should you consider doing his renewed token flip?
I was looking at it before he released the updated Boss Bar. Not a lot has changed, but it was quite a while ago we did Token Flip, so it won't hurt to do it again for the newer subs.
Hi ClayGolem. Aunt Edit: still on Vers. 11 Build 315 here.
Hey my dude. If that's working for you, then that's all that matters :)
I seem to have a problem with this, or at least I can't quite get it to work. I have buildings that exist on the battle map as it were so you seamlessly go in and out of them. So I made it so that the roofing goes invisible for the current player in the building, nearly there. However, when a player is in the building, only they see the roof go invisible, I don't as the GM unless I click on them or find something to click on in there which is clunky. So I thought that I would put a trigger down that only I can see out of bounds so I can have the interior visible or not when I click it and this visibility only effects me. However all this does is bring up the set up for the trigger and doesn't hide or show the tiles I set it to. I tried it with non roof tiles as well and nothing happens there either. For some buildings, a work around is to create a token, give it an invisible image and place it over the building so when I hover over it the roofing does indeed go away and only for me as the GM. However, this can be unworkable when a building has several roof pieces (to hide rooms from players unless they are in them, I don't use vision as I play cyberpunk and a lot of the detail on buildings like signs on rooftops become unseen by players, looking up doesn't seem to be simulated, which diminishes the feel when you can't see a lot of the neons. I do have the levels module) as for some reason not all tiles will go invisible even though they are within the token bounds. This method is great for smaller buildings, players can only see the rooms they are in, while I can see everything. It just breaks on larger buildings. I thought maybe triggers could be an alternate solution but it doesn't seem to be working for me.
Ah, yes. Roof issues and using tiles for them. Foundry doesn't do 3D, so it really struggles. The "Overhead" tile thing is kinda good, but a little clunky. And quite a lot of the roofing stuff relies on Vision to trigger for the player, but you're not using that... Do you use Ripper93's Levels? That does a much better job with roofs than the core Foundry.
@@clay_golem I am. There must be something I'm missing.
@@Xegethra Hmmm... It's been a while, so I'll have to go back at look at this again to see if I can work out what's going weird for you.
@@Xegethra Video dropping very shortly that I hope answers your question. Was easier to do a video than try to explain, and I had to play with it to ensure I was right. And apologies, I've repeatedly miss-pronounced your name in the video
I kinda miss the old profile pic
Oh. Well, I wasn't expecting that... I realised that the original pic I chose as a placeholder (and didn't get around to updating) was of a piece of art by someone, and I didn't ask permission to use the image. Which was naughty. Maybe I'll reach out to them and see if I can use it again, with credit.
It's a good combo with Boss Splash Screen
I need to look at that again, because you're right. Nice synergy.
Hey, I'm using this module in the session today for the first time. I'm curious to see how the players will react :D
Cool! Excellent timing. Mind dropping back a comment afterwards and let people know their reaction?
@@clay_golem Hey sorry, we didn't get that far :D then I'll have to wait for the next session.
@@captainkalli2685 No worries. The challenges of a DM - never goes the way you expect. But better it goes a little slower, than too fast 🙂
So I was considering using Bastions in my Curse of Strahd adventure, especially since after cyberpunk campaign players enjoyed base building concept. But there are many problems with Bastions in CoS. I am going with Dragnacarta's guide and it looks like players will be staying in one place (Vallaki) at most like 5-6 days. And they should probably get it as a reward on like day 4/5 of their stay there. Also whole module is span across like what... 14 days? Bastion turns would have to be like 2, 3 days... And since I am using homebrew crafting system this bastion one seems like an unfunny joke unfortunetly, would need to overhaul it whole. I just don't think there is a place for Bastions in CoS which saddens me greatly
You're absolutely right that CoS really isn't suitable for CoS. You would have to reduce the times dramatically to both with the Bastion Turns. I thinking of using it to introduce the idea of Bastions, but I don't expect them to ever have the money or time to grow it, etc. I'd have to do something like burning down the Blue Water Inn, and moving those NPCs to the Bastion in order to keep the story intact, etc. Needs more thought and work.
How did you link Forgotten Adventures? I've been told they aren't partnered with Moulinette
Yeah, it's a slight pain. You can download you FA stuff to a local folder, and point Moulinette to that folder, just like to you other local stuff. It then appears in the listing. It is a shame you can't browse the stuff "live" as you end up having to use quite a bit of storage.
@@clay_golem That's the unfortunate route I've had to take. Seems FA rejected partnership with Moulinette for some reason.
i wish the macro was in the description to copy. Took me 2 hours to find out i wrote down one s to many.
Hi. This method has now been superseded by the CPR version of Darkness, and also doesn't apply to the DnD4.x version of the game engine. But the Macro is: const functionArgs = (typeof args !== 'undefined') ? args : undefined; if (functionArgs && args[0].tag === "OnUse" && ["preTargeting"].includes(args[0].macroPass)) { args[0].workflow.item.system['target']['type'] = "self"; args[0].workflow.item.system.range = { value: null, units: "self", long: null }; return; } async function placeTemplate({ origin, targetActor, targetToken } = {}) { Hooks.once("createMeasuredTemplate", async (template) => { const v12 = foundry.utils.isNewerVersion(game.version, 12); const data = v12 ? template : template.data; const grid = v12 ? canvas.grid : canvas.grid.grid.options.dimensions; console.warn(template) let radius = canvas.grid.size * (data.distance / grid.distance); const darknessSpellParams = { radius, x: data.x, y: data.y, distance: data.distance, targetActorId: targetActor.id, }; // await DAE.setFlag(targetActor, "darknessSpell", darknessSpellParams); await targetActor.update({ "flags.world.darknessSpell": { active: true, params: darknessSpellParams, }, }); canvas.scene.deleteEmbeddedDocuments("MeasuredTemplate", [template.id]); // console.warn("Darkness Spell", darknessSpellParams); await DDBImporter.lib.DDBMacros.executeDDBMacroAsGM("gm", "darkness", { origin: origin, effect: origin }, { args: ["on", darknessSpellParams] }); }); const measureTemplateData = { t: "circle", user: game.userId, distance: 15, direction: 0, x: 0, y: 0, fillColor: game.user.color, flags: { spellEffects: { Darkness: { ActorId: targetActor.id, }, }, }, }; const doc = new CONFIG.MeasuredTemplate.documentClass(measureTemplateData, { parent: canvas.scene }); const measureTemplate = new game.dnd5e.canvas.AbilityTemplate(doc); measureTemplate.actorSheet = targetActor.sheet; measureTemplate.drawPreview(); } const isSimpleDDBMacro = scope && foundry.utils.getProperty(scope, "flags.ddb-importer.ddbMacroFunction"); if (isSimpleDDBMacro) { if (!actor || !item) { console.warn("no actor or item selected", actor, item); return; } } console.warn("SimpleMacro", isSimpleDDBMacro); const lastArg = isSimpleDDBMacro ? {} : args[args.length - 1]; const tokenOrActor = isSimpleDDBMacro ? token ?? actor : await fromUuid(lastArg.actorUuid); const targetActor = isSimpleDDBMacro ? actor : tokenOrActor.actor ? tokenOrActor.actor : tokenOrActor; const origin = isSimpleDDBMacro ? item : await lastArg.origin; const flagData = foundry.utils.getProperty(actor, "flags.world.darknessSpell"); const isOn = isSimpleDDBMacro ? (!flagData?.active ?? true) : args[0] === "on"; const isOff = isSimpleDDBMacro ? (flagData?.active ?? false) : args[0] === "off"; if (isOn) { await placeTemplate({ origin, targetActor, targetToken: tokenOrActor }); } else if (isOff) { // const params = await DAE.getFlag(targetActor, "darknessSpell"); DDBImporter.lib.DDBMacros.executeDDBMacroAsGM("gm", "darkness", { actor: actor._id, token: token._id }, { args: ["off", flagData.params] }); await targetActor.update({ "flags.world.darknessSpell": { active: false, params: null, }, }); // await DAE.unsetFlag(targetActor, "darknessSpell"); }
@@clay_golem Thanks for that. I actually meant just the macro in the video. I dont know what this macro is :D I got it to work in the end so no need to post it i guess. This Macro really helped me since i am using an older version of basically everything. I am DMing CoS for a Year now and updating stuff mid campaign basically breaks everything. Trust me i tried. So this solution for darkness came in really handy for me. So thanks.
@@h_und_o9707 Ah right. Yes, updating mid-campaign is not a good idea. Don't mess with the stable setup. Of course, also running CoS right now, and am looking to ignore my own advice and update to DnD4.x.... But I'll loose a lot of automation 🤭
@@clay_golem I can not live without my automations. The whole every spell and template reduces hitpoints and and applies effects alone saved me soooo much time in every combat. I wish you good luck with the transition.
@@h_und_o9707 It won't be long before we have most of it in V12/DnD4.x now... Just waiting on a couple of fixes and then will do a video showing where it's at. Which will determine the timing of my transition.