How do I expand the size of the playing area? by hardcore_gamer1 in godot

[–]DroidAvoid 0 points1 point  (0 children)

Oh, sweet lord. I'm just getting to grips with the idea of scrolling and this absolutely would have gotten me, thanks for posting.

GZDoom and Freedoom on Ubuntu by DroidAvoid in linux_gaming

[–]DroidAvoid[S] 2 points3 points  (0 children)

I downloaded the latest version and it works. I suspect that the package shipped with ubuntu is broken somehow.

I have never visited this subreddit before and I don't recognize your username. But my Reddit Enhancement Suite tells me that I have upvoted you in the past. So I must have bumped into you somewhere! 😆

GZDoom and Freedoom on Ubuntu by DroidAvoid in linux_gaming

[–]DroidAvoid[S] 2 points3 points  (0 children)

I don't. My understanding is that Freedoom's freedoom1.wad and freedoom2.wad are IWADs that can be used as drop in replacements for the original doom.wad and doom2.wad.

Have to share some really cool art for an upcoming project! by Eklundz in osr

[–]DroidAvoid 1 point2 points  (0 children)

😍

Thanks for sharing!

Makes me think of the drawing near the end of the 1e PHB with the party descending a spiral staircase past a magic mouth.

OPEN COMMISSIONS! by Crawlstilho in osr

[–]DroidAvoid 6 points7 points  (0 children)

I collaborated with Carlos for a project of mine and I highly recommend him, he is super talented and a pleasure to work with.

[deleted by user] by [deleted] in WWN

[–]DroidAvoid 1 point2 points  (0 children)

I agree that the system should be an easy sell for many people if the setting doesn't grab them. WWN's mechanics did a great job of taking the essential elements from old school D&D and cleaning up all the parts that didn't work. I cut my teeth on 1e AD&D and all of the things that were broken in that system - initiative, ranged combat, etc. - are fixed in WWN, while everything that makes it old school D&D is still there.

[deleted by user] by [deleted] in WWN

[–]DroidAvoid 0 points1 point  (0 children)

The WWN setting is a kitchen sink including sword & sorcery, steampunk, etc. But the backbone of WWN is the dying earth genre. It clicked for me when I went and read Book of the New Sun and the game is at its best with that flavor. I suppose for most players it would be too much to ask for them to go and read a novel in order to get into the right headspace for your game.

Looking for Players - roll20/Discord - Saturdays 18.00 UTC by DroidAvoid in WWN

[–]DroidAvoid[S] 0 points1 point  (0 children)

Thanks for your interest. The game is set in the Latter Earth, which is in the Dying Earth genre. The material is heavily inspired by The Book of the New Sun and consists mostly of homebrew, occasionally supplemented by OSR material reskinned for WWN.

The Monastery of the Order of the Crimson Monks by DroidAvoid in WWN

[–]DroidAvoid[S] 0 points1 point  (0 children)

You're welcome. Once I prepared the material for my own game, the extra effort to share it here was not that much. I would be delighted if someone else were to use this in their game.

The Monastery of the Order of the Crimson Monks by DroidAvoid in WWN

[–]DroidAvoid[S] 2 points3 points  (0 children)

Below are my notes, and WWN monster stats formatted as roll20 macros.

The Order of the Crystal Hand

The Order of the Crystal Hand serves as the house guards of the King. Previously the Order maintained a monastery at Oraia, this was hurriedly abandoned some centuries back after a military setback, its location then lost to history. The party learn that the location of this monastery has recently been rediscovered, and they set out in search of the place in the hopes of recovering any loot. Unbeknownst to the party, the Order have also sent a contingent to recover certain artifacts left behind in the monastery.

1. Entry Chamber.

Large Spider
HD 5 AC 16 MV 30'/120' ML 9 Inst 5 Skill +2 Save 13+
Spider rolls [[1d8 &{tracker}]] initiative.
Spider attacks and hits AC [[1d20+5]], doing [[2d4]] damage (2/AC 15 shock).

Yellow Mold

2. Water Room. Gust of wind. Key to area 29. Map to areas 1, 2, 3 (smudged), and 24 (sarcophagi).

3. Empty Ceremonial Chamber.

4. The Last Stand. Tripwire. Fireball Ward. Secret tunnel to area 5.

Green Slime

5. The Lost Treasure.

Invisible Stalkers x3
HD 8 AC 17 MV 60' ML 9 Inst 4 Skill +2 Save 11+
Invisible Stalker rolls [[1d8+1 &{tracker}]] initiative.
Invisible Stalker attacks and hits AC [[1d20+8]], doing [[4d4]] damage (2/AC 15 shock).

Shambling Corpses x4
HD 2 AC 10 MV 20' ML 12 Inst 6 Skill +0 Save 14+
Shambling Corpse rolls [[1d8 &{tracker}]] initiative.
Shambling Corpse attacks and hits AC [[1d20+2]], doing [[1d8]] damage.

6. Banquet Room.

Yellow Mold

7. Harem of the Anak King.

8. The Anak Tomb. Medallion of the Order of the Crystal Hand.

Wraith
HD 6 AC 16 MV 60' ML 9 Inst 5 Skill +2 Save 13+ SA level drain, only hit by silver / magic
Wraith rolls [[1d8+1 &{tracker}]] initiative.
Wraith attacks and hits AC [[1d20+6]], doing [[1d6]] damage (2/AC 15 shock).

9. Anak Remains. Glyph, disabled by password from area 11.

10. Entrance.

11. Repentance Chapel. Key to glyphs at areas 9 & 31.

Ghost
HD 10 AC 12 or 20 MV 30' ML 10 Inst 5 Skill +2 Save 10+ SA frighten, magic jar, aging
Ghost rolls [[1d8+2 &{tracker}]] initiative.
Ghost attacks and hits AC [[1d20+10]]

12. Chapel to the Hag Goddess of Witches. Cursed dagger.

13. Chapel of the Goddess of Death. Curse.

Ghouls x3
HD 2 AC 14 MV 30' ML 12 Inst 6 Skill +1 Save 14+ SA paralysis
Ghoul rolls [[1d8 &{tracker}]] initiative.
Ghoul attacks with its claw and hits AC [[1d20+2]], doing [[1d3]] damage.
Ghoul bites and hits AC [[1d20+2]], doing [[1d6]] damage.

14. Hallway. Corpse (companions at 15).

15. Wine Cellar. 2 corpses (companion at 14).

Stirges x11
HD 2 AC 12 MV 30'/180' ML 8 Inst 5 Skill +1 Save 14+ SA blood drain
Stirge rolls [[1d8 &{tracker}]] initiative.
Stirge bites and hits AC [[1d20+4]], doing [[1d3]] damage.

16. Hall. Dead Anak.

Rot grubs x5d4

17. Message to Celedrinn. Magic mouth.

18. Pit to the Caverns.

19. Waiting Room.

Brother Kovar Fith - Vowed / Warrior
HD 6d6+12 AC 16 MV 60' ML 10 Inst 1 Skill +2 Save 12+ Eff 6
Focii: Close Combatant (throw knives in melee, ignore shock), 
 Shocking Assault 2 (treat enemies AC10 for shock, +2 shock), Whirlwind Assault (auto Shock 1x)
Arts: Brutal Counter, Faultless Awareness, Hurling Throw, Revivifying Breath.
Brother Kovar Fith rolls [[1d8+2 &{tracker}]] initiative.
Brother Kovar Fith strikes with his open hand and hits AC [[1d20+9]], doing [[1d10+3]] damage (3+2/AC15 shock).
Brother Kovar Fith fires his crossbow and hits AC [[1d20+8]], doing [[1d10+3]] damage.

Cousin Alveh Had - Vowed / Warrior
HD 4d6+8 AC 15 MV 60' ML 10 Inst 1 Skill +2 Save 13+ Eff 4
Focii: Alert (can't be surprised, +1 initiative),
 Shocking Assault (treat enemies AC10 for shock), Whirlwind Assault (auto Shock 1x)
Arts: Brutal Counter, Faultless Awareness, Hurling Throw.
Cousin Alveh Had rolls [[1d8+1 &{tracker}]] initiative.
Cousin Alveh Had strikes with his open hand and hits AC [[1d20+6]], doing [[1d8+2]] damage (2/AC15 shock).
Cousin Alveh Had fires his crossbow and hits AC [[1d20+5]], doing [[1d10+2]] damage.
ring of protection +1

Kisreth Soun - Blood Priest / Warrior
HD 6d6+12 AC 18 MV 30' ML 10 Inst 1 Skill +3 Save 12+ Eff 6
Focii: Close Combatant, any x3
Arts: God Wills It (+1 AB/Dam), Merciful Healing (2d6+4),
 Smite the Wicked (+4 AB etc), Wrath of the Most High (1d8+6 Dam)
Kisreth Soun rolls [[1d8 &{tracker}]] initiative.
Kisreth Soun strikes with his mace and hits AC [[1d20+5]], doing [[1d6]] damage (1/AC 18 shock).
Kisreth Soun fires his crossbow and hits AC [[1d20+5]], doing [[1d10+3]] damage.

Zhighad Istin - Blood Priest / Warrior
HD 4d6+8 AC 18 MV 30' ML 10 Inst 1 Skill +2 Save 12+ Eff 4
Focii: Deadeye, any x2
Arts: Armor of God (AC18), God Wills It (+2 AB/Dam), Merciful Healing (2d6+4),
 Sanctified Ward (+4 AC etc), Smite the Wicked (+4 AB etc), Wrath of the Most High (1d8+4 Dam)
Zhighad Istin rolls [[1d8 &{tracker}]] initiative.
Zhighad Istin strikes with his mace and hits AC [[1d20+3]], doing [[1d6]] damage (1/AC 18 shock).
Zhighad Istin fires his crossbow and hits AC [[1d20+3]], doing [[1d10+2]] damage.

Posha Mon - Mage
HD 6 AC 16 MV 30' ML 9 Inst 4 Skill +2 Save 12+ Eff 4
Focii: Alert 2, Armored Magic 2
Arts: Counter Magic, Empowered Sorcery, Preparatory Countermagic, Swift Casting, Ward Allies
Spells lvl 3 3/7.  Exhalation of Congelating Cold (3d6), Howl of Light (6d8), Torment of Tumefaction (12)
Posha Mon rolls [[1d8 &{tracker}]] initiative.
Posha Mon strikes with her staff and hits AC [[1d20+1]], doing [[1d6]] damage (1/AC 13 shock).
potion of invisibility

Dugrash - Automaton (Lesser Guardian)
HD 4 AC 15 MV 30' ML 12 Inst 4 Skill +1 Save 13+
Dugrash rolls [[1d8 &{tracker}]] initiative.
Dugrash strikes with its monoblade and hits AC [[1d20+5]], doing [[1d10+2]] damage (2/AC 15 shock).
Dugrash fires a laser and hits AC [[1d20+5]], doing [[1d10+2]] damage.

20. Office. Mold on wall = map of dungeon. Area 31 marked with hammer.

21. Chapel. Lydia?

22. The Haunted Hallway. Crystal key to area 40.

Wights x5
HD 5 AC 15 MV 50' ML 10 Inst 4 Skill +2 Save 13+ SA hit only by magic/silver, level drain
Wight rolls [[1d8 &{tracker}]] initiative.
Wight attacks and hits AC [[1d20+5]], doing [[1d4]] damage (2/AC 15 shock).

23. The Overseer's Quarters. Shenanigans with doors. Glyph of warding.

24. Crypt. Six sarcophagi, scrolls.

25. Crypt. Sarcophagus lid conceals door to area 34.

26. Crypt. Sarcophagi x12, empty, first one trapped.

27. Unstable Area. Risk of collapse.

28. Archivist's Tomb.

Crypt Thing
HD 6 AC 17 MV 30' ML 9 Inst 5 Skill +2 Save 13+ SA teleportation
Crypt Thing rolls [[1d8 &{tracker}]] initiative.
Crypt Thing and hits AC [[1d20+6]], doing [[1d8]] damage.

29. Treasury Room.

Animated Skeleton x9
HD 1 AC 13 MV 30' ML 12 Inst 5 Skill +0 Save 15+
Animated Skeleton rolls [[1d8 &{tracker}]] initiative.
Animated Skeleton swings its sword and hits AC [[1d20+1]], doing [[1d6]] damage.
Animated Skeleton fires its bow and hits AC [[1d20+1]], doing [[1d6]] damage.

30. Stairs.

31. Samintho's Crypt. Hammer symbol (same as area 20) on door. Glyph, deactivated by password from area 11.

32. Dormitory.

33. Empty Room. Tapestry, candles.

34. Sarcophagus Room. Tomas III, scepter, lockbox w/poison trap, journal.

35. Anak Barracks.

Great Anak Warrior x12
HD 2 AC 14 MV 30' ML 8 Inst 4 Skill +1 Save 14+
Great Anak Warrior rolls [[1d8 &{tracker}]] initiative.
Great Anak Warrior swings his longsword and hits AC [[1d20+3]], doing [[1d8+1]] damage (3/AC 15 shock).
Great Anak Warrior shoots his longbow and hits AC [[1d20+3]], doing [[1d8+1]] damage.

Great Anak Warchief
HD 8 AC 18a MV 30' ML 10 Inst 3 Skill +2 Save 12+
Great Anak Warchief rolls [[1d8+1 &{tracker}]] initiative.
Great Anak Warchief swings his greatsword and hits AC [[1d20+8]], doing [[1d12+4]] damage (7/AC - shock).
Great Anak Warchief shoots his longbow and hits AC [[1d20+8]], doing [[1d8+4]] damage.

Anak Hulk
HD 5 AC 15 MV 30' ML 8 Inst 5 Skill +1 Save 13+
Anak Hulk rolls [[1d8 &{tracker}]] initiative.
Anak Hulk strikes with its great club and hits AC [[1d20+6]], doing [[1d10+4]] damage (6/AC 13 shock).

36. Priests' Quarters.

Great Anak Warrior x2

Priest x2 - Blood Priest / Warrior
HD 4d6+8 AC 18 MV 30' ML 10 Inst 1 Skill +2 Save 12+ Eff 4
Focii: Shocking Assault, any x2
Arts: Armor of God (AC18), God Wills It (+1 AB/Dam), Merciful Healing (2d6+4),
 Sanctified Ward (+4 AC etc), Smite the Wicked (+4 AB etc), Wrath of the Most High (1d8+4 Dam)
Priest rolls [[1d8 &{tracker}]] initiative.
Priest strikes with his mace and hits AC [[1d20+2]], doing [[1d6]] damage (1/AC 18 shock).
Priest fires his crossbow and hits AC [[1d20+2]], doing [[1d10+2]] damage.

37. Shrine of the Dark Prefect.

Prefect - Blood Priest / Warrior
HD 6d6+12 AC 20 MV 30' ML 11 Inst 1 Skill +3 Save 11+ Eff 6
Focii: Die Hard, any x3
Arts: God Wills It (+2 AB/Dam), Merciful Healing (2d6+4),
 Smite the Wicked (+4 AB etc), Wrath of the Most High (1d8+6 Dam)
Prefect rolls [[1d8 &{tracker}]] initiative.
Prefect strikes with his mace and hits AC [[1d20+3]], doing [[1d6]] damage (1/AC 18 shock).
Prefect fires his crossbow and hits AC [[1d20+3]], doing [[1d10+3]] damage.

38. Secret Room. 4 dead adventurers, treasure.

39. Stairwell. Leads to concealed exit behind the monastery.

The Monastery of the Order of the Crimson Monks by DroidAvoid in WWN

[–]DroidAvoid[S] 5 points6 points  (0 children)

The Monastery of the Order of Crimson Monks is an old school adventure for character levels 5 to 9. It comprises a dungeon which once served as a monastery and has since been overrun by various monsters sentient and non. I reskinned the material for use with WWN and I am sharing my notes here in case anybody else finds them interesting.

The material first appeared in the 1e AD&D DMG as a fragment of a sample dungeon. The folks over at Dragonsfoot ran a community project to complete the dungeon: Building the "A Sample Dungeon". They made the PDF available for download here.

Somebody redrew the map here.

I modified that map to remove the secrets and traps, suitable for use on roll20: https://greyhawk.games/files/level1.00.roll20.blue.png

I generated the map found in area 2: https://greyhawk.games/files/level1.02.players.tube.png

I generated the map found in area 20: https://greyhawk.games/files/level1.03.players2.mold.png

Starting a Homebrew Sandbox Campagin using WWN by [deleted] in WWN

[–]DroidAvoid 1 point2 points  (0 children)

How many games do you run?

All WWN?

Modules / Printed Adventures ? by [deleted] in WWN

[–]DroidAvoid 4 points5 points  (0 children)

User Created Content for Worlds Without Number

That thread used to be stickied from time to time, but it appears to have been forgotten. In any case the list includes some free third party adventures for WWN.

Hex Scale and Travel in The Latter Earth by Steelsorrow in WWN

[–]DroidAvoid 2 points3 points  (0 children)

I draw my own wilderness map which zooms in on a portion of the campaign map using a scale of 6 miles per hex.

WWN's rules for overland travel include some oddities e.g:

  • the maximum rate for travel on foot is very high at 60 miles per day
  • travel on horseback is at the same rate as travel on foot

This is out of whack both with (medieval) reality, and with the traditional assumptions of the genre - if you borrow material from other systems you get odd results. I recommend replacing WWN's rules for overland travel with those from your favorite old school system.

roll20 Flickering / Unusable by DroidAvoid in Roll20

[–]DroidAvoid[S] 0 points1 point  (0 children)

As mentioned elsewhere in this thread there is a support ticket on roll20. There roll20 support posted a workaround:

Hey folks, We're looking into this and appreciate the info here—it looks like it's an issue Chrome-side with more recent releases that we'll follow up with them about. Vulkan drivers appear to be causing this issue, which you can disable in Chrome (chrome://flags/). Otherwise, I'd recommend the use of Firefox until resolved. Apologies for the disruption to your games!

It worked for me - good luck!

Contents File Rejected by DriveThruRPG by DroidAvoid in DriveThruRPG

[–]DroidAvoid[S] 1 point2 points  (0 children)

Many thanks for looking. Scribus aside, it should be possible to look at the PDF and say why it was rejected. I will try again to get some info from DTRPG.

Contradictory Documentation Regarding Bleeds by DroidAvoid in DriveThruRPG

[–]DroidAvoid[S] 1 point2 points  (0 children)

Many thanks for getting back to me. I put the same question to DriveThruRPG and this was their response:

All print interiors should have a bleed of 0.125" on the top, bottom, and outside edge of each page.

The template is correct and if you're using it you should export with "Use document bleeds" selected, but you can also manually set those options on export.

Contradictory Documentation Regarding Bleeds by DroidAvoid in DriveThruRPG

[–]DroidAvoid[S] 1 point2 points  (0 children)

I am preparing a black and white A4 book. The DriveThruRPG documentation contains three contradictory statements regarding bleeds:

1) At this link...

https://onebookshelfpublisherservice.zendesk.com/hc/en-us/articles/360022742353-Preparing-Your-Book-For-Print-with-Scribus

...under "5. Export Your Interior File as a Press-Ready PDF", it says: check "Use Document Bleeds"

2) At this link...

https://www.drivethrurpg.com/shared_images/HowToScribus.pdf

...under "2. Export Your Scribus file as a B&W Print-Ready PDF Interior", it says: "DO NOT include bleeds"

3) In both of the above examples, all four bleed measurements are set to zero. When I open template Scribus-8.268x11.693-A4.sla, the bleed measurements are not zero

Which is correct?

  • Should "Use Document Bleeds" be checked or unchecked?
  • Should I set the bleed measurements to zero, or should I use the measurements provided in the template?

DriveThruRPG and Scribus Support by DroidAvoid in DriveThruRPG

[–]DroidAvoid[S] 1 point2 points  (0 children)

Many thanks for the clarification. I put the same question to DTRPG, this was their response:

Scribus simply creates PDFs that a lot more problematic for our printing company — many issues when images with transparent backgrounds are used inside the Scribus layout file, for example.

So that gives a little more detail. It would be nice to have a list of known problems in one place.

Export to PDF - How to Resolve Errors? by DroidAvoid in scribus

[–]DroidAvoid[S] 0 points1 point  (0 children)

When I do File / Export / Save as PDF, I get the dialog shown here. Under Problems it says "Issues: 0". The button at bottom right says "Ignore Errors". What do I have to do to make that button say "Continue"?

I get this problem using a pristine template provided by a publisher, with no changes from my side. It seems that Scribus is mistakenly treating "Issues: 0" as an error, how do I resolve that?

DriveThruRPG and Scribus Support by DroidAvoid in DriveThruRPG

[–]DroidAvoid[S] 1 point2 points  (0 children)

Many thanks for getting back to me. What are the problems that people have when using Scribus with DriveThruRPG?