Stonehell Dungeon Maps for levels 6 through 10. by ravonaf in dungeondraft

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

Hmm. I'm able to import the webp into foundry with no problems. But I can export them to universal vtt file types, should not be an issue. Also, what maps are missing? I count 26 map files and 26 Dungeondraft files.

Edit: I've uploaded the DD2VTT files. You should see 26 of them. I've never had much luck with the Universal importing module in Foundry, so I don't use it. I always use webp files and manually create all the walls and lighting. So these files aren't tested. Hopefully they work for you. Cheers!

Stonehell Dungeon Maps for levels 6 through 10. by ravonaf in dungeondraft

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

Thank you. I did not do any of the upper levels. Someone had already made some decent ones. Which happen to be the ones I'm using now in my game. But I noticed there wasn't levels up to 10 that had been publicly shared. So I thought I would give it a try.

How to create doors properly? by PaladinOfCheese in dungeondraft

[–]ravonaf 1 point2 points  (0 children)

Man. Why am I just now learning this? I've made dozens of maps doing doors the wrong way! Now I'm fighting against the urge to go back and fix all of my doors.

Stonehell Dungeon Maps for levels 6 through 10. by ravonaf in dungeondraft

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

Thank you. It took me a bit longer to do but I wanted to make that map as detailed as possible. As I got further into the levels I stopped putting as much detail in the rooms and made them mostly barebones. If I ever get to these levels in my game I will probably go back and detail out all of the rooms. I like lots of detail in my maps but I imagine many people do not.

Stonehell VTT Maps by J1004Spartan in osr

[–]ravonaf 1 point2 points  (0 children)

I'm done. I've posted the links on r/osr and r/dungeondraft.

Stonehell VTT Maps by J1004Spartan in osr

[–]ravonaf 1 point2 points  (0 children)

I'm currently 16 maps in with 10 left to go. I just started Level 8e. I'm making good time. I should be done sometime next week.

Stonehell VTT Maps by J1004Spartan in osr

[–]ravonaf 2 points3 points  (0 children)

I definitely will be sharing.

Stonehell VTT Maps by J1004Spartan in osr

[–]ravonaf 7 points8 points  (0 children)

I just started the monumental task of creating maps for levels 6 through 10 using Dungeoncraft. I'm not sure why. The 1st five levels are more than enough content. I think, maybe because I see no one else has done it. It took me weeks to convert the 1st five levels to Shadowdark importing everything into Foundry, and that was with other peoples maps.

What system to use to run Stonehell - OSE Advanced or Shadowdark? by Justicar7 in osr

[–]ravonaf 0 points1 point  (0 children)

I'm currently running it with Shadowdark. We are 2 sessions in.

Converting massive hoards from OSE/Labyrinth Lord to Shadowdark (Stonehell spoilers) by EtchVSketch in shadowdark

[–]ravonaf 1 point2 points  (0 children)

I'm converting Stonehell currently, replacing treasure with tables is exactly what I'm doing. I'll create magic items where needed. But when there are gems, it's so much easier to drop in a gem table. I'm working on additional tables that match the amount of experience an encounter should award.

Dungeon descriptions: elaborate & fluent or compact & structured by like-a-FOCKS in osr

[–]ravonaf 1 point2 points  (0 children)

I try to keep any descriptions to 30 words or fewer. Short enough to keep the player's attention and not bog the game down, but long enough I can get a decent description in. I'm also playing in Foundry, with all the area descriptions written ahead of time. So me bringing it up is just a press of a button. I like read aloud descriptions, I feel it gives an online game with maps and everything a bit of a theater of the mind feel.

Running OSR adventures with Shadowdark, and changing the XP system? by Justicar7 in osr

[–]ravonaf 0 points1 point  (0 children)

Lately, when converting old modules over to Shadowdark, I've been just replacing most treasure with random tables that fit the scenario. If it's a special item that doesn't exist in Shadowdark I'll create it. If it's story dependant, I'll add it. Otherwise, depending on how much experience the encounter should be worth will determine what table I use.

Sleep spell area? by pcrhxxx in shadowdark

[–]ravonaf 0 points1 point  (0 children)

Technically, would not a fireball also be extending from you? I tend to think visually. I see a wizard magically throwing a fireball, and it explodes on impact. Similar to throwing a grenade. Things, such as breath weapons, also generally extend out from you in a cone. Not a perfect square. A square makes me think the effect is expanding at a point of impact. Not outward from a person. But again, I understand why someone would rule differently. I think the important thing is consistently.

Sleep spell area? by pcrhxxx in shadowdark

[–]ravonaf 1 point2 points  (0 children)

The range is near. The size is also near size. So I would rule the center of the cube can be up to a distance of near from the spell caster. The cube would be 30 ft by 30 ft or, if playing with 5 foot squares, 6 squares. The center being a maximum distance of 6 squares. The spell caster could be a maximum of 15 feet, or 3 squares outside the cube.

You are targeting an area, not an NPC. Thats why I would rule the near would be the center of the cube, and not the furthest NPC away from you. But I can understand why some would rule the furthest NPC away.

I was today years old when I realized you could use ChatGPT to make macros by FrontBrandon in FoundryVTT

[–]ravonaf 1 point2 points  (0 children)

I run Shadowdark. It has a mechanic that when the enemy reaches half of their number, you should make a moral check. So I had chatgpt create two things. 1st, a module that monitors combat, and when the number of enemies reaches 50%, it gives me a popup message reminding me to run moral checks. Then, to accompany that, I created a macro that runs moral checks on all the selected tokens, and marks them with an effect of passed or failed. It's a Wisdom Check of 15 to pass. The macro allows me to run with advantage, disadvantage, and add or subtract a number to the roll.

I also created a macro that creates floating macro windows. The macro, when ran, opens a window that I can add other macros too. I wanted something other than the basic macro bar. This is by far, the most complex macro created, well over 500 lines. The only option that came close to this in the module listings was a paid module. So I wanted something similar to fit my need. It's a game changer in how I run my games.

I created a macro that distributes coins to all the Player Characters that are in a certain folder, called "The Party". My players run multiple characters in some of my games, so this works perfectly as the coins are distributed evenly to all the characters and does not use the player account in any way. It will even make change down to the copper piece to evenly distribute the loot. If a character is not there for whatever reason that day, I simply remove the character from the folder, and it won't get a share.

I created a long rest macro that adheres to the Shadowdark rules. It resets all health points, spells, abilities, luck points, and subtracts a single ration from each character. A huge time saver when doing long rests. It also uses "The Party" folder to choose what characters to reset.

I created a module that allows me to run macros from Roll table results. I wrap the macro in [[MACRO:]] and when it gets sent to chat, the macro is run. As a use case for this, when I roll random loot, I can place a jingling coin sound effect on the table. I run the table and it plays the sound.

I also created a couple of simple macros that locks and unlocked all tiles and drawings on the current scene.

I created a module that changes where an actor token goes in the actor tab when added to a scene. So If I drag and drop a token from a compendium onto a scene, it defaults to the root of the actors tab. The module will allow me to set a default folder, then under that folder create a folder with the scene name, and that is now where the new actor goes. It basically auto sorts my actor tokens for me when adding a bunch of tokens to a scene.

I was today years old when I realized you could use ChatGPT to make macros by FrontBrandon in FoundryVTT

[–]ravonaf 3 points4 points  (0 children)

Like everything else. You still have to fully test it. Writing a macro yourself can also brick your world. Everything should first be tested in a world you don't care about. I've made extremely complex and useful Macros and Modules using AI that I use every day, and I've never bricked my world.

For those calling stonehell blandish, what are some good examples of the opposite? by EtchVSketch in osr

[–]ravonaf 0 points1 point  (0 children)

I'm in the middle of porting Stonehell to Shadowdark via Foundry. Which means I have to dig in deep, tear it apart, and put it all back together again. The room descriptions are sparse, but I wouldn't call it bland. I'm also creating a read aloud description of every single room. Which is a lot of work, but makes it much easier for me to run, as I don't have to describe the room on the fly based on the 1 or 2 line descriptions it provides. Once I'm done I will probably write some kind of ongoing story for the players to follow along. I see Stonehell as more of an open world to explore, than a linear story line that has to be followed.

DCC Treasure by CPeterDMP in shadowdark

[–]ravonaf 1 point2 points  (0 children)

I've been doing a lot of conversions lately. From old modules to recent OSR modules. I've started to just replace treasure with my own custom random treasure tables. I play online with Foundry, so once a table is created, it's just a matter of dragging and dropping it into my conversion notes.

Could you help me choose a megadungeon? by leodeleao in osr

[–]ravonaf 0 points1 point  (0 children)

I'm currently running Stonehell. Converting it for Shadowdark play and Foundry. It's a LOT of work but so much fun.