Fantasy Grounds tagged posts

Fantasy Grounds: Reference Manual Builder

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It appears the latest Fantasy Grounds VTT release includes a tool for building reference manuals. Previously, these were made manually, using a text editor such as Notepad++ which took lots of time and had a pretty steep learning curve to learn and remember all the markup text needed.

With this new tool, it should speed up reference manual creation exponentially. In any event, I’ll need to create all the ‘content’ before working on a reference manual as that is usually the last step in Fantasy Grounds module creation. I’ll try to put together and post some screenshots to show off its capabilities.

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Savage Hârn: More Musings

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Dwelling further on this I believe I will work up two different “Settings” so there will be 2 different “Fantasy Grounds modules” but one “book”. That way the GM can load the content for the setting he plans to run.

The first will be designed to fit Savage Worlds meaning all HârnMaster-like attributes, skills, etc., will be mapped to the core Savage Worlds content. For the most part they will retain the Savage Worlds naming conventions (i.e. using the Obese Hindrance as is, not referencing the HârnMaster Obesity Medical Trait). Ideally this is intended more towards running vanilla Savage Worlds in HârnWorld. Players will be able to build their PC’s using the existing Savage Worlds Character Creation steps using ‘Concepts’ for guidance.

The second will be what I would call more Hâ...

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Savage Hârn: Thinking Out Loud

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As part of the ‘Design’ process of this project (and all of what I post is of course subject to change should obstacles be encountered), I am trying to stick to the following 3 main Columbia Games Hârn books, HârnMaster, Hârndex and HârnWorld. Ideally, I would like to have a separate “Fantasy Grounds” module covering the content for each of the above books BUT some information needs to be available in other modules. Upon initial review though, it may just be HârnMaster and Hârndex that need to be combined into a single module while HârnWorld would be its own module.

With weapons, using Spear for example, the information as far as weapon name, combat related information, weight, cost and weapon skill categories are found in HârnMaster (Spear is found on pages SKILL 19 and COMBAT ...

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Working on a Fantasy Grounds module for “All for One: Régime Diabolique”!

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So, I’ve decided to run a Savage Worlds game (finally convinced my regular D&D group to give it a shot) though I’ve never even played the system before. Fantasy Grounds is our VTT of choice however, the setting that caught my attention, “All for One: Régime Diabolique”, doesn’t have a Fantasy Grounds module available for the 2nd Edition. Soooo, I decided to create one, for my personal use. Actually 2, a GM and Player module and even though they are far from complete, I’m certainly making progress.

Partially completed (mostly the reference modules).
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Savage Hârn weapons, armor and mundane items

No GravatarSamples of my ‘Savage Hârn’ weapons, armor and mundane items lists. I’m using HârnMaster 3 as the foundation and trying to stick to the items available in the HârnWorld Module. Still have lots to do, this is only a small portion of my work so far.

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Aiming Zone/Strike Locations

No GravatarHere are the Strike Location tables for each of the Aiming Zones. If you hit, you choose the table where you’re aiming and click the Roll Icon. The tables do the rest to determine the exact location and output it to the chat window.

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Detailed Strike Tables

No GravatarOk, so I made some crude tables for Strike Locations. What this does is allow the player or GM to choose the appropriate Aiming Zone table and roll 1d100. You only need to click the Die Icon (under Roll on the AIMING ZONE MID Table) once, so one roll as opposed to multiple rolls and looking up of each result, then relaying the player or GM. That starts the sequence to determine the full hit location. The Strike Location is determined and then, if there is a related subtable, such as a hit to the Face or something needing to determine if it was the Left or Right side, the system rolls on the next appropriate subtable. If the result shows a Grey Circle with Red Star, it moves to the appropriate subtable and continues to roll for more details as needed...

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HârnMaster and Fantasy Grounds (VTT)

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Fantasy Grounds has a revised ‘MoreCore Ruleset’ that has been redesigned enough that it looks like it can be tweaked and used for HarnMaster now. Here is ‘Peri the Lame’ from Friends, Foes & Followers – Part 12 rolling some Stealth skill checks.

As I put some things together for testing I’ll try to post other screenshots and more information.

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Knights of Belsirasin (Game Session I – Part 2)

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Nuzyeal 2nd in the Year 720 TR.

The next day under an overcast sky the players assemble in the courtyard. A few notice that there is an unusual chill in the air this morning. They approach Valdek who is already there waiting for them. He motions them over to a small table near the front gate where he has laid out a map of the Kingdom of Kanday.

Pointing to their current location on the map, Valdek addresses the group.

“We will leave Dunir in the early afternoon and arrive in the port at Hebon sometime in the early morning tomorrow. Once arriving at Hebon we will meet with our contacts there to arrange horses and wagons and will then travel south and west to Mezint.”

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Knights of Belsirasin (Game Session I)

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Nuzyeal 1st in the Year 720 TR.

The PC’s have been summoned in the early morning hours to the main Peonian chapel of the Abbey at Ryce.

There, Valdek of Haldor, the current high priest is waiting for them.

“Today you being the next phase of your journey where you will be able to use all the knowledge of the past 20. You are headed to Hebon Keep by ship and then on to Mezint Manor to meet your new teacher. Take the rest of the day packing your belongings as you will not be returning anytime soon.” He continues, “Tomorrow afternoon we will leave Ryce and go to the port at Dunir. There we will board a Laranian vessel who will take us to Hebon. From there, it is a 16 hour sail. ALL your weapons will be crated up for the journey as we will be travelling under the guise of pilgrims. Each of you can take any personal funds you have saved up during your time here.”

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