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Where is the storyline content located for the GM?

Recently moved to Roll20 from FGU, bought Dungeon of the Mad Mage campaign on here.  Migrating my party over and we are pretty well setup except I can't seem to find the story content for the various rooms.  As the GM it shows story markers like 26 with a circle around it but I cannot click on it to get the details for that room.  Any insight is appreciated.
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Edited 1691435168
Gauss
Forum Champion
Hi Chuck Fu, That is located in the "Journal" tab, top right corner of your game, in the various handouts. For example, for level 1 it is the handout "Exploring Level 1".
Having issues copy/pasting screen cropped images in my reply but I don't see the actual campaign module you show in your journal.  Mine only shows "Dungeon of the Mad Mage - Map and Card Deck Addon" and "Dynamic Lights and Spells" which I did add/include in the campaign setup.  I did confirm I have the campaigned purchased and selected it when setting it up. Looks like I need to re-add it somehow.
Doesn't even show up in my dropdown list of addons but these are the only two I have added as of now:
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hi Chuck Fu! It looks like you made a blank game and added the addon for Maps and Cards. The addon does not contain the module information, whereas the Module does contain both the Map and Card information. The two are not compatible (but the addon is set up so that it can be used in other games). To get the module adventure text, you need to create a brand new game, using the module. Basically, you use the button to create a new game, but choose your purchased module (it should be shown in a list on the right) as the basis. That will also choose your sheet and compendium defaults. If you only own the addon for cards and maps, but wanted the module instead (from your screen shot, the module looks unpurchased), you can return the addon and purchase the module instead. If enough time has passed to make a return problematic, file a  Help Center Request  and explain your problem. Hopefully that's something they can fix for you in customer service. In no case, should you make a DotMM module and install that particular addon into it. The addon is only for use in games that don't have the module, and can cause overwrite problems if installed one over the other.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
To answer your other questions, modules do not have the function you describe: map pins , where you can click on the VTT key object and get the info. There are ways to do this for your own use manually, and there is evidence that map pins are in development. Map Pins can be created manually, or with enhancements from scripts like Supernotes and/or Reporter: Map Pins  - keithcurtis ( More info  - Airsickhydra) ( More info  - Matthew T)
Gotcha.  Thanks for this, yes I was able to create a new game and looks like you can only load the campaign module at time of create, no ability to change/add it later.  After doing so everything showed up now.  Many thanks for the quick tips!  Digging the speed on this platform.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Yup, the design on this is intentional. Addons are typically small collections, whereas some larger modules can strain campaign size all on their own. Someone trying to create a game based on both Waterdeep modules, Curse of Strahd, Wild beyond the Witchlight, and Out of the Abyss , would likely run into a crowded mess that would be difficult to manage and would run very poorly. Making modules chosen at game creation time keeps things working much more smoothly.