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Where's the actual adventure?

I went and got the trial potion of this D&D 5e module: Wizards of the Coast: Explorer’s Guide to Wildemount and I started a test campaign but I can't find the actual content - I see the maps and such but I don't have the actual text for what is happening. I don't understand.  How are you all using modules on this platform? Where are the actual adventures?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Did you choose the Explorer's Guide to Wildemount when creating the game? Modules must be chosen at game creation time. Some adventures (like the free intro Wildemount adventure can be chosen after the game is created by going to the "add-on" content section of your game's home page. The marketplace entry has links that explain this in detail.
Yes, I chose the module. And, again, I see the maps. But where's the actual text and content? I mean I don't even have a clue about what the adventure is about or what the encounters are about.
If you go to the Journal tab on the right you will see "Adventures in Wildemount" which has essentially the book laid out in different sections (the free part being only "Frozen Sick." The main section looks like it is found in "Mystery in Palebank Village.") as well as the "Wildemount Gazetteer" which contains background info for the setting.
Got it. Thanks!  So ... is there a way for me to print out the pages and mark them up for my notes or do I have to read it all on the screen for prepping?
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Edited 1584641459
Andreas J.
Forum Champion
Sheet Author
Translator
Roll20 doesn't support any native system for download or printing out sections from an adventure/module.
Ok ... so, how are all of you using this system? Are you really reading and marking up entire campaign books on the screen? That sounds miserable.
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Kraynic
Pro
Sheet Author
Justin S. said: Ok ... so, how are all of you using this system? Are you really reading and marking up entire campaign books on the screen? That sounds miserable. Miserable in what way?  All handouts are in a simple text editor allowing you to emphasize things as needed.  If you want players to see handouts, you can move any info you don't want them to see to the gm notes section to avoid giving away any info too soon.  If the module isn't set up with one, it is pretty simple to set up an index handout with links to things categorized, or ordered however you want them.  You can even make that index available to players, and they will only be able to use the links to handouts that have the view permission enabled for players. I will say that there is a definite shift in how you do things when moving online from playing in person.  The sooner you can accept that, the less work it will be.  Unless you feel you absolutely have to have the physical materials in front of you, it is just doubling your work to do it on paper and in the game as well.  Especially since you can have multiple handouts open and minimized in the game or popped out to their own window.
Miserable in that I wouldn't want to read an entire campaign module on my computer screen
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
There is that. I'm in the same camp. I don't like reading PDFs of books, either. The content is presented in a way to facilitate online game play rather than casual reading. You can link to specific sections, alter text, and so forth, but at the cost of some comfort. It does take some adjustment.
Maybe I want to only take a part of a campaign I purchased though for a game that's already made. It's kinda a pain to have to make a brand new game just to view the adventure book. Can you even export the material you want to a different game you're running? It's great having the work done, maps and tokens and all but it would be nice to access it without having to make a game specifically for it.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
It's entirely possible to do, but it is a Pro subscriber perk. The tool is called the Transmogrifier and lets you move most assets freely between games.