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Monster Database and Macro progress

I have finally found a way to call all the monsters actions and spells without adding new lines of code or separate macros for each monster type. I am halfway done with the CR 1/8 list or monsters. I can even designate a target player and will bring up ac and saves, so no more asking for them from the DM. This will cut down from scratch setup time from 5 min per encounter to 40 seconds once map is sized . I am hoping this will shave some time off of combat time and make play just a bit more smooth. Making the database has just gotten easier.
awesome!
well done
Neat-o torpedo.
Wow, that is really great
anyone have suggestions ideas, please dont be afraid to put it out there.
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Golems. I wanna have a golem. Don't care how you do it, but if I can put down a suggestion, then give my character a golem. Doesn't have to be now, or in a week, or in a month, but at some point in the campaign, I wanna have a golem. Gimme. (Or, you know, give the party a golem who's really good friends with me and allows me to ride on his shoulder n shit. But still, a golem. Pls.)
are there wyvernes in this universe if so being able to ride that would be cool
golems and weverns are always in D&D worlds. and yes its actualy a 5th ed magic item Manual of Golems– And my mom always said I couldn’t make friends locked away in my room. This would be a lot better if you could use it to make more than one golem, but as it stands, the book is destroyed as soon as you make one. Also, the DM chooses which golem type you get to make. [Very Rare]   Taming animals and making them work for you is a very possible outcome with sucessful rolls
I have slowed on NPC/Monster database to where I am updating as groups reach levels to need monster for appropriate encounters. I have personaly been working on mondays and tuesdays Rifts rules and game campaign for roll20. Wednessday, preparing for Thursday group, to include npcs to be met a dungeon to be deleved and progression of over all plot. I am always planning ahead on campaigns while groups go about world. While every group is slowly advancing in the main plots, the baddies are also advancing in the plots as groups maneuver in the world. An example of baddies goals and time lines are the person planting the necrotic orb in nenlast did so before the party was able to stop him. They were delayed by a group of drow, impotant information, and the lose of 1 horse that was teamed with the other carrying a heavy load of ore. Fortunately, the half orc rolled overly well and suffer some exhaustion but helped the lone horse pull the cart. The party was too late to catch the bad guy before the orb s effects where well under way.  Remember, just because the party stopped and fished for the day doesn't mean the bad guy did also, you may miss the bad guy, or arrive too early due to bad guys timeline. They have a timed agenda also, that is independent of the groups individual agendas. They like the group move in the world independent of setup encounters. One groups actions may slow or accelerate their agenda. For now I have some basic maps a tile puzzle built dungeon and a few odds and ins created. The hard part of getting roll20 smooth play has been completed. It is now maintenance and updating as parties advance. I have alot on my todo list and prioriteis are constantly changing and possibly forgoten, So if there is something you think needs to be added(rules, handouts, classes, races, maps and battlefileds) you need to let me know so I can pick it up agin if im not already working on it. Good Luck and Live Well.
Ok, I am now a pro subscriber so we can use the !FX commandds and catch things on fire, have a healing aura, or a burning bush that gives quests.
I'm so excited to see this!! :O
Currently working on collision scripts meaning token A gets within aura of token B token B effect, Have Volo module I will soon be placing within the world, I love how they already have npcs and new monsters pre sheeted to drop and play from the box, now I wish the resty were like that. New monsters, Various Kobolds, Berghasts, Abjurer, Playable monster races, New races, and a few new items/spells, mostly psion focused.  Special thanks to Kryeis M for donating this module to our  campaign.
Completed up to D of Volos npc added to data base, continuing on attempting to make a macro guide, poison reference clean up and update, custom classes and races, FX commands are now usable via macro for players, still need to add races from volo for play.