ClayGolem
ClayGolem
  • Видео 275
  • Просмотров 244 632
Foundry VTT - V12 - Curse of Strahd: Act 3 Update 0.3.2
Package Manifest Link: github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.3.2/module.json
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Просмотров: 43

Видео

Foundry VTT - Add on TIPS: Getting Your Roof Right with Levels
Просмотров 31512 часов назад
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Foundry VTT - Add On: Bossbar! Show your players who's Boss!
Просмотров 63916 часов назад
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Foundry VTT - D&D2024 - Bastions! A Home for your Players
Просмотров 547День назад
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Foundry VTT - V12 - Curse of Strahd: Act 2 Complete! Update 0.3
Просмотров 27 тыс.14 дней назад
Package Manifest Link: github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.3.1/module.json Join this channel to get access to perks: ruclips.net/channel/UC4vSFO6H_HxTgM1UYnrtVIgjoin Fuelled by Tea: ko-fi.com/claygolem
Foundry VTT - Add On: Sonniss GDC Audio - Free sound effects!
Просмотров 65214 дней назад
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Foundry VTT - D&D2024 - Making a Custom SubClass, and levelling with it!
Просмотров 31814 дней назад
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Foundry VTT - D&D2024 - Customising a Species
Просмотров 28921 день назад
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Foundry VTT - D&D2024 - Best Way to Search the Rules!
Просмотров 48921 день назад
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Adventure Review: Oblivions Dance Through Time - by theRipper93
Просмотров 35621 день назад
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Foundry VTT - D&D2024 - Better Custom Backgrounds!
Просмотров 39721 день назад
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Foundry VTT - D&D2024 - Make your own Backgrounds
Просмотров 54721 день назад
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Foundry VTT - V12 - Curse of Strahd: Village of Krezk
Просмотров 321Месяц назад
Package Manifest Link: github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.2.4/module.json Join this channel to get access to perks: ruclips.net/channel/UC4vSFO6H_HxTgM1UYnrtVIgjoin Fuelled by Tea: ko-fi.com/claygolem
Foundry VTT - Add On: Pin Cushion - Amazing Map Pins
Просмотров 930Месяц назад
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DM Tools - Random Maps with Watabou Procgen Arcana
Просмотров 798Месяц назад
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Foundry VTT - Dungeon Masters Guide 2024 in 4.x
Просмотров 1,4 тыс.Месяц назад
Foundry VTT - Dungeon Masters Guide 2024 in 4.x
Foundry VTT - V12 - Curse of Strahd: Strazni Siblings
Просмотров 200Месяц назад
Foundry VTT - V12 - Curse of Strahd: Strazni Siblings
Above VTT - Player Characters and Running Combat
Просмотров 780Месяц назад
Above VTT - Player Characters and Running Combat
Foundry VTT - V12 - Curse of Strahd: Wachterhaus2
Просмотров 230Месяц назад
Foundry VTT - V12 - Curse of Strahd: Wachterhaus2
Foundry VTT - Add On: Deeper Sequencer
Просмотров 616Месяц назад
Foundry VTT - Add On: Deeper Sequencer
Foundry VTT - Add On: Getting Started with Sequencer
Просмотров 9352 месяца назад
Foundry VTT - Add On: Getting Started with Sequencer
Foundry VTT - Add On: PopOut!
Просмотров 6972 месяца назад
Foundry VTT - Add On: PopOut!
Foundry VTT - Add on: Potion Crafting & Gathering - Full Solution?
Просмотров 6422 месяца назад
Foundry VTT - Add on: Potion Crafting & Gathering - Full Solution?
Foundry VTT - Add on: Gatherer - Harvest, Gather, Loot!
Просмотров 8902 месяца назад
Foundry VTT - Add on: Gatherer - Harvest, Gather, Loot!
Foundry VTT - Add On: Mastercrafter
Просмотров 9482 месяца назад
Foundry VTT - Add On: Mastercrafter
Foundry VTT - Add On: Terrain Mapper
Просмотров 1,9 тыс.2 месяца назад
Foundry VTT - Add On: Terrain Mapper
Foundry VTT - Add On: Lock and Key
Просмотров 7873 месяца назад
Foundry VTT - Add On: Lock and Key
Curse of Strahd - Adventure Pack 0.2
Просмотров 5973 месяца назад
Curse of Strahd - Adventure Pack 0.2
DonJon 5e + DungeonDraft + Foundry = Random Dungeon Creation!
Просмотров 7593 месяца назад
DonJon 5e DungeonDraft Foundry = Random Dungeon Creation!
Foundry VTT - Curse of Strahd - Adventure Pack Update
Просмотров 6803 месяца назад
Foundry VTT - Curse of Strahd - Adventure Pack Update

Комментарии

  • @milsennius1461
    @milsennius1461 9 часов назад

    I'm glad to provide at least some support, looks awesome

  • @Dndeeznutz
    @Dndeeznutz 10 часов назад

    Good stuff man! Another great mod from Ripper.

  • @elem8942
    @elem8942 18 часов назад

    Hello! Have you solved this problem? Because I just encountered this. And I tried all the possible flags that I know, but it didn't help. I, like you, came to reaction treatment (it does not overheal, so it is a relatively normal crutch). But it is useless if the character has full health, because healing comes before damage

    • @clay_golem
      @clay_golem 14 часов назад

      Yep, we solved it by going with Chris' Premades (CPR): ruclips.net/video/GRrQeN4FJ0Y/видео.html Although bare in mind that is only for the dnd 3.3.1 game engine - It's not available for DnD 4.x (the 2024 rules version) just yet (but it's close!)

    • @elem8942
      @elem8942 11 часов назад

      @@clay_golem i think they change something and it dsnt work now.... CPR was the first tool I turned to) I'll try to configure this manually. Thanks to you, you show the formula xD

    • @elem8942
      @elem8942 11 часов назад

      @@clay_golem sooo its work, but i cant realise why my battle master dice is 1d6

  • @TinyPirate
    @TinyPirate 23 часа назад

    Very helpful and clearly explained. Well done.

  • @grubes34
    @grubes34 День назад

    Installed the PHB and DMG yesterday, and immediately wanted the ability to search for them. This is Foundry, so of course, there's already a module for that, and of course, you've already made a video about it! Great work as always.

    • @clay_golem
      @clay_golem День назад

      Most of my videos are inspired by me hitting the same problems you will, or have. Glad I can be of help 🙂

  • @milsennius1461
    @milsennius1461 День назад

    First of all, thank you for the work you've done. I have a question-you're stating that the entire second act is completed, but I couldn't find the scene from the Ethereal Plane in H8, the stat block for Gallows Speaker from H8b, or Rictavio from E8. is this how it should be, or did something not work for me?

    • @clay_golem
      @clay_golem 23 часа назад

      I didn't do a scene for the Ethereal Plane, as I "theatre of the mind" that section. But I can have a poke around and see if I can find a suitable map that I'm allowed to use and insert that. I forgot to move Rictavio over to that Arc. Will fix that. And I've lost my Gallows Speaker... Thank you for pointing out these errors. I'll get them fixed as part of the next release, which will be this week.

  • @alexandrovich17
    @alexandrovich17 2 дня назад

    Hi Clay Golem How did you set it up so that it prompts you to select a subclass when you are leveling.

    • @clay_golem
      @clay_golem 23 часа назад

      I didn't do anything special. When you hit level 3, that option (white + circle next to the characters Class on the sheet) automatically appears - it's triggered by the Class levelling table.

  • @november_falls6386
    @november_falls6386 4 дня назад

    Howdy, is this still working in foundry 12?

    • @clay_golem
      @clay_golem 4 дня назад

      Yes, but it's not the Foundry version that may be the problem. The Automated Animations absolutely still works (doing an updated video on that soon, as there's been a few changes). DFreds does not work anything like this anymore - and if fact I don't use it at all now. The CPR (Cauldron of Plentiful Resources) has taken over the "good" bits of DFreds, but that's not quite available if you're on the 4.x DnD Games Engine. Might be worth looking at this video if you're interested in the Automation bits: ruclips.net/video/dNZaDgvjWIk/видео.html

    • @november_falls6386
      @november_falls6386 4 дня назад

      For some reason, when I follow the video it doesnt work as intended. TLDR, when I drag Shield Of faith onto the bar I get 2 of them. Regardless, if I grab the one called shield Of Faith by default, it says I dont have an active effect, and if I grab the one that drops as Toggle Convenient Effect, It only ever works on the caster, source.

    • @clay_golem
      @clay_golem 2 дня назад

      @@november_falls6386 I think we need an updated Automated Animations video to ensure the recent changes are reflected, and clear up any confusion. I'll get on it this week.

  • @Xegethra
    @Xegethra 5 дней назад

    Oh, thank you. Yeah that was the problem, thanks! Also it's all a bit more clear now in general. As for my name, it's good, you said it right....I think. People have said it as a Z, and others have said an L. I took it from Neverwinter Nights from 20 years ago when I conjured up a spider that had that name. So I guess that's how you pronounce it, I do hah. But thanks again, this did help a lot!

    • @clay_golem
      @clay_golem 4 дня назад

      Yeah, even prep'ing for this video I had to ensure I'd remembered it correctly. Glad it was able to answer your query.

  • @mizzrum7591
    @mizzrum7591 5 дней назад

    Great little video and thank you for the hard work you do.

  • @arcanjl
    @arcanjl 7 дней назад

    Should you consider doing his renewed token flip?

    • @clay_golem
      @clay_golem 6 дней назад

      I was looking at it before he released the updated Boss Bar. Not a lot has changed, but it was quite a while ago we did Token Flip, so it won't hurt to do it again for the newer subs.

  • @artaweunderhill4480
    @artaweunderhill4480 7 дней назад

    Hi ClayGolem. Aunt Edit: still on Vers. 11 Build 315 here.

    • @clay_golem
      @clay_golem 6 дней назад

      Hey my dude. If that's working for you, then that's all that matters :)

  • @Xegethra
    @Xegethra 7 дней назад

    I seem to have a problem with this, or at least I can't quite get it to work. I have buildings that exist on the battle map as it were so you seamlessly go in and out of them. So I made it so that the roofing goes invisible for the current player in the building, nearly there. However, when a player is in the building, only they see the roof go invisible, I don't as the GM unless I click on them or find something to click on in there which is clunky. So I thought that I would put a trigger down that only I can see out of bounds so I can have the interior visible or not when I click it and this visibility only effects me. However all this does is bring up the set up for the trigger and doesn't hide or show the tiles I set it to. I tried it with non roof tiles as well and nothing happens there either. For some buildings, a work around is to create a token, give it an invisible image and place it over the building so when I hover over it the roofing does indeed go away and only for me as the GM. However, this can be unworkable when a building has several roof pieces (to hide rooms from players unless they are in them, I don't use vision as I play cyberpunk and a lot of the detail on buildings like signs on rooftops become unseen by players, looking up doesn't seem to be simulated, which diminishes the feel when you can't see a lot of the neons. I do have the levels module) as for some reason not all tiles will go invisible even though they are within the token bounds. This method is great for smaller buildings, players can only see the rooms they are in, while I can see everything. It just breaks on larger buildings. I thought maybe triggers could be an alternate solution but it doesn't seem to be working for me.

    • @clay_golem
      @clay_golem 6 дней назад

      Ah, yes. Roof issues and using tiles for them. Foundry doesn't do 3D, so it really struggles. The "Overhead" tile thing is kinda good, but a little clunky. And quite a lot of the roofing stuff relies on Vision to trigger for the player, but you're not using that... Do you use Ripper93's Levels? That does a much better job with roofs than the core Foundry.

    • @Xegethra
      @Xegethra 6 дней назад

      @@clay_golem I am. There must be something I'm missing.

    • @clay_golem
      @clay_golem 6 дней назад

      @@Xegethra Hmmm... It's been a while, so I'll have to go back at look at this again to see if I can work out what's going weird for you.

    • @clay_golem
      @clay_golem 5 дней назад

      @@Xegethra Video dropping very shortly that I hope answers your question. Was easier to do a video than try to explain, and I had to play with it to ensure I was right. And apologies, I've repeatedly miss-pronounced your name in the video

  • @under20over40
    @under20over40 7 дней назад

    I kinda miss the old profile pic

    • @clay_golem
      @clay_golem 6 дней назад

      Oh. Well, I wasn't expecting that... I realised that the original pic I chose as a placeholder (and didn't get around to updating) was of a piece of art by someone, and I didn't ask permission to use the image. Which was naughty. Maybe I'll reach out to them and see if I can use it again, with credit.

  • @marioaf27
    @marioaf27 7 дней назад

    It's a good combo with Boss Splash Screen

    • @clay_golem
      @clay_golem 6 дней назад

      I need to look at that again, because you're right. Nice synergy.

  • @captainkalli2685
    @captainkalli2685 7 дней назад

    Hey, I'm using this module in the session today for the first time. I'm curious to see how the players will react :D

    • @clay_golem
      @clay_golem 7 дней назад

      Cool! Excellent timing. Mind dropping back a comment afterwards and let people know their reaction?

    • @captainkalli2685
      @captainkalli2685 7 дней назад

      @@clay_golem Hey sorry, we didn't get that far :D then I'll have to wait for the next session.

    • @clay_golem
      @clay_golem 6 дней назад

      @@captainkalli2685 No worries. The challenges of a DM - never goes the way you expect. But better it goes a little slower, than too fast 🙂

  • @maciejzielinski4682
    @maciejzielinski4682 11 дней назад

    So I was considering using Bastions in my Curse of Strahd adventure, especially since after cyberpunk campaign players enjoyed base building concept. But there are many problems with Bastions in CoS. I am going with Dragnacarta's guide and it looks like players will be staying in one place (Vallaki) at most like 5-6 days. And they should probably get it as a reward on like day 4/5 of their stay there. Also whole module is span across like what... 14 days? Bastion turns would have to be like 2, 3 days... And since I am using homebrew crafting system this bastion one seems like an unfunny joke unfortunetly, would need to overhaul it whole. I just don't think there is a place for Bastions in CoS which saddens me greatly

    • @clay_golem
      @clay_golem 11 дней назад

      You're absolutely right that CoS really isn't suitable for CoS. You would have to reduce the times dramatically to both with the Bastion Turns. I thinking of using it to introduce the idea of Bastions, but I don't expect them to ever have the money or time to grow it, etc. I'd have to do something like burning down the Blue Water Inn, and moving those NPCs to the Bastion in order to keep the story intact, etc. Needs more thought and work.

  • @MikeHawkener69
    @MikeHawkener69 11 дней назад

    How did you link Forgotten Adventures? I've been told they aren't partnered with Moulinette

    • @clay_golem
      @clay_golem 6 дней назад

      Yeah, it's a slight pain. You can download you FA stuff to a local folder, and point Moulinette to that folder, just like to you other local stuff. It then appears in the listing. It is a shame you can't browse the stuff "live" as you end up having to use quite a bit of storage.

    • @MikeHawkener69
      @MikeHawkener69 6 дней назад

      @@clay_golem That's the unfortunate route I've had to take. Seems FA rejected partnership with Moulinette for some reason.

  • @h_und_o9707
    @h_und_o9707 11 дней назад

    i wish the macro was in the description to copy. Took me 2 hours to find out i wrote down one s to many.

    • @clay_golem
      @clay_golem 11 дней назад

      Hi. This method has now been superseded by the CPR version of Darkness, and also doesn't apply to the DnD4.x version of the game engine. But the Macro is: const functionArgs = (typeof args !== 'undefined') ? args : undefined; if (functionArgs && args[0].tag === "OnUse" && ["preTargeting"].includes(args[0].macroPass)) { args[0].workflow.item.system['target']['type'] = "self"; args[0].workflow.item.system.range = { value: null, units: "self", long: null }; return; } async function placeTemplate({ origin, targetActor, targetToken } = {}) { Hooks.once("createMeasuredTemplate", async (template) => { const v12 = foundry.utils.isNewerVersion(game.version, 12); const data = v12 ? template : template.data; const grid = v12 ? canvas.grid : canvas.grid.grid.options.dimensions; console.warn(template) let radius = canvas.grid.size * (data.distance / grid.distance); const darknessSpellParams = { radius, x: data.x, y: data.y, distance: data.distance, targetActorId: targetActor.id, }; // await DAE.setFlag(targetActor, "darknessSpell", darknessSpellParams); await targetActor.update({ "flags.world.darknessSpell": { active: true, params: darknessSpellParams, }, }); canvas.scene.deleteEmbeddedDocuments("MeasuredTemplate", [template.id]); // console.warn("Darkness Spell", darknessSpellParams); await DDBImporter.lib.DDBMacros.executeDDBMacroAsGM("gm", "darkness", { origin: origin, effect: origin }, { args: ["on", darknessSpellParams] }); }); const measureTemplateData = { t: "circle", user: game.userId, distance: 15, direction: 0, x: 0, y: 0, fillColor: game.user.color, flags: { spellEffects: { Darkness: { ActorId: targetActor.id, }, }, }, }; const doc = new CONFIG.MeasuredTemplate.documentClass(measureTemplateData, { parent: canvas.scene }); const measureTemplate = new game.dnd5e.canvas.AbilityTemplate(doc); measureTemplate.actorSheet = targetActor.sheet; measureTemplate.drawPreview(); } const isSimpleDDBMacro = scope && foundry.utils.getProperty(scope, "flags.ddb-importer.ddbMacroFunction"); if (isSimpleDDBMacro) { if (!actor || !item) { console.warn("no actor or item selected", actor, item); return; } } console.warn("SimpleMacro", isSimpleDDBMacro); const lastArg = isSimpleDDBMacro ? {} : args[args.length - 1]; const tokenOrActor = isSimpleDDBMacro ? token ?? actor : await fromUuid(lastArg.actorUuid); const targetActor = isSimpleDDBMacro ? actor : tokenOrActor.actor ? tokenOrActor.actor : tokenOrActor; const origin = isSimpleDDBMacro ? item : await lastArg.origin; const flagData = foundry.utils.getProperty(actor, "flags.world.darknessSpell"); const isOn = isSimpleDDBMacro ? (!flagData?.active ?? true) : args[0] === "on"; const isOff = isSimpleDDBMacro ? (flagData?.active ?? false) : args[0] === "off"; if (isOn) { await placeTemplate({ origin, targetActor, targetToken: tokenOrActor }); } else if (isOff) { // const params = await DAE.getFlag(targetActor, "darknessSpell"); DDBImporter.lib.DDBMacros.executeDDBMacroAsGM("gm", "darkness", { actor: actor._id, token: token._id }, { args: ["off", flagData.params] }); await targetActor.update({ "flags.world.darknessSpell": { active: false, params: null, }, }); // await DAE.unsetFlag(targetActor, "darknessSpell"); }

    • @h_und_o9707
      @h_und_o9707 11 дней назад

      @@clay_golem Thanks for that. I actually meant just the macro in the video. I dont know what this macro is :D I got it to work in the end so no need to post it i guess. This Macro really helped me since i am using an older version of basically everything. I am DMing CoS for a Year now and updating stuff mid campaign basically breaks everything. Trust me i tried. So this solution for darkness came in really handy for me. So thanks.

    • @clay_golem
      @clay_golem 11 дней назад

      @@h_und_o9707 Ah right. Yes, updating mid-campaign is not a good idea. Don't mess with the stable setup. Of course, also running CoS right now, and am looking to ignore my own advice and update to DnD4.x.... But I'll loose a lot of automation 🤭

    • @h_und_o9707
      @h_und_o9707 10 дней назад

      @@clay_golem I can not live without my automations. The whole every spell and template reduces hitpoints and and applies effects alone saved me soooo much time in every combat. I wish you good luck with the transition.

    • @clay_golem
      @clay_golem 9 дней назад

      @@h_und_o9707 It won't be long before we have most of it in V12/DnD4.x now... Just waiting on a couple of fixes and then will do a video showing where it's at. Which will determine the timing of my transition.

  • @thedigitaldm75
    @thedigitaldm75 11 дней назад

    I'm trying to implement this into my Dungeons of Drakkenheim campaign. I created a "Party" character, and I've created "Encounter" characters. The issue I have is I can't get the Party to show up in the Distribute Award dialog. I only see the party members, and not the Party (yours shows your Haley's Heroes). Not sure what step I'm missing to get the group in the distribution.

    • @thedigitaldm75
      @thedigitaldm75 11 дней назад

      I figured it out! I had to assign the Party to a Player just like any other Character. In this case, I assigned it to myself (the GM) so that it appears in the Distribute Awards dialog. Working like a charm. This video is the ONLY example of how to use the in-game Foundry VTT Distribute Awards dialog. Thank you!!!

    • @clay_golem
      @clay_golem 11 дней назад

      @@thedigitaldm75 Horrah! Glad you sorted it. Was about to fire-up Foundry and take a look to see what had changed, but spotted your additional comment.

  • @kueppe
    @kueppe 13 дней назад

    I use this combined with the free Ivan dutch module for some music. Great module with some great sounds for many purposes (of course the quality varies)

  • @SageSaga25
    @SageSaga25 14 дней назад

    Man, what is up with this Ripper guy and making all these fantastic mods... XD (ive been a supporter of Ripper for a while now XD) Ive been supporting Dscryb's audio, I really like what they are doing but it still needs a ton of work, and they have some issues- and of course- theirs is a paid service.

    • @clay_golem
      @clay_golem 13 дней назад

      That man is a machine. Deserves his own channel emoji

  • @ibnormal71
    @ibnormal71 14 дней назад

    Just stumbled upon this video, so I don't know if you've found a better way to teleport, specifically from one area to another using a door as the trigger. There is something satisfying about hearing a door shut and seeing your screen change to the new location. Easy to do with MATT. To start, you just need to select 'Door Trigger' in the WHEN box under Triggers, SETUP of your tile. Then set up your teleport and/or change scene stuff as you normally would. But then you have to join the triggering tile with the door. So go to Walls in your side-bar( the left one), click on the door you want to use to teleport (click one end of the door, not the middle). Then click on TRIGGERS, then select your teleport tile. Update wall and you should be set. Hope that helps

    • @clay_golem
      @clay_golem 13 дней назад

      In V12, using Regions to teleport is really easy and efficient. However, I still use MATT quite a lot if I want noises or animations playing when they teleport - much easier to stack "effects", and better control for things like doors/switches

  • @maciejzielinski4682
    @maciejzielinski4682 14 дней назад

    Your work is amazing. Did you include item images with this release? It looks like they are missing.

    • @clay_golem
      @clay_golem 13 дней назад

      Ah pants Thank you for letting me know - I obviously migrated them incorrectly. I'll get that fixed. I know I've also missing a lot of "flavour" items that I will be adding in later - the kind of weird trash players like to pick up and take with them. Currently I have a player who's collected some severed fingers, remains of a Strix, etc... Weirdo, but he has a purpose to it.

    • @bryanarcher8691
      @bryanarcher8691 13 дней назад

      Yeah my landing page is missing the letters and what not, other than that still love you work starting the campaign on this coming Monday!

    • @clay_golem
      @clay_golem 13 дней назад

      @@bryanarcher8691 Looks like I messed up an entire folder. I'll get this fixed within 12 hours and update the pack to correct the landing page and items.

    • @clay_golem
      @clay_golem 12 дней назад

      All should be fixed now. If you use this link in the Module Manifest, it'll update your version again and fix your Items, and Journal pages: github.com/ClayGolemDM/cg-Curse-of-Strahd/releases/download/0.3/module.json

    • @arcanjl
      @arcanjl 12 дней назад

      @@clay_golemthank you! Is there a way for us remove the snowing in the building? 😮

  • @MosesTheBearded
    @MosesTheBearded 14 дней назад

    That's unfortunate that the downloaded program is for DM only. I have it for games I want to run, but also want to use it to play in games hosted by other friends. Stuck in the browser it seems? 🥲

    • @clay_golem
      @clay_golem 13 дней назад

      It lost out of the vote for V13 features, but I'm sure a stand-alone client will be coming in the future. But yes, you're stuck with browser for the players currently.

  • @Fenlander216
    @Fenlander216 14 дней назад

    You got to put the cursor over the sound to preview it. Nice mod though and will save me time in searching free mp3 DBs for sounds.

    • @clay_golem
      @clay_golem 13 дней назад

      It did seem a little twitchy on that - I got a couple of sounds "stuck on" when I was playing with it, or the preview hover didn't preview a few times. Probably because I was jumping from 1 to another pretty fast and not giving it time to work out what the hells was going on 🙃

  • @romeotango5597
    @romeotango5597 14 дней назад

    Easily one of the best modules to have for a DM running a premade adventure or that likes to have lots of notes on the map. Being able to get room notes and even trigger modules from the rooms journal entry and all that is awesome.

  • @guilhermebreder6474
    @guilhermebreder6474 14 дней назад

    Thx for the vídeo, happy 2025 CG

  • @mizzrum7591
    @mizzrum7591 15 дней назад

    Thank you so much, Clay Golem, for this master class on making subclasses and the extra bit at the end to help set up the homebrew table in Foundry. I'm really looking forward to homebrewing in D&D 2024, and it makes me want to try making the Pathfinder 2e classes now. Thank you again for the amazing work and can't wait to see what you do next.

  • @nkyrstnn
    @nkyrstnn 17 дней назад

    it doesnt work on v10. is there a workaround?

    • @clay_golem
      @clay_golem 17 дней назад

      No workaround. I'm sure you have a good reason for remaining on V10, but no mods that are actively worked on are V10 compatible, that I know of.

    • @nkyrstnn
      @nkyrstnn 10 дней назад

      @@clay_golem It's because the higher version of the mod grape juice isometric is unsteady and I'm running my dnd game with isometric maps :)

    • @clay_golem
      @clay_golem 9 дней назад

      @@nkyrstnn Ah, well I knew there would be a reason for it. Unfortunately you're stuck choosing between newer/updated mods and GrapeJuice 🤔

  • @artaweunderhill4480
    @artaweunderhill4480 17 дней назад

    Hi Clay Golem.

  • @Wake64
    @Wake64 19 дней назад

    Question for you: I have a campaign where all characters will be granted with their choice of a few empowered homebrew abilities on top of a normal build. How should I go about adding these things to each player - maybe through a granted item that they can all equip just to make it all work?

    • @clay_golem
      @clay_golem 19 дней назад

      There's a number of ways to do this, but I'd probably create a Feature that can be added to a character, just like other Class or Background Features. I need to do a video on creating home-brew features/Feats/Spells. Do you have an example, and I could use that to demonstrate it?

    • @Wake64
      @Wake64 18 дней назад

      @ thanks for the quick reply, and all this amazing content! I think I’ll need 3 practical concepts to make my vision work (but might be too complex for one video maybe haha): 1)) Make sure that any homebrew features, spells, and items added to their character are not deleted with a fresh DDB import/level up. 2)) Add a custom condition of “Empowered” that can be applied to characters (They must kill 3 enemies within 1 fight to become empowered. Being empowered lasts for 3 rounds and does [proficiency x extra damage die] extra damage on every hit while empowered. I could apply this condition manually with a macro and an image overlay, but would be really nice if automated tracking took care of playing the macro). 3)) Going with your advice, I’ll have several available “alt-state” feats to choose from that they can swap out during a short rest, but these feats can only be activated while the Empowered condition is active on their character. Let’s just use this example for one of them: Six-Shooter Super: bonus action to activate the feat on self, concentration 1 minute. You have a spell available called Golden Six-Shooter to do 1d8 + [proficiency x d8 fire damage] on a hit. The empowered damage should also continue appropriately if it’s still up. After the 6th use of this spell, the feat will end. Alternative spell: Fan the Hammer - Fire 2 rounds at once, and after 3 uses, the feat will end. Whew! 😅 Once I know how to do these, I can definitely create the other feat options

    • @clay_golem
      @clay_golem 17 дней назад

      ​@@Wake64 There's some really complex stuff in there that re-writes the basic rules in some cases. You'd need a whole new mechanic for the Empowered part, that charges on a kill - that'll need to be custom scripted, but would act like any other "uses per day" pool. You've got a lot of multi-round checking going on too, which can be complex. You might want to consider changing those "Feats" like 6-Shooter to being an actual Spell with limited uses, so you can clone something like WitchBolt that operates over multiple rounds? I think you're going to have to manage most of this out of Foundry, or find one of the amazing Devs that wants to take on the challenge of writing this specifically for you - but it's a BIG job, so they'd likely only be interested if there was a fee involved, and even then, most are busy with converting existing mods to D&D4.x and the upcoming V13.

    • @Wake64
      @Wake64 16 дней назад

      @@clay_golem yeah that’s what I was afraid of. Good to know before I got too lost in the sauce haha. Big vision, but I might need to walk it back a bit and thanks again for the advice!

  • @SpyderHelix
    @SpyderHelix 21 день назад

    I've no plans to go to the 2024 version of rules, there are a lot of areas that are grey that have been brought to on social media for me to use the ruleset. That said I wish there was an official foundry copy of the 2014 rules with the automations. That way those of us not waiting to go to the new rules aren't stuck with figuring things out

    • @clay_golem
      @clay_golem 20 дней назад

      Oh how I wish there was a full 2014 PHB, DMG and MM for Foundry. But there isn't and won't be. A vast majority of the 2014 features all work through Foundry on the 3.3.1 game engine, but they're scattered among the mods like Midi-QoL, DAE, CPR, MISC, GPS, etc. This is the main reason I'm migrating to the 2024 rules. To be fair, the PHB and DMG for 2024 are far superior in their writing and content - but some of the rules tweeks will take some getting use to. Or just use the 2014 version of a particular rule if you prefer. As long as it's consistent, it doesn't matter which rules you use, or if you fudge a middle-ground.

  • @kueppe
    @kueppe 22 дня назад

    Hope when u do the classes and subclasses u show some examples how to create class features. Would be an good moment to show how to include this to an own compendium.

  • @Netsil
    @Netsil 22 дня назад

    HI! I just downloaded this module thru Vtt Moulinette but i dont have any buttons on the map. Seeems like all modules is ok. What i can do wrong?

    • @clay_golem
      @clay_golem 20 дней назад

      First, check that you are running a compatible version of Foundry and the D&D game engine - I was on Foundry V12, and the 3.x D&D game. If that's not the issue, you may have to contact Beneos directly - they have a Discord channel which is probably the best place to post your issue. Other people may be able to help there, if they've had the same problem.

  • @mizzrum7591
    @mizzrum7591 22 дня назад

    So Clay Golem, I take it to you, Santa, and it came with an awesome video as a gift before Christmas day. I'm really looking forward to the other homebrew videos when they come. Thank you for your hard work as always, plus I wish you and your family a happy Christmas. 🎄

  • @Usuaring
    @Usuaring 23 дня назад

    i love your videos :D keep doing it

  • @SageSaga25
    @SageSaga25 23 дня назад

    Merry Christmas! I used to have 3 monitors in my setup to keep DnDBeyond up for looking up rules and such while running in foundry, but now I just have a super ultra wide monitor - and honestly, while it's really nice, when it dies im going to go back to multi monitor because spending ton of money on a huge monitor vs buying 1 really nice color accurate monitor for my work and a couple of cheaper ones for more space is just cheaper and just as good when you aren't playing a lot of ultra wide games. Long way of saying, never even considered just looking up the rules in the game, but now that I finally have the PHB and DMG for 2024 in Foundry- makes sense, and Digdown+Omnisearch are already part of my must have mods XD

    • @clay_golem
      @clay_golem 23 дня назад

      I think it's particularly useful that the players can use it too. And yes, I can see 3 monitors are more useful that 1 huge one.

  • @elem8942
    @elem8942 23 дня назад

    Hello again xD Perhaps you know how to hook, for example, automated Shove to my custom ability? Is it possible for regular user? Or i need write my own macros?

    • @clay_golem
      @clay_golem 22 дня назад

      You'd need a macro that fires the Shove action as part of your custom ability. Totally do-able, but not simple.

  • @neepers
    @neepers 24 дня назад

    So I migrated my 5e campaign to 2024 in Foundry 4.x and we had our first session yesterday. The first thing I realized is that I don't have a super clear idea of the mechanical changes between 5e and 2024, because they're about 98% similar. I basically want a cheat sheet that has all the mechanical changes. (like hiding, surprise, exhaustion etc.). A 2024 vs 5e cheatsheet would be really useful. Players themselves, are way, way stronger on average, and have a ton of situational options that didn't exist in 5e. I would guess a level 6 2024 party would be equivalent to a level 8-10 2024 party. One of the biggest changes is that the healing is just so much more powerful, approximately double. Not only do they just do so much more damage, but they can heal at double the rate. My concern is that this will make combat substantially longer with intelligent creatures. In terms of foundry, right now the ONLY module that doesn't work currently in 4x is midiQOL. But that's a big one to lose. I've compensated by making a bunch of macros and having them available to players. I'm sure other mods don't work too (especially complex ones), but I don't use those currently. I have run into several weird bugs and issues on top of that, but nothing I couldn't work around. There is the item 'activties' feature which probably deserves its own video--and I have yet to explore at any depth. cheers!

    • @clay_golem
      @clay_golem 23 дня назад

      Same, same but different. And I agree that combat has got more.... complex? Detailed? But could well take longer, with more to track. Over the coming months we'll keep an eye on mods and things that will make that stuff easier. Midi-QoL is available, but it's a beta test, so not game-ready. But on it's way! And yes, we can dig into "activities".

    • @neepers
      @neepers 23 дня назад

      @@clay_golem I actually haven't found any others that have adopted 2024 rules, I'm sure there are, but I feel a bit like an island. There are some changes that I REALLY like--stealth changes, exhaustion changes, and some others. A few I really don't like, and I realize that I may be in a minority here, but I feel like 'surprising' an enemy is basically impossible now, and removes a core and really fun mechanic. Like "You sneak up on the sleeping villain and silently bring your dagger to his throat, ...then....he sits up and attacks YOU because you rolled a 7 even with your +5 and he rolled an 18. It just doesn't make any rational sense to me, and diminishes steal takedown tactics--like if they're trying to take down scouts quietly without setting off an alarm, now it's a good chance the enemy actually attacks first. But, then, does this prevent players from readying an action and attacking the moment he awakes? I'm not sure. So I'm running this interesting campaign where my places, as a gift from their gods, have received the spirit of an ancient warrior, and can actually play one of two classes that they decide upon per long rest. They players can't swap any inventory or gold between these ancient heroes, but they get to play two classes essentially--so its really fun for them, and for me its fun too. What I noticed is that their upgrade 2024 versions are not always the same and sometimes impossible to have the same starting stats. I did get the beta of MidiQOL, but it doesn't work in the slightest for me for some reason, so I've disabled it--hopefully soon! And yeah, hoping to see an activities video! I've always wanted a weapon with a bleeding proc (like there's a 10% chance to do 1d4 damage for 3 rounds/stackable), but never quite could get it working. I feel like the best way to understand it is to reverse engineer existing equipment--especially for us non-coders who don't find it intuitive. Anyway! Cheers! Looking forward to the next video.

    • @clay_golem
      @clay_golem 22 дня назад

      I'm going to transition my group over the 2024 rules, so I can then bring them over to the 4.x game engine in Foundry. Just makes life so much easier, although I'll loose a lot of automation for a while. But I suspect I'll stick with a few 2014 rules - if you don't like the new Surprise rules, just use the old ones, or make up something that works for your group. Perhaps, if they accidently wake the guard, they loose surprise, but get a +5 on initiative. But if other members of the party have held-actions, they go first, before the enemy gets to roll initiative. Makes more narrative sense. "If that git wakes up, my arrows going straight into his guts" would absolutely get my player first attack.

  • @neepers
    @neepers 24 дня назад

    man, you keep making exactly what I need. There's so much to absorb in foundry and often I'm not sure whether or not some features are just piles of reference information or useful functions. I wasn't aware of much of this functionality in the DMG. I do wish though that the DMG and PHB were the same document in foundry, because I'm not always sure which document contains what I'm looking for.

    • @clay_golem
      @clay_golem 23 дня назад

      What you need is a descent search function... and there isn't one... or is there? Up next, because it's a common problem.

  • @mcvodka6170
    @mcvodka6170 24 дня назад

    Nice Video, can you show us the Bastion feature within the DMG 2024 in foundry? Thank you

    • @clay_golem
      @clay_golem 24 дня назад

      I am planning a video regarding Bastions. Probably in a couple of weeks.

  • @kueppe
    @kueppe 24 дня назад

    OMG. The VTT community is so crazy. I am normally not an huge fan of puzzles, but this sounds amazing 😍

  • @artaweunderhill4480
    @artaweunderhill4480 24 дня назад

    Hi Claygolem. Did you hear the mic sound volume issues too? [~09:30] Maybe Ms Santa will gift you with a shiny new mic for xmas. Back in the day I got a blue yeti x wow edition with fancy voice effects for a GM; which was imho a good invest. Thanks for your review and a happy xmas to you and your loved ones.

    • @clay_golem
      @clay_golem 24 дня назад

      I didn't hear the issues in the edit, which is annoying. And I have Blue Yeti - it's not the mic. It happens only sometimes, and only if Discord is running - I generally try to remember to turn Discord off before recording, but was chatting with Ripper while I was doing prep and just forgot.

    • @clay_golem
      @clay_golem 24 дня назад

      Oh, and merry Christmas to you, sir.

  • @CavlierHD
    @CavlierHD 25 дней назад

    Just because nobody has said it on here yet, the one with the net and trident is the Retiarius.

    • @clay_golem
      @clay_golem 24 дня назад

      Horrah! Thank you. There was no way I was going pluck that out my head without looking it up.

    • @CavlierHD
      @CavlierHD 24 дня назад

      @clay_golem You can thank Starz and Spartacus for that one. I wouldn't have had a chance otherwise.

  • @minimayers
    @minimayers 25 дней назад

    Thanks for doing a review! I love theripper's stuff, and I saw a post about this and wondered what it would look like from the GM-side. Looks incredible! I hope to run this with our crew some time in the new year.

    • @clay_golem
      @clay_golem 24 дня назад

      It is indeed quite incredible. So very well thought out and stitched together. Genuinely the best put together module I've seen on Foundry.

  • @SageSaga25
    @SageSaga25 25 дней назад

    Really glad ya got to check this out, I'm really interested in it and I hope to make similar things in the future. Quick note- a few times in the video your voice audio drops dramatically. I cant tell what the cause is, either you get too far away from your mic for a bit or your cable is lose or - could be all sorts of things. Could be some audio suppression kicking on higher for some background noise affecting your volume too much- i dont know.

    • @clay_golem
      @clay_golem 24 дня назад

      Damn it! I didn't notice it in the edit, but I wasn't at normal speed. And typically it would be one this video, the one that is now a formal video on the Foundry site :lol:

  • @Nascentium53
    @Nascentium53 25 дней назад

    it could be cool to have a series about building homebrew character, like class , subclass,some spell,some item etc.

    • @clay_golem
      @clay_golem 25 дней назад

      Someone already requested this, and we'll be doing some 😀

    • @Kirche00
      @Kirche00 4 дня назад

      I understand not adding home brew classes, but the DND game I'm playing is moving to 2024. As the ref has just got the foundry modules and I'm playing an artificer and want to use to UA rules they've put out for review 😊

  • @JohnWeland
    @JohnWeland 25 дней назад

    Whoa, this is what it feels like to be helpful. I only learned this "choose items" recently as I try to build out a Planegea module (caveman DND). I did not know about the starting equipment you showed in your other video. I might have to go and make some changes to my stuff.

    • @clay_golem
      @clay_golem 25 дней назад

      We're all learning buddy, and contributions from people like yourself are invaluable 🙂

  • @mizzrum7591
    @mizzrum7591 25 дней назад

    Thank you for the update video and can't wait to go the the journey with everyone to learn more cool things to do in Foundry Vtt. Really looking forward to the sub-classes video. Awesome video like always and thank you for your hard work.