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Thread: List of Modules

  1. #21
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    I'm glad you are getting some use of them. I have some of the higher level ones built.. or at least started.. they are more tedious than hard to build... I just need to make a little time. I'll see about doing them tonight.
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  2. #22
    Quote Originally Posted by Blackfoot
    I'm glad you are getting some use of them. I have some of the higher level ones built.. or at least started.. they are more tedious than hard to build... I just need to make a little time. I'll see about doing them tonight.
    Thanks, Blackfoot. You're a champion

    Quote Originally Posted by Crossfireue
    How do they do that? I had a player running a Conjuror last night summon an enhanced Air Elemental. What I did was get it from the Bestiary and drag it into the CT. I edited the stats there in the CT, gave it a token and added the token to the map. He told me what he wanted the Air Elemental to do and I did it. Is it possible to give the client playing the Conjuror access to run that Air Elemental? I don't mean just moving tokens around, but can the client have control of more than one creature (themselves) in the CT?
    I'd have to test it again to be sure, because it was a month ago. But from memory, I add the summoned monster to the CT from Blackfoot's module. I then set the monster to 'friendly' on the CT, which means the PCs can move the token. Then, when it comes time for the monster to roll attack and damage, etc., the PCs open Blackfoot's module and drag the attack and damage strings directly to the chat box. Or maybe they dragged the strings directly to the bad guy tokens they were fighting, using damage drop, etc.

    Either way, they're moving the tokens, they're rolling for attack and damage, and I can focus on other things.
    Play is the highest form of research -- Einstein

  3. #23
    Quote Originally Posted by Blackfoot
    I just need to make a little time. I'll see about doing them tonight.
    Great news! I won't be running another game for at least another week or so, maybe longer, but it will be great to have those modules.

    Either way, they're moving the tokens, they're rolling for attack and damage, and I can focus on other things.
    Ah, I did change it to friendly in the CT, but I guess that we didn't actually try having the guy running the Conjuror actually move the token. I think he tried attacking using the entries in the CT, but for some reason it didn't work. Next time we do that, we'll test it in more depth. It certainly would be nice for players to be able to control their own conjured creatures.

  4. #24
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    The critters don't quite work perfectly (especially as far as targeting goes), but the players do get some control and a decent list of what they can summon.
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  5. #25
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    This one is the first two Levels of Summon Nature's Ally.
    EDIT: Consolidated version now available.
    EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.
    Last edited by Blackfoot; June 11th, 2013 at 21:04.
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  6. #26
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    New Version!

    My Summonable Monsters Module is now complete.
    It contains all Spell Levels in one module from 1 to 9.
    EDIT: The File has been uploaded to a later post with all of my Summons and Familiar Modules.
    Last edited by Blackfoot; June 11th, 2013 at 21:03.
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  7. #27
    Quote Originally Posted by Blackfoot
    My Summonable Monsters Module is now complete.
    It contains all Spell Levels in one module from 1 to 6.
    Downloaded!

  8. #28
    Quote Originally Posted by Blackfoot
    My Summonable Monsters Module is now complete.
    It contains all Spell Levels in one module from 1 to 6.
    Awesome! This is exactly what I needed for my game!

    Rob.

  9. #29
    Thanks so much, Blackfoot! So very amazing
    Play is the highest form of research -- Einstein

  10. #30
    Blackfoot's Avatar
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    Well... you can thank Trenloe for his work on the parser and Griogre for his help sorting out my coding issues.
    I just put it together.
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