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August 11th, 2022, 13:12 #21
https://forge.fantasygrounds.com/shop/items/266/view
Universal mod will allow it to open but as stated, you will need to redo all encounters and items. Most likely, maps, images, text should all be fine. Balancing encounters and having similar creatures can be the issue (text will not match creatures you have to change and such)My First Mod PFRPG - Feats Extended, focusing on PF1e Feats and Racial Traits automation. It is open to community assistance. Here is the forum Link.
40+ PF1e Extensions & Modules I use, with links.
PF1E Coding Effects - Spreadsheet
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August 15th, 2022, 19:27 #22
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- Dec 2006
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Thanks for those answers! Its seems it would be best to run it as 2E. Any supplements that I need to get to add to FGU to help out? PHB, DMG, Monstrous Manual?
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August 15th, 2022, 21:32 #23
I would recommend the PHB so your players will have the ability to drag/drop class/race/skills/spells for making characters but outside of that you "should" be able to run it with just the PHB. The MM is a good add on the chance you want to add a creature/encounter that doesn't exist in the adventure. The DMG has all the treasure and magic items with various generation tables but not required unless you want to add some of that on your own.
I wouldn't recommend trying to run it w/o the PHB at the very least tho.---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
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