Thread: Legacy of the Crystal Shard Maps
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March 5th, 2016, 21:37 #11
- Join Date
- Jan 2016
- Posts
- 14
We found that one but when we try and open it in game it is all grey no map
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March 5th, 2016, 21:47 #12
There is a map there and the link is working for me so the problem looks like it's at your end.
Can you try right clicking on the Legacy of the Crystal shard module (open the library and then click the modules button and find the module in the list). You should get a radial menu and if there is an option there to do so select 'revert changes'. Let us know if that helps.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 5th, 2016, 22:21 #13
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- Jan 2016
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- 14
Zacchaeus that worked thanks a lot.
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March 6th, 2016, 08:58 #14If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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March 11th, 2016, 04:53 #15
Zacchaeus thanks for the maps. They work great. I am new to FG and these will be a great resource as I get started. Thanks!
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March 21st, 2016, 23:59 #16
- Join Date
- Dec 2015
- Posts
- 2
Awesome - thx a lot. Just wanted to run this tomorrow in Fantasy Grounds and thought "just buy the package" but ... ups - no maps except the first. You saved my day
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March 22nd, 2016, 01:05 #17
Hi knilch and welcome. The official modules contain ALL the official content - which sadly doesnt always have maps for all encounters. Awesome community members like Zacchaeus and others often do share their owns maps though
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July 16th, 2016, 02:04 #18
- Join Date
- Oct 2015
- Posts
- 120
I'm interesting in running this module, but I'm curious about something. It only goes from Level 1 to 3. Is there a natural follow-up module or more parts in the series?
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July 16th, 2016, 04:55 #19
It's not just a module, it is also a Campaign setting with both implicit and explicit hooks for future adventuring.
That said, those 1-10 modules make me shiver... I recall playing for a couple years regularly before hitting 9th Things change of course. There are pros and cons to both approaches. But I expect either is easily adjusted
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July 16th, 2016, 11:45 #20If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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