Articles: Module – Campaign Statistics || Character Meta Tracker || Randomized Daily Weather || Module – Custom Spell Research || Module – Manage Cities and Shops || Module – Create City || Module – Lockpicking || Module – Illusions || Module – Evasion Calculator || Module – Encounter Reaction || Module – Surprise Calculator || Module – Manage Images || Module – Manage Characters || Module – Advance Time || Module – Expenses Calculator || Module – General Settings
Module – Campaign Statistics
This Dungeon Master module offers basic, statistical metadata for your campaign. The following offers some insight as to what the information represents. Most of the data is silently triggered for updating upon using the Attendance Module. Until that is used for your campaign, this Statistics module will be largely devoid of data. Campaign Days This […]
Character Meta Tracker
This is an system that Dungeon Masters can employ to track the behavior of Characters within their campaign over time. It accomplishes this via subjective meta information. You can watch a short video showcasing the new system on our Youtube channel. What Does it Track? There is lots of information that would be helpful for […]
Randomized Daily Weather
In the Campaign Manager, you can find a lot of information that is there for your convenience and use, but remains optional. One such feature is randomized weather. The data is presented but completely up to the DM to leverage or ignore. Adventure Data Under this heading, you will find the current Campaign Day, Month, […]
Module – Custom Spell Research
Points to Emphasize This module very closely follows the 1e DMG as laid out on pages 115 – 116. I would direct you there to get an understanding of how it works. There are a few things I would like to stress in regards to researching custom spells and the related module. I think they […]
Module – Manage Cities and Shops
Each city you submit into your campaign can be managed via this module. Only one can be active at a time so activating one will deactivate all others. This usually represents the city nearest to where the party is adventuring. Only the active city will have its attributes effect the campaign. From here you can […]
Module – Create City
Why Create a City? Cities are created in as a means-to-an-end. You create cities(or villages or towns) to represent those on your kingdom or regional campaign map. These cities should each have their own population-size, climate and terrain as determined by you. These attributes factor into other systems and calculations made by the . Creating […]
Module – Lockpicking
Lockpicking Check Sequence This module will import all characters with thief skills. The character with the highest Lockpicking skill will be the default, unless you choose otherwise. Select a thief and either use the pre-rolled percentage or roll your own. You also indicate if there is a trap or not. The module will tell you […]
Module – Illusions
Homebrewed Handling of Illusions Illusions (Illusionist spells in particular) and the way they are intended to be handled are as enigmatic as they are wonderful in their engenderment of creativity and diversity in roleplay. Experienced AD&D players can get quite liberal in their attempted use of illusions and it requires an equally experienced DM to […]
Module – Evasion Calculator
Outdoor Pursuit The Evasion Calculator pertains to outdoor pursuits only. Indoor pursuits are a different/simpler process. The input fields are fairly self-explanatory. The module uses mechanics and values noted in the official DMG p69 for Pursuit And Evasion In Outdoor Settings.
Module – Encounter Reaction
The Encounter Reaction module represents the table on GMG p63. It offers you a random percentage roll but is editable should you wish to do your own rolling. If a party attempts to parley with an adversary, they can attempt some form of communication and this module determines the resulting reaction. Charisma scores of the […]
