Let's see some of the cool stuff you've put together for Roll20. Maps, handouts, tokens, lore, whatever.
I ran a modern campaign for awhile and one of my players had the idea to use the above link for character tokens. Works great if you don't mind a bit of weeb shit. Pic related is an old character.
a unit of gnollish infantry if you guys like larger-scale battles
Spoilered because who knows who may see it.
But I put together a big map so my players can storm through the forest and attack a goblin fort all in one map.
Yeah, it's crazy zoomed out so I could fit it all on the screen.
Been running a campaign in 1367 DR Forgotten Realms, more specifically the Sword Coast, using 5e.
In the journals tabs I like to keep track on rule and homebrew information, found missives or documents, items of interest the players might have also with interesting characters and active quests the players complete by themselves in a personal journal. I'm a bit upset over the lack of frequent magical items, as 1367 DR used to be a time of rampant magical items. As such, I like to add minor magical items that are useful, but not useless, with a nice piece of fluff behind it (some inspired by the Infinity Engine games). The Returning Handaxe's location of origin, the Shaar, was the location of the former campaign. The party got wiped after foolishly assaulting a dwarven keep.
I've homebrewed quite a lot of enemies, some from scratch, and added appropriate journal entries to each enemy type. Whenever the players encounter enough of these enemies, I add another journal entry for them. It describes their tactics and equipment, along with any other fluff or physical description, when applicable.
There's also chapter intros for added dramatic effect; this was the one I read as the game first started, and this happens whenever the group achieves some accomplishment. The chapters are based on what the player's actions are.
Before I used to draw all maps manually with the Roll20 tool, but I've discovered a nice website called Dungeon Painter that has enough resources to make pretty looking maps. This one is the most recent. I have 27 maps in the archives.
Then comes the sound tab, where I've got music for all or most areas, ripped from Neverwinter Nights soundtracks along with the Infinity Engine games, Gothic II and 3 or any other good old game tracks. I don't like anime-y ones or too intensely orchestral. The latter makes every fight feel exceedingly epic and less personal; for me, some drums pump up the blood more than the kind of music Archons would yell at the top of their lungs in the middle of combat.
Also found some nice weapon/monster sounds from this mister of Soundcloud:
He's got magic spell sounds too, so the spellcasters love it!
I also have a Soundcloud account where I upload all the game ripped tracks so I can use with Roll20.
There's a lot of tracks there, so take your pick.
I also have a playlist for dark, ambiental fantasy games. I'd like to play such a game using my homebrewed system and setting.
Finally is my OneNote with quest information. I have separate tabs for road encounters or minor quests and one for proper quests, with more tasks to it. Scenes to describe, the reward and checks are detailed on the page for easy accessibility and memorization.
I have a quest xp homebrew rule: when the group accomplishes something through ability checks or simply discusses through roleplay with interesting characters I outline during their adventures, they receive quest xp. Quest xp is received directly to each adventurer and not divided like ordinary xp: 460qxp is 460 xp to every party member. I find it encourages roleplay and discourages murderhobo-ing
Thank you very much for these OP!
Thank you, I try. I like having things planned out, at least for D&D. I can't organize shit IRL.
Figure I might as well post three of my maps for you guys, I'd like it if you could do the same.
If anyone would like my collection of weeaboo, high-resolution tokens, here they are.
Cheers, here's mine!
dumping a piece of a custom dungeon I made for my roll20 game. This is the outer courtyard surrounding a temple.
put shadows under your tree layer and make it look 10x better
Next time you do that, make sure the shadows are being cast in the same direction as the shadows coming from the wall...
Because, you know, if you're gonna pretend to care, you might as well just care.
adding bloodstains and corpses instead of just deleting tokens really adds flare to combats, too
Sure, why not.
This is a result of me fucking around, trying to make depth work a little, aswell as attempting a waterfall effect.
scorches are great when fireballs and stuff are flying around, too. Dust plumes, smoke haze, that kind of thing adds a lot
Photoshop is something you should learn.
Yeah, that whole waterfall thing isn't really going to look like anything if you're just tiling that ugly blue "water" and then just changing harshly to the "fall" part. No one is going to understand the symbols they're seeing.
top level of a castle my party just cleared
darken this with GIMP/Shoop
I would suggest occasionally pillaging google images for large textures and building a library of them for yourself to draw from when making maps in the future.
Use actual water textures, or paint it yourself. It shouldn't be hard to composite some decent photos of water to get the effect you want.
Here's some: http://www.textures.com/download/waterstream0011/41892
Campaign ended months ago, but if anyone wants to poke in and sift through the journal entries go right ahead.
There's nothing special to learn, just put things together piece by piece the way you want it to look. The only real special tools Photoshop has are for getting one picture's colors to match another's, which is extremely helpful when you have something that has a great pattern or design, but the color is wrong.
Feels like I could add more to it, but this really does look insanely better. Top marks, guys, that really helped. I was actually lacking on good water tiles.
I dunno man, what's so bad about scribbling in MSPaint and saying "Yeah I could do better, but this is good enough"?
I mean, if you don't care about the results that much, why are you putting in the effort of asking for ways to improve?
Not him - the dude doing the lake map, but I kind of get what can be bad about it. On r20, you're stuck to jamming legos together and suffering trying ot make transitions and lightning work properly. Just compare >>45351031
to my own shit. It simply looks more natural and better, instead of jamming piecemeal tokens along.