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Thank you skizzerz, I got it. It seems that I somehow changed them into some kind of false .jpg file before, or at least some kind that roll20 was unhappy about. Used Adobe Reader instead and it worked like a charm.


So I bought the flip map, but roll20 does not seem to want to upload it. I changed it from a PDF. Is it simply too large for roll20 and I have to resize the image?


Thank you mate.


So I have the The Emerald Spire in hardcover and am planning to run a game for my pals in roll20. I was wondering if I buy the flip-map pdf, would I be able to just simply copy and make it fit on roll20, or would I be better off making all of the dungeons from scratch myself, assuming money is a non issue? I don't want to waste getting the pdf if I can't copy it over, since I can draw the maps myself from the hardcover.


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Well, having minions durring the fight helps with action economy, and having items or spells that grant immunity to certain effects helps with the save or suck abilities and spells.

If you feel that giving him immunity to a player's encounter ending ability/spell is too much, you might have luck with having a tough 'mini boss fight' before the big bad, and have some reason why they can not rest for eight hours after the mini boss. Sometimes the mini boss fight will end up being the harder fight, however, if the party knows that the big bad is next, since they want to save everything for the final fight. A way around this is tricking the players into believing that the mini boss is the big bad.


I assume once it grasps on or misses, it is no longer animated. It just clings on with a tight post-animation grip.


Thank you Dave, you are right. I now realize that I do want a bit of horror and unknown to keep them on their feet, and that the best way of that is keeping the fear of the unknown. The flavor text and skin I give their foes will be key into keeping with the theme I am trying to go for. I have also had enjoy making my own monsters in the past, some which have unnerved my players, in the way I intended. I do love creating dread with a 'What have we walked into?' feeling for the PCs rather then 'That is way above our CR!' I do love adding weird monsters of mine own. Grapple fish, meat puppets, and something the party at the time simply named the 'Blood Demon' all caused a great deal of dread for my players.

Deadmanwalking, thank you for pointing out that Automatic Bonus Progression rules for me! This will help me run magic items in my game the way I want them too without worrying about what items they are expected to have. I love how I can just make magic weapons and armor and not worry at all about the +#. Limiting players to 6th level casting is a good idea. None of my players have shown interest in a 9th level caster, but better tell them this sooner rather then later, just in case.


Hello mates, I am interested in setting up a game for my group with strong folktale themes of Europe (In fact I have been thinking of having the game take place in a AU version of the Holy Roman Empire) and I would like to have know your thoughts about it, or what you would like to see in a game like this as a player. My group will start at level one, and I will allow any class but it is likely that the group will pick all marshal classes.

Right now I am in a very rough stage, brainstorming and writing down monsters, loose plots, ete, that will fit the themes I am trying to set.

1)Plenty of Fae, witches, beasts, beast-like monsters, and undead.

2)Finding out what has happened to a village's missing children

3)Making deals with Fae, witches, and/or fiends, perhaps a favor in the future in return for an item to add them in their quest.

4)Nearly all magic items will have a name. There is no 'Magic Shop.'Players can only buy minor trinkets. They will, however, be able to 'trade' for magic item with favors, and find their own magic items to them on par with their wealth per level. All magic items found or earned should do something more then a +1 to this or that, such as a sword that protects its user form poison, or a shield that can reflect certain spells, or a belt that grants a bonus to STR depending on what time of day it is, ete.

5) Playing with the idea of different ways to gain power, in essence rewarding good deeds, such as a beggar that turns out to me more then he seems, with rewards or advice that have no downside, (unless it is a trick of some kind of wicked thing, to prey on their innocence\naivety for being too trusting) and gaining power through paying a price, suffering a curse, or some other kind of drawback, perhaps one that is even RP based. The players are big into RP, and a curse to make all members of the opposite sex consider them hideous (or make them TOO attractive) without changing how they really look or the like would be something this group would enjoy.

6) Curses are a pretty big thing, and every curse has a non magical way to break it. True Love, breaking a mirror, a certain someone publicly confessing his sin or crime, ete.

For the first adventure, I am leading toward a village with missing children, and the village think it is a witch that lives in the forest. Now I am tempted to make a 'Gingerbread House,' but I feel that I should make my own kind of witch (doesn't have to be the witch class, of course). I am also leaning toward not having the witch be responsible for the kidnappings, (while still likely being evil) but knowing who or what has and why it is doing so. Maybe it is just a Fey trying to 'protect' the children from the cruel mortal world, or maybe it is a small group of ghouls or evil fairies that have been eating them.

Well, what other things do you think would help that old school Grimm feeling\theme?