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FA Battlemaps
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Cragmaw Hideout [30x20] - FREE Release

Following the shallow stream through the dense forest It leads to a large cave opening carved into a hillside surrounded by thick foilage

A 30x20 recreation of the encounter map Cragmaw Hideout, from the classic D&D Adventure, 'Lost Mines of Phandelver!" The map is accurately made to match the description of the location from the adventure itself. So it can slot smoothly into the campaigns of any DM running it. With that in mind, the hideout on its own is a good location that can be used in any home game without issue.

Making use of tiles gives the map that extra dynamic touch, so your players really feel like the descriptions match what happens on screen. The bridge and steep passage break underfoot, sending anyone tumbling. Meanwhile, the inhabitants can set off the flood trap to wash any intruders away. If your players eventually make it through, they can claim the treasure for themselves.

All this is free and included in the free version of our Foundry Module for anyone to try out!

**Cragmaw Hideout is unofficial fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.**

Overlay Tiles preview:

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This is a FREE release - All variants and Overlay tiles included  

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FREE releases are also included in the Free version of our Foundry Module

Latest FREE Foundry Module can be found here 

Cragmaw Hideout [30x20] - FREE Release Cragmaw Hideout [30x20] - FREE Release Cragmaw Hideout [30x20] - FREE Release

Comments

If importing single scenes doesnt work properly, that might indicate you dont have "Scene Packer" module installed/activated. Without it, you can only import all at once with "Keep document ID's" ticket for everything to work as intended as you described.

FA Battlemaps

i got the FIX: Delete the "fa_battlemaps" in the modules folder --> start foundry and remove all you can find, if something was left behind --> close and reinsert the fa_battlemaps from the .Zip --> activate in foundry and DONT import stuff! --> go to the compendium tab and right click on the "forgotten adventures battlemaps", then click "import all" and then there is a little tick box that says: keep document ID´s?, click it! then import. enjoy your maps!

Fengh

I fixed it, it was a MOD update that lost internal files..... Thank you for your help.

huning

我搞定了,是一个MOD更新时内部文件丢失了.....感谢你的帮助。

huning

I will study it when I wake up. Thank you very much for your patient reply. I'll talk to you later

huning

The tile switches for light sources are a transparent image on the foreground layer. I am not sure I am understanding you correctly. If you have just deleted the tile image of the light and then replaced it, The switch will no longer work as it is trying to reference the id of the old tile. You could go into the tile settings for the switch, triggers tab, and reassociate it with the light tile and light. Without seeing how you are importing the scene. It is difficult for me to place my finger where the issue might be. Do you have any issues with importing into a fresh world?

EarlyWhirly

I deleted the image and re-imported it from the MOD, but still couldn't double click the lights to turn them off. I roughly understand the principle of turning off the light, which is to hide the bright layer, but WHEN I turned on the layer, I did not see the link switch to hide the picture block in the position of the fire, so I could only go to the side of the whole picture block to choose to hide. Did I miss it or did I do something wrong?

huning

Hi there and apologies for the frustration. I've tested with 3.5e SRD and encountered no issues with the import, with the dependencies checked. If some triggers are still activating sound. Then the culprit most likely the document IDs are being overwritten or interfered with on import. If you could try deleting the scenes in your directory, then import all from the compendium. In the confirmation box, have the keep Document id's box check marked. Scene Packer should avoid the need for this but there may be some conflict happening that I am unaware of.

EarlyWhirly

Only one piece, I was playing 3.5E SRD. I know there are some mods that don't support this game system, are yours?

huning

yes Version 9 - Build 269

huning

are you on v9 of Foundry?

Forgotten Adventures

Also, I have turned off all the other mods, but I still can't solve this problem. Is there anything else in the MOD that needs to be arranged?

huning

I tried several times.Unfortunately, there is still only sound display, lights and traps are not responsive....

huning

Hi there, Could you delete the entry of the scene and any duplicates from your scenes directory and attempt to reimport again from the compendium, ensuring all the module dependences. Monk's Active Tile Triggers, Tagger and Libary:Scene Packer are checked in your module management. The likely reason some triggers are failing to work are because file ids for the tiles are being overwritten by your instance of Foundry, Which the tile triggers need to reference to work. Scene packer ensures they are respected on import from compendium.

CozyMaps

Yes, I also have the same problem with Fengh. I have loaded all the files. What's the matter

huning

I can suggest trying to turn off all other modules except those necessary for the FA module to work and see if the problem persists. If the problem goes away, then try to turn the modules back on until it stops working again, so you will find the module with which everything conflicts.

CozyMaps

Hi, nice map and i love the sounds. My problem is: if i use traps or the wood planks, the sound happens but not the visual part, any idea why? i have many foundry modules installed, are there any know rival modules? and i cant shut off the fireplace...the light burns always but the sound of shutting on/off is there

Fengh


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