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Campaign Management Software For AD&D First Edition User`s

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1. e i ae Oar r x ng ro m 35 84 2816 23 12 34 06 Freeday the 21st day of Patchwall in the year 613 Route Distance 42 1 miles 1 Party Controls select a party with the listbox and the following buttons become active Place Party allows you to place the party on the map by double clicking on a location Center Party centers the map view the party s location Plot Party Route allows you to set a series of waypoints that the party will travel through this always starts from the party s current location press the escape key to stop creating waypoints Extend Party Route allows you to add to the series of waypoints that the party will travel through but starts from the last entered waypoint not the party s current location press the escape key to stop creating waypoints 2 Character controls select a character from the active party with the listbox and the following buttons become active Place Character allows you to place the character at a different location from the rest of the party Center on Character centers the map view on the character s location Reparty Character forces the character s location back to that of the rest of the party 3 Cache controls select a cache from the active party with the listbox and the following buttons become active Place Cache allows you to place the cache on the map by double clicking on a location Cent
2. notes about the character can be added edited with this button The notes be also be viewed or printed out from the Character Sheet views 23 24 Returns back to the Character View Inventory Subwindow Containers This subwindow is displayed when a container 1s selected in the character s inventory list Container Details leather Carried Items Items in Contair tunic trousers belt 1 This is a list of items that can be placed in the selected container Items that are already in another container are NOT listed here nor are helms armor shields or rings that are currently being worn by the character 2 Items that are currently in the container are listed here 3 This button transfers an item selected in the Carried Items list into the container 4 This button removes the item selected from the Items in Container list from the container 5 These buttons modify the amount of the character s different types of coins that are stored in this container These amounts may be some or all of each type of coin in the character s inventory but do not change the actual totals of each coin the character has it simply indicates where those coins are stored 6 This button moves ALL of the character s coins into this container Container Notes You do not HAVE to use containers to manage a character s inventory encumbrance and other factors are unchanged regardless of the use of cont
3. It is beyond the scope of this manual how exactly to split up your map the maps included with the software were cropped into smaller images using a set of software tools called ImageMagick This software is available from www imagemagick org Example this is probably a smaller map than one that you would do this with but is only an example Using it to split up a map of 1024x768 pixels in a command shell convert Azril Main png crop 256x256 Azril od png yielded 12 images of 256x256 pixels the files would be named Azril 0 png Azril 1 png through Azril 11 png Those images then be entered into a Dungeon Maestro Map see the edit settings above Each cell in the map is assigned a bitmap by double RIGHT clicking inside each cell You will then be prompted to load a bitmap file for each cell Map Edit Screen Controls 1 Enter the name of your map 2 Enter the number of rows and columns of bitmap cells If your map has only a single bitmap enter 1 row and column 3 Enter the size of each of your bitmap cells here pixels screen dots 4 Enter the scale of your map here This can be automatically calculated if you know the distance between two points on your map and hit the Autoscale Map button see 6 below 5 Select the scale of your map here in either miles or feet For example dungeon maps would generally be in feet world maps would be in miles 6 Map scale can be automatically calculated if you kno
4. to cast Forget removes the spell from the character s list of memorized spells Cast casts the spell For clerics Pray makes the spell available for the character to cast Forget removes the spell from the character s list of memorized spells Cast casts the spell For both types Save spells The character s currently memorized spells are saved for later recovery This allows the character s spells for the next day can be reset quickly assuming no changes in spell selection are desired Recover spells Recovers the saved spell list back into the character s memorized spell list 7 Returns back to the Character View Party View Maps Parties Characters Soundboard DiceRoller Help LENS Seekers Belladonna Celia ET Greybeard rE GR GS noe Goi Ce Pa 3 l Party Name 1 Main Map 2 Calendar s 6 Segment 7 Round Seekers GreyHawk View Calendar as enum Edit Time o Members Create 9 Q Remove e me o DAMAGE 1 8 6 1 8 6 1 8 1 12 1 6 2 1 6 6 1 6 6 1 4 11 4 1 6 1 8 2 8 3 1 6 3 1 10 4 2 2 1 The party s name is entered here 2 The main map the party is associated with 15 selected here For player character parties this would at least initially be the main game world map For NPC Monster parties this would usually be a dungeon or other child map 3 Currently e
5. Dungeon Maestro Campaign Management Software For AD amp D First Edition User s Manual Version 1 0 016 Introduction Dungeon Maestro s purpose 15 to automate all of the drudgery for Dungeon Masters keeping track of stats XP spells supplies game time travel distances etc etc It is NOT intended to replace pen and paper old school Dungeons and Dragons but is meant to allow the DM to run the game with as little paperwork and looking up stuff in books as possible It was designed to be customizable for any campaign but the default setup is based the World of Greyhawk This is intended for use with First Edition AD amp D there is some material from Unearthed Arcana included but it s still an open question to me to include UA stuff at all This 1s beta test release there may still be bugs and there are no warranties The program can be downloaded from http 50 116 10 164 dnd This 1s a non profit freebie love of the game project that I hope some of you may find useful If you do use it any suggestions feedback and ideas for improvement would be very much appreciated and those suggestions may very well make it into later versions Definitions Some definitions of terms in Dungeon Maestro may differ a bit from what you are familiar with as a Dungeon Master or may be used in a different context Cache an inventory that is not associated with a character A cache can be anything from a treasure chest to t
6. ainers be useful for keeping things organized and quickly moving items from character to character However if a character has a bag of holding or portable hole using a container is the only way the program can calculate encumbrance correctly These two magic items were a major reason for the implementation of containers in the first place Inventory Subwindow Scrolls This subwindow is displayed when a scroll is selected in the character s inventory list Scroll Details Spells 3 Magic Missile L1 Burning Hands L1 Knock L2 EZ Add Spell EH The example scroll shown above indicates that the scroll contains 5 spells Three copies of magic missile and one copy of burning hands and knock The casting level of each spell is listed after the spell name The buttons below the list allow the character to cast the spell or add the spell to his or her spellbook Additional spells can be added to the scroll with the Add Spell button and spells can be deleted with the Delete Spell button Note Scrolls created for the Magic Items list will have random spells automatically assigned to the scroll These can be edited or modified as you see fit Inventory Subwindow Other Magical Items Other magic items such as rings rods staves or wands can contain spells and have a subwindow of their own Wand Details Spells Magic Missile L1 Cast Spell Add S
7. arned but not awarded experience points for the party Usually this is the experience earned by the party for the current adventure The button is used to add or subtract amounts from earned experience 4 this button grants the value the earned experience box to the characters in the party NPC characters receive half experience when this is done automatically by using this button 5 The current campaign calendar is selected here which is used by the rest of the program for time keeping purposes Three default calendars are included with the software Gregorian real life Greyhawk and Ancient Gregorian 6 century 7 The current segment in game time The and buttons increase and decrease the current segment 8 The current round in game time The and buttons increase and decrease the current round 9 This button allows the current game time to be edited segment round turn day month and year Game time can also be set to run concurrent with real time from the Start Clock button on the time editing window 10 If a log is being kept of the party s activities a view of the log 15 accessed here see Log View below 11 The list of characters in this party both PC and NPC Quick reference information as to armor class current hitpoints selected weapon to hit armor class numbers damage inflicted and available ammunition are all displayed here Each character in the party can be clicked on and selected for ac
8. as available 4 This button allows you to select a graphic file for the character s portrait It is recommended that the picture be 200x200 pixels size for performance reasons Spells View Maps Parties Characters Soundboard Dice Roller Help Main Flanaess Seekers Belladonna Celia Dual Duane Dword Greybeard Kylara Scotti Ping Pong Targ Rayne Shallow Robin Pockets Spells Magic User 1 L1 4 1202 L3 2 Burning Hands Charm Person Comprehend Lan Dancing Lights Detect Magic Enlarge Erase Feather Fall Find Familiar Magic Missile Mending Message Nystul s Magic A Protection From Push Read Magic Shield Shocking Grasp Sleep Spider Climb Tenser s Floatin Unseen Servant Ventriloquism Write Duration 1 round level 1 round Special 5 roundsile 2 roundsile 2 roundsile 1 turn level Permanent 1 segment 1 turn level 1 round le 1 round le 1 segment Special 1 turn level Special Permanent 5 segment 1 day level 2 rounds l Instantane 2 roundsile 5 roundsile One touch 5 roundsile 1 round 3 turns 1 6 turns 1 2 rounds 1 hour level Area of Eff 1 diamete Special One person One writte Special 1 path 6 Special One scroll Special As spell ra 1 1 BO square One item Creature t 2 radius One or mor One obj
9. character hit a character selected on the opponent party list with a missile attack This will automatically bring up a screen to enter the amount of damage inflicted by the blow and the amount of ammunition the attacking character has available will be reduced This control is inactive for characters that are currently dead 23 Indicates that the selected character missed a character selected on the opponent party list with a missile attack amount of ammunition the attacking character has available will be reduced there are no other consequences other than a sound effect 24 Allows the selected character to cast a memorized spell or a spell from a scroll or magic item in the character s inventory Any damage or other effects caused by the spell are not recorded automatically but must be manually entered by the Dungeon Master 25 this button wounds or adds damage to the selected character s hitpoints 26 this button heals or subtracts damage from the character s hitpoints 27 the party opposing the current party is selected here other controls for the opposing party are identical to their counterparts listed above 28 this control adds experience points awardable for killing the selected opponent character to the current party s earned experience points If the program cannot automatically calculate the amount of experience points a box will pop up allowing the amount of experience to be entered 29 The current game t
10. e sound effect of a ranged bow crossbow sling etc weapon hitting a target Some weapons such as daggers hand axes etc can be both ranged and melee weapons and can have sound effects assigned for both melee and ranged attacks 5 Click this box to assign the sound effect of a ranged weapon missing a target 6 The sound effect you wish to assign to a weapon 15 selected from this list The sound effect names are from the labels assigned to sound effect buttons on a soundboard screen see above 7 By default the sound effects shown in the above list only come from the Combat page of the soundboard click this box to show ALL defined sound effects in the list 8 Click this button to assign the selected sound effect to the selected weapon 9 Click this button to remove the sound effects from the selected weapon 10 This button saves your current sound effect mappings and returns to the soundboard screen Map Spell Sound Effects View Sound effects that are automatically played when spells are cast such as from the Party View are mapped or assigned to each spell from this screen Spells o Bless Default Cleric Default Mage Command Default Cleric Default Cleric Create Water Default Cleric Male Scream Cure Light Wounds a Default Cleric Magic Missile Detect Evil 1 Default Cleric Raise Dead Detect Magic Default Cleric Female Scream Light Default Cleric Fireball Protection From Evil Default Cleric Falling Scr
11. e weapon 8 7 6 5 4 2 11 0 4 2 34 5 6 47 8 9 DAMAGE pes 14 15 16 17 18 19 20 21 22 23 23 23 23 23 23 24 25 26 27 28 29 1 10 1 4 Char Sheet as 2 Details 1 Indicates if this character 15 an for purposes of awarding experience points 2 The character s name is entered here 3 The character s race 1s selected here 4 The character s gender is selected here 5 The character s class is entered here The following boxes are for selecting the character s other classes for multi classed or dual classed characters 6 The check above each character class is for selecting which class is the active class for dual classed characters The checks are automatically set for multi classed characters 7 The character s alignment is selected here 8 The character s calculated saving throws are displayed here Race class and level are taken into account here but not any temporary adjustments such as those from spells etc 9 Level and current experience points for each level is displayed here When edited the current level will be calculated from experience or experience calculated from level depending on which number 15 edited The button adds or subtracts from the experience point number 10 Currently earned but not allocated experience is entered here This is for tracking experience earned during an adventure for example before the DM is ready to grant experience and or levels pr
12. eam Purify Food amp Drink Default Cleric Lightning Bolt Remove Fear Default Cleric Appear Resist Cold Default Cleric Daydream Sanctuary Default Cleric Augury Default Cleric Chant Default Cleric Detect Charm Default Cleric Find Traps Default Cleric Hold Person Default Cleric Know Alignment Default Cleric Resist Fire Default Cleric Silence 15 Radius Default Cleric Slow Poison Default Cleric Snake Charm Default Cleric v Cleric Druid 5 M Show SFX Magic User lllusionist Clear Selected 1 Select the spell to map a sound effect to from this list Multiple spells be selected at the same time if desired Map Selected 2 This list displays the currently assigned sound effect for each spell 3 The sound effect you wish to assign to a spell is selected from this list The sound effect names are from the labels assigned to sound effect buttons on a soundboard screen see above 4 By default the sound effects shown in the above list only come from the Spells page of the soundboard click this box to show ALL defined sound effects in the list 5 Check one of these boxes to select the type of spells to assign sound effects to Magic Users Clerics Druids Illusionists 6 Click this button to assign the selected sound effect to the selected spell 7 Click this button to remove the sound effects from the selected spell 8 This button saves your current sound effect mappings and retur
13. ect 1 4 path Special Creature t Special Special Special Creature t Special Creature t Special 3 radius o One object One magic Remaining 5 of 14 2 x Magic Missile Protection From Evil Sleep Remaining 0 of 4 The actual layout of this screen varies somewhat depending on if the character is a magic user cleric or multi classed 1 The magic using class or classes of the character are selected here 2 The spell level within each class 15 selected here the number on the tab in parentheses following the spell level indicates the number of spells memorizable by the character for that level 3 The list of available spells for the selected class and level are selected here Double clicking on a spell from this list will display the spell s description from the Player s Handbook 4 The list of spells in the character s spellbook for the selected class and level this list 1s of course not visible on a cleric character s screen 5 Spells currently memorized for the character s current class and level 6 The functions of these four buttons varies depending the character s class and which list 15 selected the screen The buttons have the following functions for magic users Copy to Book copies the selected spell from the spell list into the character s spellbook Erase removes the spell from the character s spell book Memorize makes the spell available for the character
14. ee of latitude CONTROL DOUBLE RIGHT CLICK Add or change bitmap of map background cell 12 40 Monster Level D Room Tiles None E Generate Random Dungeon l This screen is used to create and modify the maps used in Dungeon Maestro There are two types of maps that can be used with the program Bitmap based maps are simply a bitmap image such as the Flanaess map shown above There are also tile based maps used as dungeons or other structures Tile based maps are created and edited in the Dungeon Maestro software The two types can be combined with the tiles of the map drawn on top of a bitmap image He example tile based map below was created with the tile editor and a light blue bitmap image was loaded to server as the backdrop It is also possible to have Dungeon Maestro create a random dungeon inhabited with monsters and treasure by entering a few parameters and hitting a single button See the Random Dungeon Creation section below Tile Based 1121 eee Before creating a map you will need to create the graphic image of the map as a bmp png or jpg file You will also need to decide whether or not to split the graphic image into smaller bitmaps A good rule of thumb 1s if your map is much larger than twice the size of your screen you should break it up into smaller images You will also need to know the distance in miles or feet between two different points on your map
15. er on Cache centers the map view on the cache s location Add Cache creates a new cache on this map Delete Cache deletes the currently selected cache from the map 4 The current view scale of the map can be changed by sliding this control 5 switches to Edit mode see the section below 6 allows you to save the current map including caches to disk 7 Checking these boxes will show or hide parties routes caches or child maps 8 pushing this button will advance the party s game time by one full day and assuming a route has been plotted the party will travel along that route for that day If the party reaches the end of the route before the end of the day the travel time will stop at less than the full 24 hours 9 hides the map view controls Other Map Functions Many of the items displayed on the maps can be accessed by double clicking on them Double clicking on a party for example will jump to the party view screen for that party This is also true of characters and caches Holding down the SHIFT key then left clicking the mouse and dragging to another location on the map will display the distance in miles or feet as appropriate between the two points Edit View Edit Map Map Name 1 Flamess 0 000000000000 mE by 3361 pixels miles feet 1 pixel Auto Scale Optional Weather Data 2000 0 TY coordinate of 40 degrees north latitude 70 00 miles z 1 degr
16. g worn on the character s left hand is selected here If the ring is a ring of protection the entry under the symbol is for entering the magical adjustment of the ring The magical adjustment has no effect on any other type of ring 18 A ring worn on the character s right hand is selected here with the same effects as entered for the previous left hand ring 19 The character s calculated armor class 1s displayed here in the format of front armor class unshielded armor class rear armor class 20 The character s calculated movement rate is displayed here taking into account the armor worn and encumbrance 2 The character s primary equipped weapon is selected here This is considered to be the weapon currently hand The entry under the symbol is for entering the magical adjustment of the weapon If the weapon is a missile weapon matching ammunition from the character s inventory will be automatically selected in the Ammunition equipment slot see 25 below 22 This button quickly swaps the selected primary and secondary weapons Similar buttons swap positions of the other equipped weapons of the character 23 The character s secondary or off hand weapon is selected here 24 The character s other equipped weapons are selected here and the following box These secondary weapons are meant to indicated sheathed or otherwise quickly accessible weapons such as a dagger in a boot etc 25 Ammun
17. he contents of a dungeon room Caches are connected and are a part of maps whether those maps are of dungeons buildings countries etc Character in Dungeon Maestro a character is a collection of stats and an inventory this data is used to keep track of the character in your campaign Inventory a list of items plus amounts of coins platinum gold silver etc Non player character a character usually controlled by the Dungeon Master not a player In Dungeon Maestro there is a subtle difference between monster NPCs and henchman NPCs For example monster NPCs are created in and only exist parties where henchmen NPCs are actually full characters but are assigned NPC status for purposes of experience point awards etc Party a group of characters at least one of which will be your player characters Map an adventuring area plus the contents of that area A map can be anything from the entire game world a parent map to a dungeon building or other areas child maps Module a party taken together with a map would be considered a module in the pen and paper sense of the word Tabs Maps Parties Characters Soundboard DiceRoller Help Main Seekers Dual Duane Dword Greybeard Faermar Tagaren Kylara Scotti Ping Pong Targ Rayne Shallow Robin Pockets The various sections of Dungeon Maestro are separated into different pages accessed by clicking on the ap
18. ime for the party is displayed here 30 Opens the Random Encounter screen see below Random Encounters View Table MONSTER LEVEL 111 Level a i 2 Force Roll Rolled 42 on MONSTER LEVEL Ill Cancel Random encounters for the current party can be created from this screen 1 Selects the random encounter table to be rolled against These tables are from pages 174 180 in the Dungeon Master s Guide 2 Selects the level for a dungeon encounter or terrain type of the encounter table 3 Forces the die roll to a specific number This is useful if you wish to pick a specific type of encounter from one of the tables 4 The list of monsters in the random encounter party is displayed here 5 This button rolls for the encounter either randomly or using the value from the force roll entry above Subsequent rolls will REPLACE the list of monsters 6 This button rolls for the encounter either randomly or using the value from the force roll entry above Subsequent rolls will ADD to the list of monsters 7 This button clears the list of monsters 8 This button cancels the random encounter 9 This button creates an opponent party from the list of randomly generated monsters ready to battle your player party Map View Press the button that looks like this to show the map view controls i 2 DN 6 276 ae ERIN E id SINK ret town me P Dang Grove
19. ior to training 11 character s attributes are displayed here with corresponding information for each attribute from the Player s Handbook 12 The character s maximum and current hitpoints are displayed here The button next to the display is for adding or subtracting from the current hitpoint total Clicking on the current hit points box will bring up another window in which the hitpoints for the character can be edited for each level of experience Note For the following entries the armor weapons etc equipped by the character each item must exist in the character s carried inventory before it can be selected on this screen See Details Inventory screen section below 13 Experience awarded to an opponent for defeating this character is displayed here The calculated value can be overridden by typing a number the box go back to the calculated value enter a zero in the box Special and exceptional abilities used in the experience calculation are listed as XspcYExc where X is the number of special abilities and Y the number of exceptional abilities 14 The helmet currently worn by the character is selected here 15 The armor worn by the character is selected here The entry under the symbol is for entering the magical adjustment of the armor 16 The shield currently equipped by the character is selected here The entry under the symbol is for entering the magical adjustment of the shield 17 A rin
20. isarme Bladed Hit Whiff Arrow Miss bo stick Bladed Hit Whiff Whiff bow composite long Bladed Hit Whiff Arrow Hit Arrow Miss Curb Stomp bow composite long Bladed Hit Whiff Arrow Hit Arrow Miss Monk Whacky bow composite shor Bladed Hit Whiff Arrow Hit Arrow Miss Monk Victory bow composite short Bladed Hit Whiff Arrow Hit Arrow Miss Kick bow long Bladed Hit Whiff Arrow Hit Arrow Miss bow long Bladed Hit Whiff Arrow Hit Arrow Miss bow Short Bladed Hit Whiff Arrow Hit Arrow Miss bow short Bladed Hit Whiff Arrow Hit Arrow Miss club Bladed Hit Whiff crossbow heavy Arrow Hit Arrow Miss crossbow light Arrow Hit Arrow Miss dagger Bladed Hit Whiff Arrow Hit Arrow Miss dart Bladed Hit Whiff Arrow Hit Arrow Miss fauchard Bladed Hit Whiff fauchard fork Bladed Hit Whiff flail footman s Bladed Hit Whiff Ranged hit or miss is for missile weapons or thrown weapons such as axes or NL dicii 7 Map Selected Clear Selected 1 Select the weapon to map a sound effect to from this list Multiple weapons can be selected at the same time if desired 2 Click this box to assign the sound effect to the event of a melee hand weapon hitting a target Boxes 2 3 4 and 5 can be checked or unchecked in any combination you choose The list below the checkbox displays the sound effects currently mapped to the weapon 3 Click this box to assign the sound effect of a melee weapon missing a target 4 Click this box to assign th
21. ition for the character s primary weapon 15 selected here if applicable The selection can also be changed to another stack of ammunition from the character s inventory if needed Note no ammunition is selectable from this box if the character s primary weapon is not a missile weapon Also if the primary weapon is throwable such as a spear or dagger the weapon will be displayed in both boxes 26 Ammunition that has been fired or thrown can be selected here for recovery back into the character s inventory 27 This button recovers the ammunition selected in the above box back into the character s inventory 28 The equipped weapons of the character are listed here with to hit vs armor class entries as well as the damage values for each weapon 29 The number of attacks round calculated for the character is displayed here 30 This button displays the character s Character Sheet 31 This button displays the character s Spell Management screen see Spell Management Screen below 32 This button displays the character s Details Inventory screen see Details Inventory Screen below 33 This button re rolls the attributes for the character based on the character s selected class es Once the character has been saved to disk this button becomes the Grant Earned XP button which automatically adds the earned experience points to the character s current experience point total s If the character increases a le
22. ns to the soundboard screen Acknowledgments Special thanks to Anna B Meyer for graciously allowing me to include some of her beautiful World of Greyhawk maps in Dungeon Maestro www ghmaps net This software and manual are dedicated to the memory of my Dad who left us too soon in January 2014 We still had games to play Pop
23. oin is currently selected For example with gold selected 400 copper pieces 100 silver pieces would be exchanged into 7 gold pieces Any change left over remains in the character s inventory Coins in different containers will be adjusted to reflect the new amounts of each type of coin 14 The total encumbrance of the character 1s displayed here with the limits on movement rate based on the character s strength attribute also displayed 15 Gives the selected inventory item to the character or cache selected in the list below see 16 16 Selects the character or cache to give the selected inventory item to If the selected item is a container all of the container s including coins will also be transferred to the selected character or cache 17 Drops the selected inventory item The item cannot be recovered after dropping it All items and coins in a selected container will also be dropped 18 Drops all items in the character inventory The items cannot be recovered so use this button with caution 19 Adds a weapon to the character s weapons of proficiency The weapon can be selected from either the Available Items or Inventory Items lists 20 Removes a selected weapon of proficiency 21 This area allows editing of various character details that are displayed on the Character Sheet Depending on the inventory item selected another type of subwindow may be displayed here See below 22 As part of the character details
24. onsters to 100 monsters in every room Hit the Generate Random Dungeon button to create the map and populate it The program will attempt to fill the entire map with the dungeon up to a maximum of 30 inhabited rooms and 128 monsters so be aware that the larger the map the more stuff will be created Depending on your computer s memory you may be able to create larger dungeons using values larger than what is recommended above Monster treasure will be rolled automatically from the Treasure Types listed for each monster from the Monster Manual It is possible that adventuring character types may appear as well with magical items and other gear determined from the random DMG tables The dungeon itself will be created as a tile map with a cache associated with each room The inhabitants of the dungeon monsters and NPC s both are created as a party with subparties created for each room of the dungeon Until the dungeon has been saved to disk for the first time you can continue to re generate the dungeon as you see fit Placement of secret doors and exits entrances is left to you as a final step as well as reviewing the magical items treasure and number and types of monsters present the dungeon The map monster party and monsters can be edited just as they would be if you had created them manually Sound Board View Soundboards can be used during your game session to create sound effects both automatically such as when an ar
25. pell Delete Spell Charges 81 above example is wand of magic missiles which currently has 81 charges The buttons below the spell list can be used to cast the selected spell add a spell to the item or delete a spell from the item The number of charges in the item can be directly edited in the Charges box Character Sheet View class Fighter 00 LEVEL race Dwarven auement Lawful Good pamon paty Moradin reucon None PLACE OF onain Rockbome a 7 7 SAVING THROW ADJUSTMENTS SAVING THRO _OONDITIONM 2 _ 111 JE ade Ced tele m Petrification umm Polumorph p D ILE EX EN et i mar um seme w re T e SCH c MAJOR MINOR DISCIPLINE plate mail 5 WEAPONS OF PROFICIENCY aie g ANHOH WORN ACHASE CONDITION OFARMOH NUMBER ese FEMME a DEX ADIL MAGICAL REAR CONST HIT SPECIAL ADJUSTMENTS d SHELETON POMBIE SHAAN WIGHT GHAST 1 This button allows the character sheet to be saved as graphic 2 This button allows you to print out the character sheet 3 These buttons flip the pages of the character sheet There are pages for the backside inventory side of the character sheet the character s spellbook and a list of the scroll spells the character currently h
26. propriate tab The tabs are organized in the order of maps caches parties and characters Only when a map tab is selected are the tabs for its child caches visible and only when a party tab is selected are the tabs for the child character tabs visible Character View Maps Parties Characters Soundboard DiceRoller Help Main Fianaess Seekers Belladonna Celia Dword Greybeard Kylara Scotti Ping Pong Targ Rayne Shallow Robin New Character 1 Character Name 2 Race 3 Sex 4 Class s Alignment 7 Saving Throws S D prono 5 17 Level XP Leve XP Level 241 Go 10 STR TH 3 DMG 1 WA 350 OD 1 1 BBLG 0 9 o 0 jo 9 3 a Rod Staff Wand Breath Weapon 20 MagAttAdj 3 SpellBonus SpellFail 100 Spell 19 DEX 3 Adj 3 DefAdj 5 Languages CON 3 HPAdj 2 55 35 RS 40 Common Dwarvish CHA 3 MaxHench 1 LoyalBase 30 Elvish com 3 12 13 35 Heo 0 xPVaue S max crnt Helm Worn Armor Worn 45 Shield Ring L 17 Ring R Armor Move 20 inone frome Sd fone fone a2 note items can be equipped unless they are in the cter s inventory l 22 Weapon l Weapon l Weapon Ammunition 25 Fired 26 X e gt none v eo none e gt none I none indicates an exceptional strength missil
27. row hits a target during combat or when the desired button 15 clicked on a soundboard screen Combat Spells Actions Monsters Environment Misc 1 e NO Edit Map Weapon SFX Map Spell SFX combat HLLLLLLLL Arrow Hit Bladed Hit Decapitate Sword Fight Whiff Cu i HLLLLLLLLA LLLLELLLL LLLLLLLE LLLLLLLL LLLLLLLL Monk Monk Victory 1 There are six pages of sound effects available for each soundboard selected by clicking on these tabs 2 This control selects between Play Sounds mode and Edit Sounds mode Each of the sound effect buttons can be mapped to a wav file sound effect on your hard drive When in edit mode a file selection window will open to assign a sound effect to the button when in play mode the sound effect will be played 3 This button activates the Map Weapon Sound Effects screen see below 4 This button activates the Map Spell Sound Effects screen see below 5 The name of the currently selected soundboard page can be changed here Weapon Sound Effects View Sound effects that are automatically played during combat such as from the Party View are mapped or assigned to each weapon from this screen Swing 2 Swing 3 Range 44 Range 45 Sound Effect Curb Stomp Whiff Arrow Hit Bladed Hit Whiff Bladed Hit Bladed Hit Whiff Decapitate Bladed Hit Whiff Sword Fight bill qu
28. ster s Guide 12 Percentage of room occupancy for a randomly generated dungeon this is the percentage chance that any room in the dungeon will be inhabited by a monster 13 This button crates a random dungeon tile map using the entered parameters See the Random Dungeon Creation section below 14 Tiles to be added to the map are selected by clicking on a particular tile here The tile is added to the map by double LEFT clicking on the map where you wish the tile to be drawn Double RIGHT clicking on a tile on the map erases the tile 15 Shows or hides a tile grid on the map this is useful for making sure corridors doors etc line up correctly as you are editing your map Random Dungeon Creation This level corresponds to the Dungeon Level column from the bottom of page 174 of the Dungeon Master s Guide Dungeon Maestro can create a random dungeon including monsters from the map edit window To create a dungeon create a new map from the menu bar Enter values for bitmap cell rows and columns 1 and 1 is recommended and a pixel size for the map in both the X and Y directions maximum of 1024x1024 is recommended and check the Tiles checkbox Select a level for your dungeon appropriate to the player characters in your campaign See DUNGEON RANDOM MONSTER LEVEL DETERMINATION MATRIX d20 on page 174 of the Dungeon Master s Guide Set a percentage of the rooms that should be occupied in your dungeon from 0 no m
29. te to your desired item and renaming the item For example in my campaign one of the players wanted to keep a goblin head I simply added an item of 5 g p encumbrance to the character s inventory and renamed it to goblin head 8 This box allows you to enter the amount of experience points received by selling the item 9 This button allows you to increase or decrease the amount of the selected inventory 10 The box allows you to modify the magical adjustment of the selected item Of course this only has an effect on weapons armor shields and rings of protection 11 The button causes similar items in the inventory to be stacked together as one item in the list For example 5 arrows and 12 arrows would be collapsed into a single item of 17 arrows Only items with the same magical adjustment will stack together so 5 1 arrows will not stack with 12 2 arrows 12 These boxes allow you to change the amounts of the various types of coins the character is carrying The small round radio buttons allow you to select the type of coin for other functions such as transferring to another character Note The values for each coin type listed here are the TOTALS for each type of coin carried by the character irregardless of what container the coins are actually in 13 This button exchanges the amount of coins in the character s inventory for the smallest possible amount of higher value coins The highest value coin type is based on which type of c
30. tions that affect or that are the actions of the selected character alone 12 a Monster Manual defined NPC can be created and added to the party by hitting this button 13 A previously created character can be added to the party using this button 14 A member of the party can be removed by using this button Monster Manual type will be erased completely if removed from the party other types of characters will simply be detached from the party 15 A Monster Manual type NPC can be copied using this button for later pasting a copy of that NPC into this or another party This function is mainly used for creating groups of similar mooks 16 Pastes a previously copied NPC into the party 17 Starts a log for the party s activities if the party does not log If the party does have a log this button allows logging event to be inserted into the log 18 This button heals the party of all damage to hitpoints 19 The button saves the party to disk 20 Indicates that the selected character hit a character selected on the opponent party list with a melee attack This will automatically bring up a screen to enter the amount of damage inflicted by the blow This control is inactive for characters that are currently dead 21 Indicates that the selected character missed a character selected on the opponent party list with a melee attack Has no other consequences other than a sound effect 22 Indicates that the selected
31. vel the character will not increase in level a second time unless this button 15 pressed again 34 This button saves the character to disk 35 The list of languages known by the character is displayed here This list can be edited by clicking on this box Details Inventory View Maps Parties Characters Soundboard Dice Roller Help Main Flanaess Seekers Belladonna Celia Dword Greybeard Faermar Tagaren Kylara Scotti Ping Pong Targ Rayne Shallow Robin New Character Character Inventory 2 Weapon Proficiences Available E m Prices Weights XP Weapon Proficiencies 5 a Mundane backpack leather gt Add gt v Weapons sack small 200 g p eese i 9 magic adf10 y EERE 2 tomes seen G E pouch belt small 31 Magical o C Platinum 231 C Gold 12 Rings Character Details Scrolls o Electrum 21 R w Player Name Date Created o C Silv Misc Magic I xii Misc Magic II o C Copper 2 Misc Magic Ill Misc Magic IV Stack Coins 13 Religion votes Mise Magic V Encumbrance Po 4 22 Magic Special 55 g p 14 Height Weight DOB mm dd year Armor of 0 350 700 1050 o fo fjs ijo Swords Misc Weapons ss cmm Hair Color Eye Color 24 Will 1 do hereby 4 and add XP 17 gt Give gt gt Drop and add party candle tallow candle wax gt Drop All from part
32. w the distance between two points on your map and hit this button 7 Parent map selection if the current map is a sub map of a larger map the parent map can be selected here assuming the parent map is loaded A map of the City of Grewhawk for example would be a child map of a map of the Flanaess 8 The World of Greyhawk boxed set included tables tables for creating weather conditions The system used calculated weather based off the distance from the 40 degrees north line of latitude of the world For the program to use this system you enter the Y coordinate of 40 degrees north on your map in this box In the included Greyhawk map this line is at 2000Y The X and Y coordinates of the mouse pointer are displayed in the lower left hand corner of the map view Of course for any map type other than your main world map there is no reason to enter this data 9 To generate weather conditions it is also necessary for the program to know how many miles are in one degree of latitude For the Greyhawk map this is 70 miles the real world value for Earth is approximately 69 miles One way of calculating this value is to take the circumference of your game world 25200 miles for Greyhawk and divide by 360 degrees 10 This checkbox activates the tile editing function for the current map 11 Selects the level of a randomly created dungeon This level corresponds to the Dungeon Level column from the bottom of page 174 of the Dungeon Ma
33. y calendar 4 n 200 20 s p 2 e p 1 24 Back Non proficiency penalty 0 1 This list contains all of the available items that can be bought by or given to the character Click on the list to select the desired item The items are listed in alphabetical order 2 These check boxes hide or show the prices of items and the weight of each item for encumbrance purposes as well as experience point values for magical items 3 These check boxes hide and reveal different categories of items making it easier to find a specific item in the list 4 This button transfers the selected item into the character s inventory 5 This button buys the selected item and transfers the item into the character s inventory The cost of the item is deducted from the coins in the character s inventory 6 The list displays the items the character s inventory Clicking on any item in the list selects the item Items stored a container such as a backpack are shown below the container in the list Clicking on some items such as containers or scrolls opens a subwindow on the right side of the screen for additional properties of the item See scrolls and containers sections below for more information 7 This box allows you to change the name of an item selected the character s inventory HINT You can create custom items that are not part of the available item list by finding an item with properties and weight appropria

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