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Here it is!

Manifest URL: https://www.dropbox.com/scl/fi/o23lg4v30zl8uneiyq0bs/module.json?rlkey=jkt471mrobdecp5etjj4tm43n&st=63q5evb3&dl=1

A few notes for install and usage of this module:

  • v12 and v13 of Foundry are supported. However, if you want to run this alongside my WDH modules, you'll need to run it on v12, as the WDH modules haven't been updated for 13 yet.

  • It is packed using Foundry's built in "Adventure Documents" - this means you won't be immediately prompted to install content like my other modules (and also means I'm not reliant on a third-party module for development).

  • To load Waterdeep:

    • install the module via url

    • activate the module in your scene (with recommended modules*)

    • open Waterdeep compendium

    • open Waterdeep adventure document

    • import adventure.

  • *Easy Regions is recommended as it makes the teleport-to-region popup clearer. This module saved me hours in build time.

  • It's big (how many times have I said this about various maps/projects now?! lol). I'm not 100% sure how this is going to run on lower end hardware. If performance is too bad, I may need to release a no-wall, no-light version for those users. Regardless of your system, it will take a while to load things initially - be patient. I was gettting 6fps editing walls when building it.

  • Possible bug - inconsistently on first import, I'd get a ton of canvas draw errors and the maps wouldn't load - a simple restart of Foundry solved this every time (full restart, not just world restart).

  • The Waterdeep overview map is a bit of a placeholder at the moment. Once Monk's Active Tiles is ready to go for v13, I plan to have the ward tiles be 'click to load ward' buttons.

  • The map location journal entries are not an exhaustive list (ie. it's not a 1-for-1 replica of the online map) - I tried to focus on the more common types of features.

  • The walls were made possible with the DunGen.app and their automated wall generation tool for Foundry. It made generating walls for this scale of a project a seamless experience.

I think that's all for now - if I come across other bugs/errors/things to note, I will add it to the list above!

Waterdeep Foundry Module 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.

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Comments

Neil Gillbanks

Should we be running V12 or v13 for this?

JoJo

Hi! This would be so phenomenal for my game, however I run Foundry V12 and have been traumatized by updating a game to a new version. I'm not sure if this is even possible but is there a way to get this running in V12?

Tych Maps

I just pushed an update to the module and verified it for v12. You should be able to install it from the dropbox link now

Tych Maps

currently if you want to run both the Waterdeep city module and WDH modules, you'll need to be on v12. I'm waiting for an update to Monk's Active Tiles to update my WDH module to v13. I just pushed an update to the City module to verify it for v12, so if you were getting some issues before, it should be cleared up now for v12

Brayden Le Blanc

Thanks so much for this. About to run WDH Alexandrian and your maps are going to be used heavily, if not exclusively! A general question: any guidance on using the Levels module with your wdh maps? Right now I'm importing each level one at a time and then building the levels from there, not sure if there's a more automated way to handle that.

Tych Maps

That is really the only way at the moment. I'm hoping to build out a more integrated levels-supported module in the future, probably once level support moves into core (which I believe is supposed to happen for foundry v14). For now, my goal is to keep things simple with the modules and not rely too heavily on third party modules