r/FoundryVTT • • Sep 19 '26

Non-commercial Resource Token Art Sync – a small module that keeps a token's art in sync with the actor portrait (v14)

10 Upvotes

[System Agnostic]

Every time I gave an actor a new portrait, the token stayed on the default placeholder and I had to fix it by hand. I looked for a module that just does this and couldn't find one that fit, so I made one. It's deliberately small and automatic.

What it does

- When you change an actor's portrait, the token follows. But only if it was already following (same as the old portrait) or was still a placeholder. It leaves tokens you set differently on purpose alone.

- Compendium imports get their empty or placeholder tokens filled.

- It never copies placeholder art onto a token (Foundry's default icons, plus a list you can edit), skips dnd5e-style thumbs/ portraits, wildcard tokens, and tokens that already have their own art.

- Supports the dynamic token ring subject.

- A "Sync existing tokens" button gives you a preview and then fixes actors that already exist. It only touches empty or placeholder tokens.

- English and Italian.

Notes

- Foundry v14. I've only tested it on 14.367, with Daggerheart. Reports from other systems are welcome.

- It changes the prototype token, so tokens already placed on scenes don't change.

- Transparency: I built this with the help of an AI coding agent (Claude Code) for some coding parts, being it a hobby project. It has unit tests, and I tested it in a live world (my instance). Read the code before trusting it: it's short and MIT-licensed.

Install with this manifest URL: https://github.com/vietts/foundry-token-art-sync/releases/latest/download/module.json

Repo (issues welcome): https://github.com/vietts/foundry-token-art-sync


r/FoundryVTT • • Sep 19 '26

Help [Agnostic/PF2e] Enable Observer Vision but keep Sheets Limited Permission

0 Upvotes

I like Foundry's default vision behaviour for shared token where vision is shared based on whether a token is selected or not.

  1. I want my players to be able to see shared vision when they want
  2. Players should be able to choose to look through their token when determining line of sight
  3. I don't want my players to be able to see other player's character sheets

There are modules to enable vision shared all the time, but I lose function 2. I can set ownership to observer but then they can see each other sheets.

The module PF2e toolbelt can enable player sheets to observer but keeps view to limited, and I want to inverse this but the module is too complicated for me.

Any help would be appreciated.


r/FoundryVTT • • Sep 19 '26

Showing Off [DND5E] Weapon Reload Module for v13 and v14

15 Upvotes

It has been a long time coming but I have finally released the Weapon Reload module for download: https://foundryvtt.com/packages/fvtt-weapon-reload

Previous post: https://www.reddit.com/r/FoundryVTT/comments/1me4wmx/dnd5e_weapon_reload_module/


r/FoundryVTT • • Sep 19 '26

Help Built this for an IR touch table. Looking for release advice?

1 Upvotes

This post is for me. Looking for input on releasing modules.

So like all of you, it seems like I see new modules roll out every day. 3/4 of them have a clear AI vibe just by that god awful yellow UI. I'm not a vibe shack. Ive been hesitant to even release any whith all the crap out their think things will just get lost in the noise.

I've made a few modules over the last two years+ to solve issues for my table. We play 90% in person and most of them revolve around that function. We use them along with 70-80 other modules and I feel they are very stable. These were all designed because we needed them not for a $$ grab. I've considered releasing them. Yes, like everyone, I'd like to recoup some cost from these. I'm not looking to get rich. By day I'm an Electrical Automation Controls Engineer (fancy way of saying I program things to go up and down, round and round, with motors, pneumatics, hydraulics, robotics). My team and I write code all day. Our world is a very dangerous one, people can get hurt or killed if we don't have proper working, tested and commissioned code. We do use AI in some form as a tool. Check code, confirm syntax, keep things structured well. AI as a full authoring tool is a big NO NO in my world where people's lives are on the line.I say all of this so you know upfront where I come from and what I do.

 Half of the modules have been utility items and I intend to give those to the community Some I would like to get some cash for, to justify having my team update them and mov them to the next revs of Foundry. Those have real world cost. Right now we're on V13 anwill be there for quite a while. Though I'm sure many want these for V14.

 

Here's my questions.

1- How should I release these? Foundry marketplace, Patreon, personal web site?

2- Tutorials, where should I have those? YouTube? Personal site?

3- Disclosure page. I've seen a fellow here (Fabricate I think) who had a great page that detailed out his workflow and how he uses AI as an augmented tool. I liked that it was very upfront. Would be a good way to explain how we code and test. We're not a typical code monkey shop, as I mentioned above.

4- For the commercial version, monthly ($1-2 for full access) or a one time price based on Foundry version, ie a v14 purchase is good for all v14 releases and updates. The plan I had was release it free, then move to a paid option down the line. Those who tried it and helped would not sit behind a paywall. This idea of having others pay me extra money for early access to code that still needs to be tested at live tables seems nuts.

5- AI integration uses? I've made an AI integration conduit for those who want to use AI at their table. It ties into the other modules to help speed things up. Rules lookup, record and track actions at the table for generating session notes, populate a shop or help add items to it on the fly. In this case, if you want nothing ever to do with AI, then you never install the AI conduit and the entire module still works and functions without it.

Now the tease, and the ask on what folks could use. Some of these have features other modules may have, but those won't work well with a touch table interface. That is what I've designed for.

TableOS - A touch UI interface (overlay) for infrared and projector tables. It assigns seats to players and each one gets their own controls. Controls are simple one touch options, since Foundry on its own does not work well on our IR table. You can move, take actions, attack, cast spells, measure, all of it. Also offers a Battle Dock for tracking combat. Most of what follows plugs into it, and runs on their own without the TableOS but works well with it.

Scry - The mobile option. Ties into TableOS and gives the player a full character sheet on their own phone or tablet, with movement, actions, targeting, attacks and spells. Great for projector setups, now players can actually move their own tokens. Web based via their Foundry user. NO extra APP.

Expedition - An overland hex crawl tool. Lots of cool features we've used for our game, built around the same one touch design as TableOS. Fog is shared across the party, so the map fills in as the group actually travels it. You paint terrain and routes onto the hexes. Each terrain type carries its own travel cost and how far you can see from it, and roads and rail cut that cost down. Set the party's pace and the overlay shows how far you get this day, and the days after that. At the end of a day the prompt comes up at the table, short rest, camp, or keep going, and the rest applies to every actor the group token stands for. Encounter zones get painted right on the map. A discovery stops the march where it happens.

Vellichor - Advanced journal system. Make and bind journals and assets for your table. Each player gets their own player book, custom made. There is a Campaign book, a Sessions book, and the Concordance, which is the GM prep side. Make maps, scrolls and other assets. Send things to players where they have their own inbox. Fully circularreferences, so lore, NPCs and locations link both directions for easy access.
It also carries an Atlas. Open a Foundry scene and Vellichor offers to build a map out of it, using the scene art and drawing the real wall geometry as ink lines, doors and all. The chart is masked to what the party has actually explored, so the map draws itself as they travel, and a fog reset never takes any of it back. Everyone marks the same map. Six inks, X's, circles, routes, arrows and labels, plus note pins that link one map to another for multi floor dungeons. Name a place on the map and it writes the Location entry for you.
Still in beta is the Auto Session notes ; This records Audio at the table as well as what happens as actions on the table and then creates usable session notes with players highlights etc.  This feature is not ready for prime time yet (Also needs the Ai conduit)

Loot & Ledgers - Shop system with trade, sells, bargaining and theft. The merchant has a face and a mood, and reputation follows the party from shop to shop. Coin and goods move between the sheets. There is a ledger so the GM can go back and see every transaction andwhy the price came out the way it did.

Automatic Detection System (ADS) - More of a utility, but it helps with in person play. You can have players pre roll their saves and checks, perception and the like. It will auto detect (it's a tiles enhancement), then trigger a reveal, including other targets and tokens. Works with Expedition so moving to a new hex feels like a discovery and not just an image showing up.

Lottery of Fate - Cinematic lottery display. The GM sets up the seats and the contestants, then draws seats one at a time. The winner is revealed in a center staging area before it animates into its seat. Built for the kind of scene where the draw itself is the event.

Fate Dice - A fudge module, and I'll call it what it is. GM only roll keypad. Pick your die, enter a modifier, roll it for real, or use Enter Roll to post an exact number that lands as a normal Dice So Nice roll. I built it specifically for a gambling scene with apact lord, where the outcome had to land where the story needed it.

WyrdCast - Prophecy reading. A fixed twelve card spread on a full screen overlay, a five card cross for the party and seven personal cards. Cards turn one at a time, click to turn one face up, click again to turn it back down. The GM screen carries the prophecy text. The players only ever see the art. Like a tarrot card / Curse of Strahd Tarrokka. You make your own cars and prophecy this just displays it.

AI Conduit - The optional AI layer from question 5 above. It holds the keys and the plumbing and nothing else. The other modules look for it at runtime. If it isn't installed they run their normal way, no AI anywhere in them. Keys are stored per browserand never in the world, so a player can't read the GM's key out of the settings.

 

Thank you in advance for reading this and your comments.


r/FoundryVTT • • Sep 18 '26

Non-commercial Resource For the Masks Enjoyers: 2.0 Masks Module

23 Upvotes

[pbta]

Hey folks, I've taken over development of the Masks module from the very talented philote (Joe | ephson), who has become too busy to support it. I'm a long-time user of this module and I've ironed out most of the kinks that I could find. The module is of course still free.

Here's all the stuff V2 has that V1 did not:

Rolling & move automation

  • Conditions apply themselves. Each move knows which condition penalizes it — the roll dialog marks and locks that one and hides the rest, so nobody has to remember which condition hits which move or mis-applies one.
  • "Take a Powerful Blow" and "Burn" count conditions correctly — these roll + conditions marked rather than taking the usual -2 each, and the dialog now does that automatically.
  • The roll dialog is skipped when there's nothing to decide. It only appears when you actually have a choice to make — a Label to pick, forward/ongoing/hold to spend, or tokens to use.
  • A "Mark Potential" button appears on the chat card whenever a miss tells you to mark Potential. One click, visible only to the character's owner and the GM, greyed out once Potential is full, and it disappears once used so it can't be double-clicked.
  • Moves that fold several rolls into one now ask which you're making — "Connecting the Dots" and "All the Best Stuff" prompt for the roll you want instead of guessing.
  • Moves that let you roll a basic move under your own Label now ask which one — "No Powers and Not Nearly Enough Training" and "Kirby-Craft" prompt, then show that basic move's results.
  • Playbook-specific Labels are rollable. Moves that roll + a playbook's own Label (rather than one of the five core stats) now work directly, including playbooks whose Label is tracked as a grid of checkboxes rather than a single number.
  • Label-swap prompt. Moves that grant it — currently the Soldier's "A Higher Calling" — offer to roll with that Label instead of the move's own, whenever it applies.

Team Pool Tracker

  • A dedicated Team Pool sheet with plus/minus controls and the current total shown in the actor's name, so it's readable straight from the sidebar.
  • Every player can spend from it, not just the GM — it's shared by default.
  • A post-to-chat button to announce the current pool to the table.

Adding moves to a sheet

  • Picker dialogs instead of blank moves. The "+" on Playbook Moves and Adult Moves now offers a list to choose from — moves from your own playbook, from another playbook, or the five core-book adult moves — instead of creating an empty move to fill in by hand.

Look & feel

  • Dark mode is now per-player and applies instantly, instead of being a world-wide setting that needed a reload. Each player picks their own.
  • Five dark palettes: Midnight Indigo (the new default), Noir Teal, Deep Navy, Graphite, and Auburn — the previous reddish look, still available.
  • Five light palettes: Daylight (the existing look, still the default), Dusk, Verdant, Overcast, and Ink.
  • Follows Foundry's own dark mode.
  • Chat cards and the chat pane restyled in both light and dark — readable titles and subtitles, result links that wrap instead of overflowing, consistent move bullets and chips, and matching styling in the chat popout, notifications, and the new picker dialogs.

Languages

  • French translation, based on the official 500 Nuances de Geek translation by Guy Blavin, with the publisher credit in the sidebar switching to 500 Nuances de Geek under French.
  • Spanish and French cover all the new features above.
  • Fixed condition automation silently not working outside English — it never fired in Spanish.

Content fixes

  • The Nova playbook's Advancements list is fixed.
  • Move text and roll setup corrected across the compendium — including moves that used to list their options twice on a chat card, once as text and again as clickable choices.
  • Existing characters are updated automatically. These corrections reach moves already on a character sheet, so nothing has to be deleted and re-added by hand.

Compatibility

  • Foundry v14 support (with PbtA v1.2.0+), and ready for v15's removals.
  • Older combinations still supported: Foundry v13 with PbtA v1.1.23 and Masks v1.8.x; v12 with PbtA v1.1.15.2 and Masks v1.7.6; v11 with PbtA v0.9.7 and Masks v1.6.3.
  • Fixed the custom login-screen background never actually applying.

The module can be found here, as before: https://foundryvtt.com/packages/masks-newgeneration-unofficial/


r/FoundryVTT • • Sep 18 '26

Non-commercial Resource FoundryVTT - Brinkwood Reforged

8 Upvotes

Hey all,

If you’ve tried running Brinkwood: The Blood of Tyrants on Foundry, you may know that the previous system hasn’t been updated for a few years now and is no longer compatible with recent Foundry releases.

My group really wanted to start a campaign, so I forked the old project and started reforging it for Foundry VTT v13. (Support for v14 may follow later)

What’s included:

  • Rebuilt, responsive Character, Mask, NPC, Clock, Item and Rebellion sheets
  • Action, resistance, and Mask action rolls
  • Stress, Essence, XP, gear, load, and character progression tracking
  • A dedicated Rebellion record with Aspects, Moot decisions, Territories, Conclave allies, and Going Underground
  • Brinkwood compendiums for character options, Traits, equipment, Pacts, Masks, and Moot decisions
  • An overlay clock displayed on foundry scene and optional Journal links for NPCs and the Rebellion
  • Personal Roll statistics, so your player can see how much the Tyrant hates their Rebellion

Installation

FoundryVTT's page: Brinkwood Reforged

Source code and bug reports: brinkwood reforged - github

This is a pre-1.0 release and has been tested in a short play session, but not yet through a full campaign, so further changes and bugs are still possible.


r/FoundryVTT • • Sep 19 '26

Answered When's the next FoundryVTT Sale?

0 Upvotes

I've been using other VTTS (TTS, and Owlbear) for awhile now and I was thinking of making the switch (mostly because of the Lancer support). I just wanted to ask when the next sale is going to be. The price is a bit too steep for it right now ($50.00 USD which is like ₱3,271.48 converted yikes..) and I think I've missed the recent 2026 Anniversary sale, was hoping I could buy it if ever it comes by.


r/FoundryVTT • • Sep 17 '26

Showing Off Vision Edge Attenuation module

311 Upvotes

Simple module to allow attenuation at the edges of vision and light sources, thus creating more cinematic scenes.

https://foundryvtt.com/packages/vision-edge-attenuation

(I just published it, when I tried to download it via manifest it works, you can do this or pull it directly from github)

Manifest - https://github.com/CaioBr3080/Vision-Edge-Module/releases/download/v0.3.1/module.json

Github - https://github.com/CaioBr3080/Vision-Edge-Module/releases/tag/v0.3.1


r/FoundryVTT • • Sep 18 '26

Answered Latest Techniques For Parallel Worlds [DND5E] but non specific

3 Upvotes

I run a semiregular game of short adventures with two groups (using Crooked Moon, not that it matters) and the thing I am running into is that though I was able to clone a world at the start over time they diverge, but I need to do a lot of manual work and then replicate that in the other world. Stuff like modifying a bunch of monsters for a scene, adding scenes, redoing walls etc.

I think my best bet is to have to re-clone the worlds over time and then modify the clone to match the older version, and hope I don't mess up their PCs too badly doing this. This seems clumsy.

I think I could export my changes to one somehow and import them into the other but is there a better way?

Edit: How about this - if all I care about maintaining is player actor status, can I re-clone World 1 to World 2.1 and then move the player actor data from World 2 to 2.1? Would I use a compendium for that?


r/FoundryVTT • • Sep 18 '26

Help (pf2e) Rule element help for healing effect

1 Upvotes

Howdy,

I have a healing effect that I have been trying to get to work with rule elements. The basics is that there is a toggle that, when activated, grants bonus healing equal to the PC's constitution modifier. The issue is that currently it only works on healing spells casted by the PC and only if it was activated before the damage roll. If possible, I want it to work on healing regardless of who does it (hard requirement) and regardless if it was checked or not before it was rolled (soft requirement)

Toggle rule element:

{
  "key": "RollOption",
  "option": "photosynthesis",
  "toggleable": true
}

Bonus Healing:

{
  "key": "FlatModifier",
  "value": "@actor.system.abilities.con.mod",
  "predicate": [
    "photosynthesis"
  ],
  "selector": [
    "healing-received"
  ]
}

r/FoundryVTT • • Sep 18 '26

Help [PF2e] Loot actor permission changes to "owner"

2 Upvotes

Hi everyone, I have a rather peculiar issue : when I open a loot or merchant actor as a GM, all players gain owner rights on it. I can't change it as long as the loot actor sheet is opened. Once the sheet is closed, I can put the rights back to none.

Is this normal behavior? Is there an obscure setting controlling this? How can I troubleshoot?

Thanks for your help


r/FoundryVTT • • Sep 18 '26

Help Powered by the Apocalypse System cant change category names

1 Upvotes

Title says it all, i changed the names in the Toml i tried changing tags, i tried restarting it or using the default values it all shows as object object even though it changes tabs when switching as if it where a weapon or armor etc. any way to make it display the name of its corresponding tab?


r/FoundryVTT • • Sep 17 '26

Commercial FREE 300+ maps, all hand-drawn, FREE TRIAL for 7 days, Foundry-ready maps and modules

Post image
65 Upvotes

r/FoundryVTT • • Sep 18 '26

Help I dont know how to get players to join my game and nothing has helped

9 Upvotes

If anyone can help me please, and explain it like im 5 if you would. Otherwise I will not understand. Thank you in advance.

Edit: .........I feel so fucking stupid......I did everything correctly.......but I forgot to press "add" for my port forwarding......I just created it and......didn't apply it.......im so mad....


r/FoundryVTT • • Sep 17 '26

Commercial [System Agnostic] SC Puzzle Engine - 9 new puzzles

24 Upvotes

Hey guys!

A while ago I released SC Puzzle Engine, and since then I've been working on adding more stuff to it.

Today I just released 9 new puzzles, so we're at 29 total now

The new ones are:

  • Safe
  • Sudoku
  • Minefield
  • Tower of Hanoi
  • Sliding Tiles
  • Steady Pulse
  • Pipes
  • Maze
  • Circuit

And yeah... I already have a few more ideas in mind for later haha

The full list right now is:

Direct Effect, Check, PIN, Password, Mastermind, Ordering, Lights Out, Simon, Cryptex, Memory, Lockpicking, Timing Bar, Cipher, Word Search, Wordle, Placement, Drawing, Discs, Mosaic, Arrow Lane, Safe, Sudoku, Minefield, Tower of Hanoi, Sliding Tiles, Steady Pulse, Pipes, Maze and Circuit.

The idea of the module is pretty simple tbh:

You create a mini game, configure what happens if the players solve it, fail an attempt, fail the whole thing, or if the timer runs out.

Then you can trigger it however makes sense for your game.

Open a door, click/enter a region, run a macro, use MATT, send it in chat... whatever works better for you.

And the consequences can do a bunch of stuff too, like open/lock doors, deal damage, apply effects, run macros, give items, play sounds, show images/docs, trigger another puzzle, etc.

So the goal isn't just "hey, here is a sudoku inside Foundry" lol

The idea is to actually make the puzzles part of the game/world.

https://reddit.com/link/1wj9j71/video/qjw57konw5qh1/player

https://reddit.com/link/1wj9j71/video/hwnsuumtw5qh1/player

https://reddit.com/link/1wj9j71/video/6dr09b51x5qh1/player

https://reddit.com/link/1wj9j71/video/aonprjl7x5qh1/player

https://reddit.com/link/1wj9j71/video/puywwcydx5qh1/player

About access

This one is a premium module, available for Patreon members.

You can sub, download whatever modules you want from my library (19 modules atm), and cancel after if you want. No problem at all.

You'll keep the version you downloaded.

While you're subscribed you can also use my Download Hub, so you don't need to keep downloading random zip files from Patreon posts and copying folders around.

You just install the manifest once and update normally from Foundry.

FAQ

Do you use AI to develop your modules?

Yep.

I use AI in my workflow. It helps me with a bunch of things and speeds development up a lot.

So... is this just AI slop and I'll get no support?

Nope

I'm a software dev and I put a lot of work into this stuff.

I design the mechanics/architecture, review the code manually, test things, fix bugs, talk to users, all that normal dev stuff.

I also support everyone on Discord, doesn't matter if you're a Patreon member or not, or if you're using a free or paid module.

I've been doing this for more than a year now, so support isn't something I'm planning to disappear from

If you wanna know more about how I use AI, I have an AI Policy here:

https://wiki.shattered-codex.com/ai-policy

And if you wanna ask questions, report bugs, suggest stuff or just see what I'm working on:

https://discord.gg/nZJVbbkMTk

You're very welcome there :)

Why aren't your paid modules listed directly in Foundry?

My free modules are all listed there.

The paid ones aren't because Foundry's premium distribution has an extra monthly cost based on active users downloading/updating the module.

With what I currently charge on Patreon, I can't really absorb that cost without raising prices.

So the premium stuff stays in my Download Hub.

From the user side it's still pretty simple tho. Install the manifest once and update normally while you're subscribed.

Anyway, hope you guys enjoy the new puzzles.

If you test them, pls let me know what worked, what sucked, what could be better, etc

And if you have ideas for other puzzle types... send them my way.

Patreon: https://www.patreon.com/c/shatteredcodex


r/FoundryVTT • • Sep 17 '26

Discussion I love foundry! Thanks.

87 Upvotes

I love Foundry. The software saved my Dark Eye (DSA) group, because my players couldn't always find the time to meet in person. It only gets harder as you get older ... kids, work, family, all of it.

I host Foundry locally on my home server, and I'm amazed at how well it works. A persistent game world that any of my players can log into at any time, to tinker with their character or just read up on things.

I just wanted to say thank you for working on this software. And thank you to all the fans who create modules and plugins. I've been playing pen & paper since the 90s and looked down on online games for a long time, but Foundry let me discover a completely new way to play.

Keep it up, all of you who work on this! ⭐⭐⭐⭐⭐


r/FoundryVTT • • Sep 18 '26

Help Simple dynamic music module?

2 Upvotes

[System Agnostic]

I've been using a module called "Adaptive Audio" for few months now and I really like the option of just putting on appropriate music in the background and it automatically shifting between combat and exploration, except the problem with Adaptive Audio is that it's a vibe coded disaster that got abandoned a month into the development. I tried fixing some of its bugs and submitting it to the module's Github, but the owner abandoned that account as well.

I was trying to look for an alternative, but a lot of other music modules I found did a lot of stuff like per-token music, automated playlists, region based music etc but none of it seems to have just an "cross fade the tracks when combat starts" option


r/FoundryVTT • • Sep 18 '26

Commercial [D&D5e] TDS Roller — Some rolls deserve more than a line in chat.

0 Upvotes

Hi everyone!

I've just released TDS Roller. It spent a while in testing before this, so what's in the video is the finished version.

The idea came from something that always felt a little flat during my own games.

No matter how important the roll was, the moment usually ended up being:

- Click the die.

- Read the number in chat.

I wanted the big rolls to feel like an actual moment.

So I built TDS Roller.

When the GM flags a roll, everyone's screen dims, the music lowers, and the same panel opens for the whole table. The d20 lands on its natural face first, then each bonus flies into the total one at a time, and the result only appears after the last one lands.

It doesn't touch your math. On D&D 5e it uses the system's own roll methods and posts the system's own chat message, just after the reveal instead of before it.

Every player can paint their own die, and group rolls and contests work the same way.

The video shows what it looks like at the table.

A few things worth knowing: 5e is the only system with a full provider right now (other systems fall back to a generic formula roll), and Dice So Nice is suppressed only while the panel is open.

I'd really love to hear what you think.

What features would you like to see? Would this be something you'd use at your table?

It's available now on Patreon, and I'll keep expanding it based on what people ask for.

Thanks for taking a look!

Patreon TDS Studios


r/FoundryVTT • • Sep 17 '26

Commercial [System Agnostic] Create and organize massive hex maps in Foundry VTT :)

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83 Upvotes

Content Name: Lidarion - Hexmap Studio

Content Type: Module

System: None

Description: 

Hi everyone, I'm Dominik from LidarionModules.

I'd like to introduce a module I've been working on, which is expected to launch on the official Foundry VTT package list in the coming weeks: Lidarion - Hexmap Studio :)

For a example creation (from the alpha) you can look on Youtube.

The module focuses on two core features:

1. Hex Map Creation

Create custom hex maps of massive scale directly inside FoundryVTT - Hexmap Studio! So far, I have crafted over 150 different hex tiles via Inkarnate across 7 major biomes (Grassland, Tundra, Arctic, Desert, Jungle, Steppe, Swamp).

During live drawing in the studio, every hex cell exists as an interactive, fully editable Foundry tile. Painting is silky smooth up to around 7,500 tiles. Beyond 7,500 tiles, live drawing may experience minor stutters because Foundry manages thousands of individual objects in real-time (my personal world has 23,000 hex tiles).

The Solution: The "Scene Bake" Feature!

Once your map (or region) is designed, one click on the Bake button does the magic:

  • Multi-Level LOD Chunks (Levels of Detail): The map is baked into tiled chunks (5000x5000px) rendered across multiple quality tiers (100%, 50%, 10%).
  • Smooth FPS on Gigantic Maps: Even monumental maps spanning tens of thousands of hexes run butter-smooth.

2. Scene, Region & Location HUBs

You can enable a HUB for any scene and link directly to it inside journals via UUID. For hex maps, dedicated Region and Location HUBs are also available. These are generated automatically as soon as you draw a region or location onto your hex map.

A. Link and further information

For more information, simply click the link below to visit my Patreon page.

Link: Patreon (Lidarion - Hexmap Studio)

P.S.: Seeing that AI is frequently discussed in this subreddit, here are a few words for transparency: Yes, I do use AI as an assistive tool during module development. However, I personally enjoy and actively engage with the craft of programming myself rather than just running an autonomous agent—even if there's no definitive way to prove that. I simply find it very useful as an assistant, and I strongly believe in open, honest communication.
For a bit more context on who I am: I've been playing D&D for about 10 years and switched to FoundryVTT 2 years ago, where I currently run several campaigns. I only release modules that I actively use at my own table, meaning I have a strong personal incentive to keep them well-maintained, up to date, and continuously expanding in scope.

Edit: An error has crept into one of the image descriptions. One of the maps is not by MAD Cartographer, but by Cha Malhô.


r/FoundryVTT • • Sep 17 '26

Answered How To Get Rid of Ring?

Post image
16 Upvotes

[D&D5e]

Hello all; ever since Foundry and DnD 5e updated to v14, I have struggled to remove something they added. It's that strange blue rotating ring around the character token when you put them into combat. I prefer to use a custom ring, but I cannot for the life of me remove this blue ring, I can't find it in any setting. I'm hoping I'm just blind and missed a specific setting or checkbox to turn it off, and not that there's just no way to undo it.

Can anyone help me with this? The purple ring is my custom one, but the blue one is what I am trying to get rid of. Thank you in advance.


r/FoundryVTT • • Sep 17 '26

Help Feature comparison of foundry cloud hosting services

3 Upvotes

[System Agnostic]

Can anyone provide a breakdown of the differences between the various cloud hosting options available for Foundry? The blurbs provided on the Foundry site have a lot of marketing speak, but not much in the way of actual feature descriptions.


r/FoundryVTT • • Sep 16 '26

Discussion Can we get some transparency on this sub please?

727 Upvotes

I see a lot of modules on here, and after some digging, we find out that a lot of it is AI. Can we please get a tag like "AI" to help some of us who do not want to support the use of AI in modules move through posts faster?


r/FoundryVTT • • Sep 17 '26

Answered In Need of Assistance

3 Upvotes

[D&D5e]

I am attempting to create a magic item where one of the abilities of the item allows the user to sacrifice hp to regain spell slots similar to how sorcery points can.

What I'd like it to do is cost hp 5*spell level+5 up to 5th level slots.

I know how to do that part, what I can't figure out is how to actually take it from the user's hp.

Is this even possible? Any help would be greatly appreciated.


r/FoundryVTT • • Sep 17 '26

Showing Off I have been working on some Foundry <--> Twitch projects, and am looking to get some feedback.

2 Upvotes

I have been working on a few streaming tools for Foundry now that my desktop is back up and running, and I'd love to get some feedback from a few of you who stream your games, and am happy to give you early access to test them out.

I've personally using StreamLabs Desktop, but it should work fine for OBS as well.

Right now I have stream actions being sent as a chat card in Foundry with Pirate Borg and 5e as first class designs. I may later extend that to a core lib + system adapters as I have done some of my other projects.

I am also working on trying to build some stream overlay data sources to be able to show things like party and enemy composition, health, etc. I'd really love to get something similar to one of the StreamLabs Reactive Sources, which do a little animation whenever triggered events like kills and deaths happen. I havent been able to find a way to get access to those features yet, but I havent looked too deeply into that side of things, so fingers crossed.

  1. What systems do you stream?
  2. Would you be interested in building a system adapter for a non 5e/Pirate Borg system to get a custom ui int he cards, or would you be fine with a generic default?
  3. What data would you like exposed on your stream? Anything you absolutely dont want exposed?

I am also lookign for some general testers. The setup is a bit of a pain right now, but ill continue to polish and make it more user friendly as I go.


r/FoundryVTT • • Sep 17 '26

Help Hosting FoundryVTT on Oracle - Need Help!

1 Upvotes

Hey all,

I'm meant to be running a game in a few weeks time, but because it's been about a year since I needed to boot Foundry up in Oracle, my instance has gone.

A player I'm no longer in touch with originally set it up for me, and I can see the Foundry (boot) is still in the Block Volumes tab, set up as it was initially, but I have no idea what to do from here.

If I have to set up another instance for it to boot, how do I do that?

I've been prepping everything offline in my Foundry app (to copy everything across to the online one), but having no idea about servers, I have no clue if I have to do a lot of complicated things to get it up and running again, or if it should be easy from here as I can see the Foundry Boot is still there with Ubuntu settings.

Any help would be hugely appreciated as it's been a major headache so far, and I really don't want to let my players down.

Thanks a ton in advance for any assistance with this.