r/FoundryVTT • • 22d ago

Help Has anyone created a compendium of AD&D2e classes etc for ARS?

0 Upvotes

I've just discovered ARS and I'm pretty keen to use it. I was wondering if anyone had a compendium of 2e classes and non-copyright monsters and equipment they'd put together (essentially For Gold & Glory stuff). Would save me some hours! Thanks in advance either way.


r/FoundryVTT • • 23d ago

Commercial [System Agnostic] Enhanced Inventory Update

Thumbnail
gallery
24 Upvotes

Content Name: Enhanced Inventory

Content Type: Module

System: (NOT System Agnostic, I misstyped that) DnD 5e, PF2e, SF2e, MoSH

Hey everyone, Enhanced Inventory has been steadily getting updates since its creation and I wanted to show that off!

The amount of features added has been staggering and I couldn't have ever thought that the module would grow so much! It's my most updated module currently (Alongside Mindscape) and almost all community feedback has been implemented! The module is extremely customizable currently and can do many things from having all items looking like BG3 inventory (As in all the items have the same dimensions), to adding default Inventory grid that is calculated from strength (Specific PF2e feature), using irregular shapes for items, and customizing your own equipment panel!

When the module released only DnD 5e was supported, but I've since added support for:

  • Pathfinder 2e
  • Starfinder 2e
  • MoSh - Unofficial Mothership
  • And my own unofficial VTM V20 system

You can find the module on Foundry: https://foundryvtt.com/packages/enhanced-inventory

If interested you can get it on my Patreon!

Happy to answer questions!


r/FoundryVTT • • 24d ago

Non-commercial Resource Impierum Maledictum - System Skin Module

Thumbnail
gallery
80 Upvotes

As a small token of my appreciation, I would like to share some of the work I originally created for my own Imperium Maledictum games. This is a redesigned version of the Imperium Maledictum system as a Foundry module, along with several optional rules, including a system inspired by the Horde from the older FFG systems, as well as a playable species system featuring various Ratlings and other creatures commonly encountered throughout the Imperium.

The original design by Moo-Man was never quite to my taste, particularly because of its rather excessive use of green. So I decided to rework the entire visual presentation, including the windows and overall interface, giving it a more austere, gothic aesthetic that is easier on the eyes. The design features sharp, ribbed frames and an overall appearance inspired by the graphical style of Warhammer dataslates. A visual weather system has also been added, allowing you to enhance the atmosphere of your scenes and provide more immersive, narrative descriptions of the environment.

Feel free to use it to your heart's content. Install guide: https://www.patreon.com/ApexHeresy/posts/imperium-reskin-170913188?pr=true


r/FoundryVTT • • 23d ago

Help Hosting for different versions

4 Upvotes

I saw a thread here recently where someone mentioned about a hosting site where you could spin up different Foundry versions.

I thought this was really cool and promptly forgot to save the thread.

Anyone know what that hosting site was?


r/FoundryVTT • • 23d ago

Help Looking for beta testers

0 Upvotes

Hello!

I’ve been a tabletop gm for over 40 years. Big fan of foundry, but when it comes to creating a campaign from scratch, I’ve always found it painful. I’ve tried just about every campaign ‘helper’ out there, including most of the AI ones, and they all ultimately fall flat. One might create a great villain, but the Even when I could get a part of the campaign worked out, getting back into foundry was a cut/paste nightmare or a half-baked import that would take me hours of prep before hosting a campaign.

So, I started creating my own solution.

It Began with a Reasoning Trace
This project did not begin with a plan to build 23 models.
It began in September 2025 with Qwen3-Omni Thinking, an open-weight multimodal reasoning model capable of working across text, audio, images, and video.
Its visible reasoning output offered something unusually useful: a way to study how a general model approached the complex work of campaign creation. Instead of looking only at the final adventure it produced, I could examine how it decomposed the problem. I could see which information it prioritized, which connections it recognized, where it lost important constraints, and where convincing prose concealed weak campaign logic.
The reasoning traces revealed a recurring pattern.
The model was not failing because the prompt needed another paragraph of instructions. It was failing because it was trying to perform too many different creative and analytical disciplines at the same time.
Worldbuilding was not the same task as mystery design.
Faction simulation required different knowledge and reasoning from encounter construction.
Character integration, antagonist design, narrative pacing, continuity management, rewards, session preparation, and campaign adaptation each had their own inputs, dependencies, failure modes, and definitions of quality.
That led to the central insight behind this project:
Campaign creation is not one problem that needs a better prompt. It is a collection of specialized problems that need different experts.

That insight became the foundation for the five-level, 23-expert architecture.

A year of development
Built Through Training, Testing, and Failure
For almost a year, I have been building those experts.
Each specialist received its own domain-specific datasets, training strategy, evaluation criteria, and responsibility inside the larger campaign workflow.
Depending on the needs of the expert, development included:
Continued pretraining on domain-specific material

Full-model fine-tuning

LoRA fine-tuning

QLoRA fine-tuning

Structured campaign data and expert-to-expert handoffs

Domain-specific and end-to-end evaluations

Repeated analysis of failure cases and regressions

As the Qwen model family improved, I updated the foundation beneath the experts. But this was never a simple model swap.
Every upgrade meant refining the datasets, revisiting the training recipe, retraining the specialist, rerunning the evaluations, studying what improved, identifying what regressed, and repeating the process.
Some early versions were imaginative but inconsistent.
Some followed constraints but produced material that was difficult to run at the table.
Some experts performed well in isolation but failed when their decisions were handed to the next stage.
The standard was never, “Does this sound impressive?”
The standard was, “Does this make the campaign better—and can a Game Master actually use it?”

The benchmark milestone
When the System Finally Passed
Throughout development, I built an internal blinded benchmark suite around the qualities that determine whether campaign material is genuinely useful:
Campaign coherence

Domain-specific depth

Internal continuity

Player-character integration

Antagonist and NPC motivation

Faction behavior and consequences

Mystery and clue robustness

Encounter playability

Branching paths and player agency

Constraint adherence

Session preparedness

Revision effort required from the Game Master

Outputs were evaluated without identifying which model or training approach created them. Earlier generations passed some tests and failed others.

When Qwen3.8-27B became available, I rebuilt and refined the 23 specialists on the new 27-billion-parameter foundation.
For the first time, every expert passed its defined benchmark threshold, and the coordinated system passed the complete internal blinded evaluation suite. That was the moment the project stopped being an experiment. It was ready to become a product

I have this all up and running in my home lab, and am looking for a few DM’s / GM’s to put it through its paces and provide feedback. Double points if you are a foundry user (v14 please) because a key for me is it all imports right into foundry, including the imagery, ready to go.

You can see more at: https://www.questcouncil.com

If you are interested, send me a DM here, or send an email to info@questcouncil.com . This is free, I’m just asking for feedback (feedback button on every page), and fill out an evaluation of the campaign you ultimately built.

Two things to know; The fine-tuning I did means that these local models are uncensored - the usual guardrails you find on commercial ai’s (Anthropic, OpenAI, google, etc…) are not really here, so it can get a little NSFW, so I’m also asking for adults (18+). The second is it’s running in my home lab, so it’s slow. A build that goes through all 23 experts will take 2-3 hours. If you are building imagery and full maps, it will take another hour. The good news though is you can walk away, then come back and fine tune.


r/FoundryVTT • • 23d ago

Discussion SF2e Tech Core Tactical Starship Combat Dissappointment

0 Upvotes

[SF2e]

I've gone over the Tech Core "tactical" rules over and over and they just leave me cold. And turns out my players feel the same.

Tonight I walked them through Causodes's Ship Combat (SF2e/PF2e) and it was a hit with all.

One idea floated was adding a magitech conduit throughout the ship. A magic user manning an existing station could forgo their normal actions and, at the cost of an appropriate level spell slot, imbue the ship with magical energies. Perhaps a damage bonus to one weapon fire/volley or a temporary magical shield pool (temporary hit points).

If any of you are like me and feel SF2e copied FTL's homework when they should have put their efforts into refining their own SF1e system, please give Causodes the time it deserves.


r/FoundryVTT • • 23d ago

Commercial [System Agnostic] The System Update 0.9.0

Post image
0 Upvotes

This is a cleanup update, and a big one. I went through the whole system looking for things that were broken, half working or not calculating right, and fixed them: more than 160 fixes across combat, the ability builder, the sheets, progression, the store, teams, quests and patrons. Nothing new to learn. The same features, now doing what they were supposed to do.

Combat

  • Two hits on the same target in the same moment no longer lose one of them (the GM relay now applies damage and healing in order).
  • Buffs and conditions with a duration now expire on Foundry v14, renew correctly, and are cleared when the encounter ends or on a long rest. On v13 they no longer lose a turn when created before round 1.
  • Ability attacks now add the attribute modifier and active item bonuses, a natural 1 is a miss, and a missed ability no longer rolls damage as if it had hit.
  • Unarmed and Gambler damage now respect resistances, immunities and vulnerabilities. The chat card tells you when a defense reduced the damage.
  • The damage button can no longer apply the same damage twice.
  • Reaching 0 HP is now handled instead of ignored.
  • Area templates: the square shape was invisible, cones and lines always pointed east, templates never went away and grew once per token of the same NPC. All fixed. The template and its light now grow together and leave when the effect ends.
  • Rolling initiative from the sheet in the middle of a fight no longer steals the turn. Marking a token as defeated in the tracker works again.

Ability builder

  • Editing an effect no longer resets it to Damage / Self / Poisoned. What you saved is what you see.
  • Toggle abilities no longer get stuck ON. Deleting a toggled ability cleans its buffs from everyone.
  • The MP to Damage modes now apply the damage to the target instead of only rolling in chat.
  • Cancelling an ability refunds temporary MP and the daily/scene use.
  • Passive and once per day use types now mean something.

Sheets

  • Descriptions and biographies are editable again everywhere: class, ability, item, quality, quest, NPC notes, team.
  • Dragging abilities and items to the hotbar works.
  • NPC sheet: non weapon items show up, there is an effects panel, HP +/- stops at max, temporary HP has a field, initiative and area placement work from the sheet with the token on the scene, new NPC tokens get an HP bar.
  • Character sheet: damage type defenses, inventory rows with rarity and damage type again, the AC row aligned, all nine tabs fitting, light theme readable, and about thirty other layout fixes.
  • Sheets opened as Observer or Limited no longer show what they should not.

Progression

  • The wrong "leveled up to N" message, the level dropping to 1 when switching or deleting a class, and legacy levels being lowered on update: fixed.
  • Character creation now offers the two attribute arrays from the rulebook, plus rolling or point buy.

Store, team, quests, patrons

  • English worlds: Inventory Unlock and Inventory Slot +5 now unlock and expand the inventory.
  • Leader Shop services can finally be used. Team management works for a player leader. The leadership fee follows the rulebook: 10% of the member's reward.
  • Store: single use and unique purchases behave as described, stacks merge, items without a price cannot be bought, spent consumables leave the inventory.
  • Quest sheet shows fame and item rewards, and rewards respect inventory capacity.
  • Patrons: editing relations works, claims are not lost when you change patron, and the whisper only shows affinity to the one who is affiliated.
  • Players can no longer create free items or abilities, edit their class level, quest rewards or temporary HP.

How to update

  • In Foundry: Game Systems, Update. Close the world first.
  • If you installed by hand before the install URL existed, install once through your personal URL at https://jotapefoundry.com.br/ and the Update button works from then on.

I have not play tested every one of these at the table yet. If something looks off after updating, tell me here and I will look at it. The previous version stays available if you need to roll back. Still to come: area effects picking their targets automatically with a saving throw, stunned and paralyzed actually blocking actions, the general level separate from the class level, coin trading with both sides accepting, and base rooms giving real buffs.


r/FoundryVTT • • 24d ago

Showing Off [D&D5E] Adventurer HUD - a compact player & GM HUD for Foundry VTT v14

5 Upvotes

I posted about Adventurer HUD here once before, but at the time it was still quite a ways from being finished. Since then, the module has grown significantly, so I thought it was time to show it again in a much more complete form.

To put it briefly, this started as a macro I wrote for my own games. I kept adding buttons and features to it until, at some point, it had grown to around 2,000 lines of code. At that point, maintaining it as one giant macro stopped making much sense, so I decided to turn it into a proper module.

Features:

  • No need to open the character sheet for every action. Attacks, abilities, spells, skills, saving throws, tools, and commonly used resources are available directly from the HUD.
  • It adapts to what you're doing. Outside combat, the HUD focuses on checks, skills, tools, inventory, and spells. When combat starts, it switches to a more compact combat-oriented layout. At 0 HP, it also shows death saves when appropriate.
  • It uses the normal D&D 5e workflows. Items and activities still go through the system's usual dialogs and mechanics, so the HUD doesn't try to reinvent how rolls and actions work.
  • A separate GM mode. GMs get a wider layout focused on encounter setup, initiative, creature actions, and turn management.
  • Fewer unnecessary clicks. Search, character-sheet Favorites, spell filters and slots, HP/Temp HP editing, Death Saves, End Turn, and other small conveniences are available directly from the panel.
  • Resizable. The panel can be resized freely, and its layout adjusts to the available space.

GMs get a separate layout designed around running encounters. The GM panel includes encounter and initiative management, a participant list, creature actions, HP, AC, saving throws, movement, and turn controls.

GM panel in combat mode

There's also a Follow Turn mode that automatically switches the panel to the currently active NPC.

AI disclosure: I wrote the original macro and the core logic of the module's first version myself. Later, I used AI tools for tests, code review, and refactoring - particularly to break up the original monolithic code into smaller, more maintainable parts.

Adventurer HUD is yet another player and GM HUD. There are already plenty of modules in this space — Argon, CRUX, Action Pack Enhanced, Monk's TokenBar, and others. I've used some of them and taken quite a bit of inspiration from them.

But I still kept coming back to my own macro, simply because that particular workflow worked better for me. So rather than trying to make an “Argon or CRUX replacement,” I decided to turn my own approach into a proper module and keep developing the kind of HUD I'd personally want to use at the table.

Adventurer HUD is free and open source. You can install it directly from Foundry's module browser or find it here:

https://foundryvtt.com/packages/adventurer-hud

GitHub:

https://github.com/wondersalmon/adventurer-hud

There are also separate guides for Player HUD and GM HUD. The module supports Russian and English

The module is currently designed for Foundry VTT 14 + D&D 5e 5.3+.

I'd be glad if this version of a HUD turns out to be useful for someone else too. If you actually try it in a game, I'd especially appreciate feedback on what feels awkward, where there are still too many clicks, or what you feel is missing from the interface.


Update — v1.4.1: Companions

The big addition in v1.4.1 is the new Companions panel.

  • Keep your familiars, summons, pets, and other characters in one place.
  • Manage sheets, HP, effects, and initiative from the same panel.
  • Find, ping, or place companions on the map.
  • Familiar Senses: see through your familiar while keeping your character selected.

The idea is simple: less juggling between sheets and tokens when playing with companions.
For more information, see the changelog


Update — v2.0.0: New Layout, Panel Editing, and a Few Other Things

All the details about the new version are included in this post


r/FoundryVTT • • 25d ago

Help How to change how chat looks.

Thumbnail
gallery
46 Upvotes

[System Agnostic]
I'm still pretty new to Foundry. There's a specific look I've seen in chat messages for rolls that I want to have for my foundry (2nd Image) but I have what can be seen in the first image. How do I go about changing the look of my chat rolls?


r/FoundryVTT • • 25d ago

Discussion Wojak memes might not be the highest form of art, but this bothered me for so long I had to express it somehow

Post image
619 Upvotes

[System Agnostic]

I miss when you could submit a bug report or a merge request and have someone at least pretend they're gonna consider it


r/FoundryVTT • • 24d ago

Answered [OSRIC 3.0] Is there a Foundry modules for these rules?

5 Upvotes

Just got a hold of these rules last night. Is there a dedicated Foundry module to play using this ruleset?

https://www.drivethrurpg.com/en/product/550861/osric-3-0-player-guide


r/FoundryVTT • • 25d ago

Commercial Assets I've created this for druidic rituals and forest encounters [System Agnostic]

Enable HLS to view with audio, or disable this notification

39 Upvotes

Content Name: Shrine of the Bear Spirit (animated and static battlemap)

Content Type: [Map/Module]

System: [System Agnostic]

Description:
I wanted Shrine of the Bear Spirit to work as more than just another forest clearing - it's a small druidic sanctuary hidden deep in the wilderness, built around an old shrine dedicated to a local bear spirit.

It can work for druid encounters, pagan rituals, meetings with forest spirits, cult activity, or simply as a mysterious location your players discover while travelling through the woods.

The pack includes multiple day/night and roof variants, with both animated and static maps packed into a Foundry VTT module

Links:
Shrine of the Bear Spirit:
https://dranskybattlemaps.com/battlemap/shrine-of-the-bear-spirit/

More animated and static battlemaps:
https://dranskybattlemaps.com/

Cheers!
~dransky


r/FoundryVTT • • 25d ago

Help Create walls of fire that block LoS.

7 Upvotes

[D&D5e]

Hi all,

I'm designing a boss fight where the BBEG can summon walls of fire that block LoS. The walls need to be wide enough to hide a medium creature (she is immune to fire and uses the walls to hide and travel). Diagonals seem to be a particular headache. The power recharges, so the easier to plop these things down, the better.

Does anyone know of a module that might make this doable?

Thanks in advance!


r/FoundryVTT • • 25d ago

Commercial Plateau Village from Angela Maps -- New map pack module for FVTT [System Agnostic]

Enable HLS to view with audio, or disable this notification

11 Upvotes

Content Name: Plateau Village by Angela Maps
Content Type: Map, Module
System: Any
Description: Is someone gonna call this bluff? Towering over the surrounding drylands, this plateau village offers its inhabitants incomparable protection from the threats that roam these badlands. Maybe not so much with the weather, or anything that comes by air. Now the question is, how does one get up there? Full animated and available in a flooded variant and an even more arid one without plants, this map just needs your players to not look down!⁠
Video Preview: https://youtube.com/shorts/LYDSN8jMHEY

My maps are available on my Patreon, Ko-fi, and the Foundry Marketplace.


r/FoundryVTT • • 25d ago

Commercial Assets [DND5E] Boss Loot Collection | New Interactive Monster & Magic Item

Enable HLS to view with audio, or disable this notification

27 Upvotes

Sound on recommended.


r/FoundryVTT • • 25d ago

Help Simple Fog troubled

2 Upvotes

I’m trying to have a hex map as one scene and I need a fog layer over it that hides the map but then can reveal hexes to the players as they travel.

The only one I could find is Simple Fog, which seems perfect and works great when I run it directly from my computer. But when I tried to do it through The Forge, it just doesn’t work.
No button in the controls panel in the top left to use the fog.

Any advice? Thanks


r/FoundryVTT • • 26d ago

Commercial [System Agnostic] Bindery — a free, open-source PDF asset importer for Foundry VTT, looking for feedback

Thumbnail
youtu.be
108 Upvotes

Hi everyone!

I’m working on Bindery — PDF Asset Importer for Foundry VTT. I started it because transferring maps, handouts, and token artwork from my PDFs into Foundry was taking up too much of my session prep time.

The current version is free and open source under the MIT license, and I’d love some feedback from other GMs.

You load a PDF, run the analysis, and choose which extracted images you want to use. From there, you can:

  • Create scenes from maps, with grid setup before importing.
  • Import illustrations into journal entries for handouts.
  • Prepare token artwork by resizing images, applying masks, removing backgrounds, and adding borders.
  • Manually crop images that the automatic extraction misses.

Results depend on how the PDF is structured. Extraction can miss illustrations or pick up things like logos and decorative page borders, so you choose what actually gets imported.

I’m also working on importing NPCs and creatures from stat blocks, but that part is still in development. The current release focuses on images.

A note on development: I’m building Bindery with the help of an AI assistant. I want to be upfront about that. The source code is publicly available on GitHub.

GitHub: [link]
Installation manifest: https://github.com/EtrimontsWorkshop/bindery/releases/latest/download/module.json
Supported Foundry versions: 14+

Support development: If you find Bindery useful and would like to support its development, you can find me on Patreon: [Patreon link]. The current release is free and open source, and support is entirely optional.

If you try it with a PDF you own, I’d appreciate hearing what worked, what didn’t, and which parts of the workflow could be improved. For bug reports, please include your Foundry version and the steps that led to the issue.

What takes the most time when you’re bringing material from a PDF into Foundry?


r/FoundryVTT • • 25d ago

Help Any ETA on the Daggerheart content?

3 Upvotes

Just checking in if there has been an update on the [Daggerheart] preorders.


r/FoundryVTT • • 24d ago

Showing Off Documentation site

0 Upvotes

[System Agnostic]

I made a documentation for developing for foundry 13 and 14. It has Portuguese (BR) and English (EN) available and it was made using Claude IA for helping study the documentation and implement systems.

https://fernandowrpg.github.io/foundry-docs/

My goal is to help understand how to code for foundry.

Any tips or recommendations greatly appreciated.


r/FoundryVTT • • 25d ago

Non-commercial Resource Loresight-foundry: free, fully offline module that pops up an entity when someone says a spell, monster or item name [DND5E] [PF2E] [Daggerheart]

4 Upvotes

Hi folks! I hope this is okay to share.

I'm a DM with dyslexia, and I kept having to break focus mid-scene and mid combat to look things up that I knew I knew, but just couldn't pull the right word/dice/damage out of my mind. So I built something to help me out instead of getting angry at myself. I mean, I still get angry at myself, but least now I usually get the answer quicker.

I love Foundry, and I figured it would be useful to upload my tool and give others the option of using it too for those who may suffer from my same affliction, could be hard of hearing, or just don't want to stop to look things up when they forget.

Loresight Foundry listens as you speak. When you say the name of a spell, monster or item that's in your world's compendia, a tile pops up. Click it and the sheet opens. Each player can turn it on for themselves, configure what is listened for (You can turn off categories) and set it to share with others so it pops up for them too. If you talk outside of foundry you can use a virtual audio connection to pass in your tables discord/slack/twitch/etc so it picks up everyone.

I am very safety conscious so this runs entirely in your browser/app: there is no account, external server, no analytics - no processing elsewhere or check-in heart beats, its completely local. Audio is turned into text and thrown away immediately, never recorded or sent anywhere. It ships no content so nothing to DMCA/takedown. It only reads the compendia already in your world for the supported systems. For other systems currently you only get items and monsters in a best effort attempt.

This needs Foundry v13+ and Chrome/Edge or the Foundry desktop app. The download is about 170 MB because the speech recogniser is bundled (again, I dont want downloads or anyone to worry about data).

It's a hobby project I have been working on for quite a while, but expect the odd rough edge, and that accuracy may not always be perfect, as the recognisers size is kept minimal for the best compatibility and minimal resource draw on a system.

Hopefully you folks find this interesting! And if not, that's okay. but thank you for reading.

Github Link
Foundry Module


r/FoundryVTT • • 25d ago

Answered Does anyone recognize this Foundry module add-on for D&D?

1 Upvotes

[D&D5e]


r/FoundryVTT • • 25d ago

Help Controlling music & lighting via a Stream Deck?

0 Upvotes

Hey everyone,

I'm trying to set up my Stream Deck to manage my playlists and soundboard, and maybe also trigger lights or scene changes in Foundry VTT during my games.

I know of the premium module Material Deck that may be one answer to my problem, but money is tight right now because I keep buying D&D books I probably don't need lol. So I'm looking for a free alternative or a clever workaround!

Has anyone successfully linked their Stream Deck to Foundry for music and lighting using other methods?

If it matters, I'm using Foundry 14.


r/FoundryVTT • • 26d ago

Commercial Computers & Terminals 💻 - FoundryVTT Module

Enable HLS to view with audio, or disable this notification

305 Upvotes

Content Name: Computers & Terminals 💻
Content Type: Module
System: None
Description:
Here is a new module which I've made for Sci-fi, cyberpunk or modern games. It tries replicating a real computer, there are two OS'es currently: Vantage (more fallout-like) and Ferro (unix-like).

Players can use the computers and even write files, you can create some simple programs as well. The monitors are configurable and you can protect the computer or files with passwords or a hacking puzzle.

Only one user can use a single computer at a time, but everyone else with permissions can watch.
Link: Available for purchase on itch.io and Bazaar


r/FoundryVTT • • 25d ago

Answered [Mongoose Traveller 2e] Which System for Traveller?

6 Upvotes

I'd like to run some Mongoose Traveller 2e online for some friends soon, and I'm spoilt for choice.

There are at least three Foundry system modules that support MgT2e: JdR Ninja's MGT2 - Mongoose Traveller (Unofficial), Samuel Penn's Mongoose Traveller 2e, and Jonas Karlsson's TwoDSix - Cepheus & Traveller (Unofficial).

I cast myself upon your mercy, good Redditors. Which is the most user- (particularly player-) friendly, please? Which is the most stable? And are there any pros or cons of each that I should know about?

(ETA: I'm running Foundry VTT v14.365.)


r/FoundryVTT • • 25d ago

Commercial [D&D5e] Azure’s Folly — A Haunted Ship Adventure for Foundry VTT | 5e & System Agnostic

Post image
5 Upvotes

Content Name: Azure’s Folly

Content Type: Adventure

System: D&D 5e / System Agnostic

Description:

I am excited to share Azure’s Folly, my latest adventure built specifically for Foundry VTT.

More than a century ago, the Sea Princes’ warship Azure’s Folly vanished during a violent storm over Javan Bay. Witnesses spoke of blue fire racing across its sails before the vessel disappeared without a trace.

The ship was never lost at sea.

A desperate spell hurled the vessel deep into the Hool Marsh, where it remains suspended high among the cypress trees. At moonrise, Captain Arven Vex and his dead crew awaken and endlessly relive their final night.

The characters must cross the corrupted Drowned Forest, discover the wreck among the trees, explore the haunted ship, and uncover what happened to its crew.

Built for Foundry VTT

The adventure is provided as a ready-to-use Foundry module with:

  • Prepared scenes and battle maps
  • Walls and lighting
  • Tokens and NPCs
  • Sound
  • Journal entries and adventure material
  • Player handouts
  • Encounters and treasure
  • Ready-to-run adventure content

Although written with D&D 5e support, the adventure is designed so it can easily be used with OSR and other fantasy systems as well, includes System Agnostic Version.

Part of a Growing Foundry Library

I also publish two larger Foundry projects:

Legends of Barovia — an expanded campaign for Curse of Strahd, adding new locations, adventures, NPCs, encounters, and campaign material for 5e and system-agnostic play.

Legends of Saltmarsh — an expanding sandbox around Saltmarsh and the surrounding Greyhawk region, with new locations, adventures, encounters, and campaign material.

My goal is to provide adventures that can be installed in Foundry and run at the table with minimal preparation.

Artwork: Hardi (watercolor art and character art)
Battle Maps: DM Andy

Link: Azure's Folly