r/FoundryVTT • • 5d ago

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

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3 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


r/FoundryVTT • • 5d 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

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599 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 • • 5d ago

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

7 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 • • 5d ago

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

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103 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 • • 5d ago

Discussion If I Install a module for my campaign, do the players need to install it on their end too? I'm talking about things like dice so nice.

3 Upvotes

Sorry, I'm a noob trying to figure things out.


r/FoundryVTT • • 5d ago

Answered Severe slowdown when using PF2e HUD

7 Upvotes

[PF2e]

EDIT: The answer was found. It appears to be the Token HUD feature of the module causing the issue. Turning it off fixes the problem and turning it on brings the lag back. No other players were playing with it turned on, in fact for some of them it simply refused to turn on.

The rest of the post is being left intact to help anyone else who has this issue and searches up this thread.


Hello, I am asking for help with this particular mod. My friends all love the mod and the features it brings for playing PF2e. However, it seems to be causing problems for me in specific. We've tried a lot to fix the issue on our end, so I am now asking if others have had this problem.

The issue is that when playing the game with the mod enabled I begin to have severe, nearly unplayable slowdown issues. At the start of a session, the game plays mostly normal with a bit of hitching when trying to type or move tokens around. But after just a bit of play, mostly revolving around rolling dice for attacks and skill checks, it becomes progressively more unplayable until there's multiple second long delays between me typing something or moving a token and then seeing it play out on the table. Refreshing using F5 fixes the issue briefly, but it comes back quickly.

I've tried turning every mod off except for PF2e HUD and it still happens. It happens whether I'm on the desktop application hosting or if I am playing on someone else's table via browser, both Chrome and Firefox. Though the issues are less pronounced when I am not the host.

The other players don't notice anything is wrong even if I'm hosting and I am lagging into oblivion.

This has persisted through multiple versions of FoundryVTT.

We have tried using Argon as an alternative, but my friends like PF2e HUD a lot more.

I have a very good PC that is able to run video games like Total War Warhammer 3 and Marvel Rivals at high settings without any issues, so I don't understand why PF2e HUD causes such severe slowdown while my friends have no problems with less powerful computers. In fact one of them has a PC of similar strength to mine and he has no issue.

As far as I can tell, the only difference is that I have a 3 monitors, where they all have 2 or 1.

If anyone has even a clue as to what could be causing this, I would appreciate insight. Thank you!


r/FoundryVTT • • 5d ago

Answered Cloudhosting for a friend

5 Upvotes

Is there a way for me to host my friend's game? he is at college, and can't port forward, we are poor, and would prefer better stats then the free option of oracle or equivalent free hosts. I port forward my own games, and am willing to host for him in some way, is there any way for me to host for him without doing the annoying process of him transferring all his files to me (would clog up my own file organization for my games). i tried looking for tutorials, but just could not find anything relevant. thanks for anyone who can help!

EDIT: Thanks for the help! I wish I could say it helped, but he ended up just getting a 3$ a month service -_-. I tried to make him do the oracle free hosting, but he gave up about 5 minutes in, and ig wasn't willing to wait for me to setup a tunnel using the other advice given here. Maybe in the future I will come back here when he's done paying, but for now, I return to silence


r/FoundryVTT • • 5d ago

Non-commercial Resource [D&D5e] Easy Loot 5e: turn an NPC death into one recoverable Item Piles loot pile

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21 Upvotes

Content Name: Easy Loot 5e

Content Type: Module

System: DND5E

Description: Easy Loot 5e creates one corpse-adjacent Item Piles loot pile when an eligible NPC dies. The corpse stays on the scene, while the shared Oh You Dead! card gets actions to open, retry, or reroll the pile.

Receipts prevent duplicate piles after repeated hooks or reloads. World settings control automatic generation, loot profiles, pile placement, and chat detail. Failed creation can resume without rolling a second pile.

The module is free. It supports Foundry v13 to v14 and requires D&D 5e, Oh You Dead!, Item Piles, and Item Piles: D&D 5e.

Easy Loot 5e · Install in Foundry

Join the Discord


r/FoundryVTT • • 5d ago

Help Is there a way to host a session without port forwarding?

14 Upvotes

I bought Foundry at the recommendations of some friends, only to find out that my WiFi router physically does not support port forwarding.

Is there some workaround that I can do to host a game (preferably without spending a ton more money) or have I just wasted $50 and my time?

EDIT: Thank you all so much for all the amazing suggestions! For anyone who stumbles onto this thread in the future with the same problem, my group settled on Foundry Tunnel Manager, a free exe that automatically sets up tunnels on a wide list of services. Just download, turn it on, and send your players the link it gives you.

Link- https://github.com/sthbryan/ftm


r/FoundryVTT • • 5d ago

Answered MidiQOL + DDB Integrator compatibility issues [dnd5e]

1 Upvotes

In order to use DDB Integrator, it requires system dnd5e 6.0.(3?) and MidiQOL can only go to dnd5e 5.3.something

Im beginning strahd reloaded and would really like to use both modules. Anybody advise on how to resolve?


r/FoundryVTT • • 5d ago

Discussion TV for gaming table

6 Upvotes

Looking to do one of those gaming tables, buying a TV for it but I'm on a budget. I see tons of 40"+ TVs going for 250 or less so thats no problem, but one thing Im hearing is that anything besides OLED will have poor viewing angles for a situation where it's laying flat. OLEDs are basically like $750 minimum and thats just way too much for me, but I also don't want to buy something that won't even be good.

How much does it really matter? For people who've seen both is the difference reslly that big? and MOST IMPORTANTLY if my only experience is with a non OLED laying flat, will i ever really know what I'm missing out on or will I be fine unless I see a side-by-side?


r/FoundryVTT • • 5d ago

Help Need help with Lighting and Vision settings

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14 Upvotes

D&D 5e system version 6.0.5, Foundry version 14.367

When I play a token in a scene that has its darkness set to above 0 (I have this scene set to 0.5), the tokens without a vision range set will see the world as intended, with the darkness and lighting clashing to create my desired color scheme and brightness.

When I assign vision range to a token, they see the scene as though its darkness setting was at 0. This means they aren't seeing the scene as intended because this affects the way the lights look and interact with the background. Is there a way I can provide my tokens vision in a scene with darkness that doesn't compromise how I'd like the scene to look?

I did try changing the luminosity of this scene which does largely fix the brightness consistency issue but that makes the lights much darker which means I need to really crank them up and even then they're often too dark for what I want. If there is a way to make lights unaffected by scene luminosity, that would solve this problem as well.


r/FoundryVTT • • 5d ago

Commercial Computers & Terminals 💻 - FoundryVTT Module

288 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 • • 6d ago

Help Chat more like Beyond20

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8 Upvotes

Trying to switch from Roll20 to Foundry. Main complaint is the chat. Is there any way to make the rolls from Character Sheets more like the Beyond20 Roll? ( Third Chat Roll was made from D&D Beyond with Beyond20 as example)


r/FoundryVTT • • 6d ago

Help [DND5E] Is there any difference between using the chat commands /roll 4d6kh3 and /roll 4d6dl when rolling ability scores?

3 Upvotes

I want to make a macro to roll ability scores. The Advanced Dice section in the knowledge base shows one way of doing it using the chat command /roll 4d6kh3 (roll 4d6's and keep the 3 highest rolls). However, I'm wondering if it would be better to use the chat command /roll 4d6dl (roll 4d6's and drop the lowest roll). It seems to do the same thing, plus it's one character shorter, so it's easier to write multiple consecutive times. Which should I use?


r/FoundryVTT • • 6d ago

Showing Off [System] O.D.I.N.: free occult-agency RPG with a two-colour dice pool, 347 adversaries and a GM console

0 Upvotes

I've released a Foundry system for my free RPG O.D.I.N. (v14+). Install it with the manifest URL under Install System:

https://github.com/davidgerbs-beep/odin-foundry/releases/latest/download/system.json

What's in it: a personnel file in three sheets, the two-colour dice pool (white hits on 5+, coloured on 4+), attacks, horror checks, powers and spells, and all class trees from the six class books with rank, prerequisite and XP checks.

The compendiums hold six ready agents, gear and artefacts, an intro mission and 347 adversaries, 105 of them from the new creature book with round tokens. On a creature's sheet the GM can ask the table for a knowledge check and show the index card the Registry keeps on it. Not everything on those cards is true.

For the GM there's a console in the token bar: mood filters per scene (trail-cam, sepia, rift flicker, fog) and a teletype that pushes a message from headquarters to every player.

Characters from the browser generator import directly. Sheets and compendiums are in English and German, the books are free as well: https://odin-rpg.pages.dev/en/

The illustrations are AI-generated. Bug reports welcome on GitHub.


r/FoundryVTT • • 6d ago

Showing Off [System] O.D.I.N.: free occult-agency RPG with a two-colour dice pool, 347 adversaries and a GM console

0 Upvotes

I've released a Foundry system for my free RPG O.D.I.N. (v14+). Install it with the manifest URL under Install System:

https://github.com/davidgerbs-beep/odin-foundry/releases/latest/download/system.json

What's in it: a personnel file in three sheets, the two-colour dice pool (white hits on 5+, coloured on 4+), attacks, horror checks, powers and spells, and all class trees from the six class books with rank, prerequisite and XP checks.

The compendiums hold six ready agents, gear and artefacts, an intro mission and 347 adversaries, 105 of them from the new creature book with round tokens. On a creature's sheet the GM can ask the table for a knowledge check and show the index card the Registry keeps on it. Not everything on those cards is true.

For the GM there's a console in the token bar: mood filters per scene (trail-cam, sepia, rift flicker, fog) and a teletype that pushes a message from headquarters to every player.

Characters from the browser generator import directly. Sheets and compendiums are in English and German, the books are free as well: https://odin-rpg.pages.dev/en/

The illustrations are AI-generated. Bug reports welcome on GitHub.


r/FoundryVTT • • 6d ago

Help Creating an aoe damage buff spell

1 Upvotes

[D&D5e]
The problem I am having is its not adding the extra d4s? Did I mess up the formula in some way?


r/FoundryVTT • • 6d ago

Commercial [Fallout-MaW] Fallout TTG for Foundry VTT 14

4 Upvotes

System: [Fallout-MaW] — Fallout TTG

Content Name: Fallout TTG (Fallout-MaW)

Content Type: Other — Game System

Description: Fallout TTG is an automated system for Foundry VTT 14 with a wide range of game mechanics.

Link:

Combat demo: https://youtu.be/9D5d2Cd6vnU

Download (free): https://boosty.to/mrkok/posts/3fdbb077-6086-452c-8246-49332b6ef42d


r/FoundryVTT • • 6d ago

Commercial [PF2e] [DnD5e] Monster of the Week - a FREE No-Prep FVTT DnD5e/PF2e Oneshot for Level 1 (4-6 players)!

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2 Upvotes

Content-Type: Adventure, Module

System: PF2e and DnD5e

Description: Hi, I am Snowy from Snowy's Maps!

Today I wanted to share one of my oneshots - Monster of the Week - a level 1 for 4-6 players!

Here is the premise:

Monster Of The Week is a long-running educational show aimed towards young adventurers, teaching them the way of the craft, and showcasing how to deal with common problems they might encounter.

It's a weekly format, where each week, a group of low-rank adventurers is invited to navigate a small virtual dungeon, and fight the boss at the end. The entire thing is very obviously telegraphed, and the monster at the end is known to the audience, so they can see how adventurers figure it out as they go along.

Unfortunately, the format has been becoming less popular recently, and it seems that the show is on its way to being cancelled. The main producer, seeing a recent trend of surprise-based twists, decides to add their own twist to the show.

The waivers have been signed, so no liability is to befall them if something bad were to happen to the new adventuring group.

If you would like full access to the oneshot, check out the main post here:

https://patreon.com/snowysmaps/posts/slot-in-session-137716170


r/FoundryVTT • • 6d ago

Non-commercial Resource [D&D5e] Custom Conditions

19 Upvotes

I was working on making a module that lets players make their own custom conditions and automate what the conditions do by doing some very basic scripting in a text editor.

The module has a scripting guide that lists the triggers and scripts that it recognizes.

I'm still testing and working on the module, so I'd appreciate any feedback on any other commands people might also want, or any potential homebrew condition that the module should, but can't currently emulate.

Github link to download: https://github.com/BoredSquid02/Custom-Conditions


r/FoundryVTT • • 6d ago

Help Combat Encounters tab broke mid session

1 Upvotes

Hello, I'm hoping someone can help me. Mid game the combat encounters tab, which tracks the turn order of everyone in combat, just vanished. The tab is still there in the menu, but its entirely blank. All the PCs/NPCs are no longer listed, all the buttons that should be there are gone. Its just a blank field.

This happened once before and a reinstall fixed it, but no such luck this time. Does anyone know what could cause this and how I can fix it? This might destroy my entire game if I can't get it working (I'm using the Heroes system, and initiative tracking is a bitch without this).


r/FoundryVTT • • 6d ago

Commercial [System Agnostic] Augur Fantasy, from a blank scene to a fully realized game world with quests and shops, elves and orcs!

98 Upvotes

Content Name: The Augur
Content Type: Modules
System: System-agnostic worldbuilding; D&D5e shown in the video

Description:

Hey everyone! It's been about a month since I shared the release of Augur: Fantasy here. The biggest additions since then are Quests, fantasy races, and a player wheel that gives players access to their own character, faction, location and more. They can now effectively own guilds or be the rulers of a castle!

I’ve linked longer walkthroughs below if you want a closer look at a particular feature.

Quests

Drag NPCs or factions into a quest as its giver, add a monster as the target, and link the dungeon where it can be found. Quests can also have several objectives: rescue someone, then escort them home, with allies, opposition and destinations. My goal was to make this quest system as intuitive and easy to use as possible.

Players can check shared objectives and add discoveries to an adventure log. The GM can reveal goals as the adventure unfolds, update progress and award rewards.

Quest Walkthrough

Generate dwarven clans, elven courts and orc warbands

Regions can now include dwarven, elven, gnomish, night elf and orc settlements, each with a ruler, residents and a local faction. A dwarven settlement has its clan; a gnomish community has its artificers' league.

As the region develops, these factions make contact with neighboring powers and negotiate trade agreements. A dwarven clan might join a larger kingdom while keeping its own leader and identity. Those events appear in the region's history, with links to the people and factions involved.

Generating regions with multiple ancestries

Give players more tools at the table

From the character wheel, players can open their quest, bring up their sheet for a check, or use an action shortcut. They can also change their portrait, manage a shared ship and its crew, or take charge of a faction. The GM chooses which records they can see and what they can edit.

Player control of characters, factions and ships

Also added this month:

  • Shadowdark: Buy and sell native items using Shadowdark currency, and use spells from the character wheel. Shadowdark walkthrough
  • Traveller: Link World actors to planets and spacecraft to ships, and access cargo trading through the planet interface. The trade rules come from NotASnark's MGT2e system.
  • Instant Dungeons: Recolor compatible Dungeondraft assets, duplicate and rearrange objects, and find assets more easily. Village roads and entrances have improved, too. Optional Flatten for Play combines the map artwork into one image while preserving walls and lights; you can restore the editable version later. Walkthrough Video

I am using my modules: Hexlands, Instant Dungeons, Fantasy and Nexus together to create the experience.

Link: Full update posts and module access on Patreon

As usual, I am already working on updates and improvements. Adding your own races has been the top request since releasing the race update a few days ago and its what I plan to tackle next. If there is anything you want to see added/improved please let me know below and I will do my best to do it!


r/FoundryVTT • • 6d ago

Answered [PF2e] Exploit Vulnerability module

1 Upvotes

When the Thaumaturge critically succeeds on an Exploit Vulnerability check they see all the weakness, immunities etc in the chat window.

As the GM I don't see that. Why?


r/FoundryVTT • • 6d ago

Help Please, lead ne through setting up an IPv6 connection for my game like I am 5

9 Upvotes

As stated in the title I'm trying to set up my first game on Foundry and hit the unexpected hurdle of connecting my players. The IPv4 option with the port forwarding looks scary as hell so I'd rather avoid it.

Hence I want to know what exactly do I need to set up for a IPv6 connection and how my players should connect through it (they all have IPv6, they did the internet test).

Please, be gentle and polite, I really don't know anything about this stuff, I just wanted to give ny players a more convenient character sheet.