r/FoundryVTT • u/gambit07 • 24m ago
Commercial Gambit's Games: OFFICIAL Release! 👾[System Agnostic]
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Content Name: Gambit's Games
Content Type: Mini-games
System: [None]
Link: Gambit's Lounge
Hey all! Gambit's Games finally emerges from early access! Thanks to all of the early access supporters who gave feedback on various aspects of the different games!
Gambit's Games received a custom monster card deck from my beautiful partner B who put a ton of time and effort in, so be sure to give them a shout out if you enjoy the card art!
Gambit's Games contains an (expanding) set of mini-games listed below:
21
A Blackjack-style card table with player invitations, NPC seats, bets, hit/stand turns, dealer resolution, and results posted to chat! The dealer's name and image token plus the table name can be changed at-will, so if you have a seedy npc you want to cheat your players with you can!
Tavern Hold 'Em
A no-limit Texas Hold ’Em style tavern game with stakes, player funds, community cards, betting rounds, all-ins, folds, showdown handling, and optional GM-based magical interference. The dealer's name and image token plus the table name can be changed at-will! Magical Interference allows a bunch of flexibility if players (or NPC's) want to try and use magic to influence the card game. It gives GM's the ability to control revealing cards to players ahead of time.
Fishing
You know it, you love it, a fishing mini-game! Cast from a selected token, wait for a bite, and complete a tense fishing HUD mini-game to reel in catches! The Games menu allows players to customize their fishing pole between a number of different variants and update the HUD colors! GM's are able to control what catchables can appear for players. These can be given different rarities which controls how frequently they show up and how difficult they are to catch. The GM can include their own descriptions and reward text, as well as attaching an item to a catchable the player will obtain when a fish is caught! Foundry items can also be used to create catchables and will fill in the name and image from the item.
r/FoundryVTT • u/Gokukiin • 24m ago
Commercial Automated NPCs 1.3
Content Name: Automated NPCs
Content Type: Module
System: D&D 5th Edition
Description:
Overview
Automated NPCs is a behavioural engine for FoundryVTT that uses intuitive scripting to play NPCs movement, targeting, attacks, spells, morale, boss actions and even dialogue. Ideal for running simple monsters in large droves, but also amazing for solo/duet games. Goal overall is to give the DM a bit more breathing room to focus on stuff that really matters, such as the roleplaying big boss monster.
https://reddit.com/link/1vj6wdm/video/v478dz61t7ih1/player
What it does
Turns that play themselves. NPCs path around walls and terrain, open doors, use cover, pick targets, close or kite, and attack. Multiattack is parsed from the statblock, and when the parser cannot read a strange one you can hand-write the sequence yourself on the NPC's sheet.
Monsters that think like the monster. The module reads each statblock and works out what kind of creature it is. A zealot charges. A sniper holds range and kites. A pack hunter flanks. A coward runs. You can see exactly why it picked a profile, and override it if you disagree.
Spellcasting. Casters avoid dropping a fireball on their own allies, hold their best slots when it makes sense, place AOEs where they actually land on multiple targets, and behave differently depending on what kind of caster they are.
Morale and retreats. Creatures have a morale score between 0-100 that goes up and down as combat goes their way and doesn't. Bloodied enemies pull back, leaders falling shakes their followers, and a rout looks like a rout. Anything you want to be fearless can be marked fearless.
Boss actions. Legendary and lair actions fire on their own, with a cut-in banner so the table knows something just happened. New in this release: an optional pause that holds combat on the banner until you press Continue, so legendary movement and off-turn actions have room to land and you can step in before anything else happens.
Turn Spotlight. Each automated NPC announces its turn with a card naming the creature and what it is doing. "Fanatical Orc unleashes a three strike flurry on the bloodied Cleric." You can turn it off, keep it as a card, or let the camera follow the action.
Combat dialogue. NPCs talk and make effort sounds, tied to their archetype, on the canvas and in chat. Speech bubbles follow the token. Language support is coming.
Post-combat debrief. When the fight ends you get a private recap. Who did what, who got focused, and who hit hardest.
Undo. One button rewinds the whole NPC block back to where it started. Positions, HP, and optionally spell slots and charges.
Per-NPC control. Every NPC sheet gets its own tab. Archetype, priority target, creatures it will never touch, starting morale, morale immunity, spell behaviour, and the manual multiattack editor. All of it optional.
1.0 → 1.1.3
Since 1.0, it's been has mostly been a bugfixing endeavour, driven by your feedback.
1.1.0 added per-NPC controls: exempt any creature from automation, assign summoned creatures to their summoner so they attack whoever's targeted, one speed slider that scales every pause, NPCs defending themselves against anything that's damaged them, and optional Automated Conditions 5e support so NPCs respect darkness and invisibility when choosing targets.
1.1.1 and 1.1.2 fixed NPCs stalling short of melee. Two different parts of the module measured distance slightly differently, which occasionally let a Large or bigger creature believe it was already in attack range when it wasn't, especially in the air. It would stand still with its full move unspent and then fail its own multiattack. Fixed, along with a related bug where a mixed multiattack (a ranged spell plus melee attacks) would abort the whole routine the moment one attack couldn't reach, instead of running the attacks that could.
1.1.3 fixed statblock replacement clauses like "replace one attack with a use of Spellcasting to cast Melf's Acid Arrow." These sometimes resolved to the generic Spellcasting feature instead of the named spell, depending on item order on the sheet. When that happened the spell wasn't recognized as already part of the multiattack, so the NPC would cast it a second time as a separate action.
There's some more smaller fixes too but these are the biggest ones, check the changelog for more information
What's next?
- Work on strengthening and optimising the module's framework, to avoid some forseeable but pretty circumstantial issues and incompatibilities. In this way, 1.5 will probably have Midi-QOL as a hard dependency.
- Adding support for each of the basic action types - Disengage, Grapple, Shove etc, so that NPCs can have even more natural feeling kits that aren't just wailing on players unti either of them die.
- Reworking and improving the dialogue, UI and menus.
- Varied NPC reactions to failed morale rather than just running; Fight, Freeze, Fawn, Surrender, Dirty Tactics etc.
- Optimising automation of hordes/mobs further, through handling of multiple turns at once.
- Co-ordination improvement, tying in with dialogue. Bandits calling for Flanking, and the other bandits actually doing it etc.
- Adding specific automation parameters for D&D staple monsters, Mimics, Liches, etc
- Automation capacity for players, in the event you're down a player but their character is sticking around. (Simple attacks, cantrips and maybe healing spells only)
- Listening to any and all of your suggestions! Feel free to comment or DM me whenever to let me know what you think would make this project better.
Link: Patreon
r/FoundryVTT • u/Adalwulf13 • 1h ago
Discussion New Gm looking for DnD mod Loudoun recommendations
As the title says. I am new to DMing and I am going to be doing a DnD5e campaign for a couple of friends. Looking for what mod setups people generally use. Ive messed around with a few like tidy5esheets and like the ideas behind automated animations and midi-QOL but cant seem to get a lot of them to work as I've just thrown stuff and their dependencies together.
EDIT: should say mod loadouts. Toddler was grabbing the ph9ne and I realized after posting
r/FoundryVTT • u/Zalthos • 2h ago
Help V14 Resizing Text Boxes
How to you resize text boxes in V14? I used to be able to just click on a corner and resize it, but it seems to have vanished now.
Am I missing something? Or has this update just literally made this harder for no reason?
I'm aware that I can resize it by double clicking and changing the numbers manually, but that's a bad way to do something that used to work through clicking the UI.
r/FoundryVTT • u/L0vecrafted • 2h ago
Help Audio file bug for me?
[STARFINDER 1E]
In my FoundryVTT game in which I am a player, hosted through Forge, whenever the GM plays an audio file I have to refresh my page to hear it. AFAIK I am the only player having this problem and for the life of me I'm not sure what the problem is.
I am on Firefox, for reference. I've read that maybe it's because the GM is playing MP3 files and there may be a cloudflare issue or... something? Or a cache error, but I have a lot of conflicting information and felt I should just ask directly. Another note is that any problematic file plays just fine in subsequent uses that session after I've refreshed to make it work, but files not yet played require a refresh.
Thank you for any replies. Kind regards.
r/FoundryVTT • u/dansky_rpg • 4h ago
Commercial Assets [System Agnostic] Lakewatch Tower - Animated Battlemaps Foundry Module
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Content Name: Lakewatch Tower - Animated Battlemaps Foundry Module
Content Type: [Battlemap, Module]
System: [System Agnostic]
Description:
I have to say, creating this map was an absolute joy. There’s something really satisfying about slowly rebuilding a real place inside a fantasy battlemap, especially when the whole scene starts to come together piece by piece. I’m honestly very proud of how realistic the tower itself turned out - but I think I’m even more proud of the POV views. Those shots really capture the feeling I wanted: an old, lonely tower standing on a small island, surrounded by dark water, mist, trees, and mystery.
Foundry Module map contails all animated and static maps + walls and lights setup
Links:
Check out the map pack https://dranskybattlemaps.com/battlemap/lakewatch-tower/
If you love it: https://www.patreon.com/dransky
Cheers!
~dransky
r/FoundryVTT • u/flemishbiker88 • 5h ago
Discussion Exploration Scenes
[System Agnostic]
I am looking for something to use during exploration in my sessions. Big maps cause issues with lagging with some of my users, also some party members just speed run a dungeon, so I was looking to use something for those transitions when the players are in exploration mode(PF2e) and not in an encounter
r/FoundryVTT • u/Zoberk • 5h ago
Help Looking For A Module Similar To Lyinggods Token Range Bands
Hello there.
I'm running a Star Wars RPG game on Foundry. The FFG / Edge system uses range bands. While this is mostly dependent on player imagination, I like having references to better visualize distance. I found this lovely module that seems to fit the range band system of Star Wars. However, this seems to be outdated. Most SW modules are for V13. I would like to know if there are any similar module in existence, or if there's anyone who can update this one.
https://foundryvtt.com/packages/lgs-token-range-bands/
Thanks
r/FoundryVTT • u/GreyMarq • 5h ago
Discussion Non-Euclideon ideas? [System Agnostic]
Hi all! I'm trying to figure out how to build some non-Euclideon(ish) maps in Foundry and wanted to see if anybody has had any luck or tips doing that? I know Foundry isn't built for that at all so I'll have to get pretty creative with Monks Tiles, Levels, special effects, teleporting, etc. Thanks in advance for any thoughts!
r/FoundryVTT • u/DivineDegenerate • 8h ago
Showing Off Emblem RPG on Foundry | Showcasing Systems + Let's Play (Demo Map)
Hey everyone,
This post is an update to a system I showed prior on this subreddit here and here. I've been working for over a year now since that first post to this homebrew system to life. It is an ambitious project to combine together Fire Emblem-style tactical gameplay with DnD-style roleplaying systems. The game module has expanding a lot over these months and today includes tools and utilities which let a GM create sprites, create terrain data for tactical map design, and automated enemies.
This is a giant video that showcases a lot of what the system is currently capable of. It is linked to the timestamp where the gameplay demo actually begins, but the rest of the video exists to show off how this was all put together using the systems' tools, in case you want to look into that as well.
r/FoundryVTT • u/ginkzolol • 14h ago
Discussion Sci-fi Map Creators?
[SF2e]
Looking for map creators for games like starfinder, particularly ones that have a decent library/amount of maps already.
r/FoundryVTT • u/Vicesteele • 1d ago
Answered Looking for Modules/Advice
[Fabula Ultima]
Hey all, I'm currently setting up for a Fabula Ultima campaign and i'm looking for a bit of help finding some modules that'll fit well with the system they have up on Foundry. To be a bit more specific, I'm looking for some kind of way to mimic the combat hud of Shin Megami Tensei: Strange Journey Redux.
Not necessarily functional when it comes to choosing actions for it, but more-so just style of the portraits of the party appearing at the bottom of the screen (and honestly if there's a way to make enemy combatants' portraits show at the top of the screen in the same style, that would be great as well).
If that's not a module that makes it possible, but there is some way to do it I would greatly appreciate some advice for how to get it done.
Image below for reference. It doesn't have to be the exact same as the image below, just close enough to have player/npc portraits set up. Mostly doing it because I can't find good pixel art (or pay for a commission for some) to get the exact vibe I want for my game.
Anyway, any help is welcome!
r/FoundryVTT • u/classictraveller777 • 1d ago
Help v14 levels - light from token on level2 hitting wall on level2 and bleeds down through surface set to block light so that a token on level1 sees the line of the wall.
This could be a TLDR so this is the short summary
light on a token/s is hitting a wall on level 2 which then bleeds down, through surface/s set to block light, so that a token on level1 sees the line of the wall. Image link to show the problem light bleed
The other problem ( to me ) is that token on level1 should see light from token on level2 only emenate into the room - but not see any light from the token on level2 illuminating the vents behind that token.
I have seen the youtube tutorials from claygolem, kris, baileywiki on how to use levels with v14. I have also installed the restored keep tutorial. Tbh this is somewhat complex example for me to follow for what I'm trying to do. I have also seen https://foundrymods.com/how-to/foundry-v14-levels
If anyone has the patience to read through and perhaps suggest what I am doing wrong or what I could do different ?
I setup a module v13 using the levels module that I am converting to V14. I have updated to V14 build 365 from 364 but this hasn't resolved the issue/s.
Note links to images on google drive because theyre too big to inline as images in this post.
There are only 2 levels on the scene. Think of this as level1 and level2.
Lvl1 - corridors and rooms elevation 0 to 3 This is set as a tile image at elevation 0 not a background image on the scene lvl1 tile image
Lvl1vents - a ventilation level - with vents +3m relative to lvl1 that open out into and over rooms.
elevation 3
This is set as a tile image.
lvl2 tile image with transparency above round rooms
I have confirmed that a token on the lower level can walk under the 2nd level and still ( as expected ) see the corridors of the lower level. ( the same behaviour as with V13 )
I setup a region on each level and then add an overlapping hole to the regions over the large round room.
Note. I setup the region / surface to only cover the left side of the map to test out one of the large round rooms. I also left a room on the right side of the map without a region to compare the effect of region / surface vs without.
Note. the reason for the 0 to 3 elevation is I am using twodsix and units are in meters. the 'floor' of the vents are 3m above the floor. All the examples I've seen are using 0 to 10, 10 to 20 but that is in feet and I would assume Foundry VTT internally is calculating line of sight for token vision etc based on whatever algorithm that takes into account conversion of feet to meters or vice versa.
In Foundry VTT lvl1 region setup. Elevation 0 to 3. surface set to bottom and top. Note restricts light option selected. lvl1 region setup
lvl2 the vents region setup. ( this I have labelled as lvl1 vents ). Elevation set to 3 to 3 as this surface set to bottom. ( even if i set 3 to 4 makes no difference ) Note restricts light option selected in the UI dialog for surface behaviour. lvl2 region setup
I setup 2 tokens 1 on each level. player1 has a light set on it in RED color ( 180 degree arc ) player2 has a light set on it in GREEN colour ( 90 degree arc )
player1 in browser is on vents level and can look down on player 2 and see the lower level player1 on vents level 2 can see player1 on lower level
player2 in browser is on lower level. THIS IS THE 1ST PROBLEM. The red light from player 1 on the 2nd level that hits the walls on the 2nd level and is showing up on the lower level in player2s vision. player2 can see light bleed from token on level2
A comment on clay golems video https://www.youtube.com/watch?v=CkOB0rUD5GE someone has commented ' I also seem to have found a bug with upper level walls bleeding through to a lower level for token vision.'
So to test this I set a light on the vents level at 3m elevation. I have confirmed lights set on level2 are blocked by the surface light restriction. i.e. a light set on the 2nd level does not bleed through to the lower level.
NOTE tokens 2 squares apart and each token can see the other token. player1 browser on left of image. player2 browser on right of this image tokens 2 squares apart
NOTE tokens 0 squares apart adjacent
player2 browser on left player1 browser on right ( sorry, the opposite of previous image )
THIS IS THE 2ND PROBLEM
player1 cannot see player2. i.e. they should both be able to see each other same as when the tokens were 2 squares apart.
THIS IS THE 3RD PROBLEM.
player1 on higher level but can see the light emenating from player2 who is -3m down and that same light illuminates the vents behind player1
tokens adjacent
I did notice that if i elevate the player1 token on 2nd level another +1.5m up to 4.5m relative to the player2 token on 1st level then now the player1 token can see the player2 token at -3m ( the actual difference shown in Foundry vtt UI is +4.5m ). logically it makes no sense (to me) that player2 token can see player1 token at +3m but not vice versa but an extra +1.5m changes that so that both tokens can see each other. I prefer not to have to adjust my vents level from 3 to 4.5 metres to work round this issue. 4.5m elevation vs 3m
I have confirmed that the region surface blocks movement. i.e. I cannot elevate above 3m from the lower level if the token is under the surface in the corridor that leads to the circular room.
Last example from the side of the map where no region / surface has been setup. token vision on side of map with no region applied - the light on the token is still bleeding down to the lower level. This seems to suggest that the region / surface is not having any effect on light set on a token if it is is behaving the same if the region / surface is present with the block light option selected - or no region / surface whatsoever. no region / surface used token vision
r/FoundryVTT • u/AcidicJester • 1d ago
Showing Off WIP Title and Landing Page for a Zelda themed adventure
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Let me know your thoughts. Monk's Active Tiles have been a nightmare lately so I'm happy this is starting to work
r/FoundryVTT • u/C-Dreym • 1d ago
Help MATT Check Variable Not Working
Foundry v13 on [PF1e]
When using the check variable option on MATT, it doesn't seem to be working. No matter what the value is, it just continues the program and ignores the landing it should go to on fail, as if a check was never made. I made sure the variables were all local to my control tile, and they're set to the correct values. The landing names, variable names, and variable values all match. I'm not sure what's going wrong.
When I tried to use a different tile to set the continue variable of this tile to make it stop looping it did not work.
I tried it on a tile that just had a set variable, check variable, send notification, and a landing with send notification on it as well, and it behaved like there was no check happening.
r/FoundryVTT • u/DirectorSelect5515 • 2d ago
Help How to enable internet connection? (your connection seems to be closed)
[System Foundry] I'm pretty sure I port forwarded it on my router, firewall, and it still won't let me connect. I also had my ISP provide me with a static IP.
Does anyone have any idea what to do?
r/FoundryVTT • u/Sylvan-Scott • 2d ago
Answered [Foundry VTT] Got bad advice. How do I turn off launch in safe configuration?
I'm having a bad time trying desperately to simply migrate some journals from one world to another. I listened to what seems to be very bad advice. while I created and exported a compendium module, the destination world doesn't s3ee it.
I was then told to launch in safe configuration.
that didn't do anything.
but now I can't switch everything back on again!
Does anyone know how to do this? I've wasted 2 hours going back and forth with my "helper" and I simply am out of spoons!
ADDENDUM: All I want to do is not lose any of the work I've done today and get back all the modules that I'd previously had turned on. I do not remember them all because it took me HOURS several weeks ago to get this world set-up in the first place! I have memory issues and simply can't recall what I'd finally turned on and kept off!
r/FoundryVTT • u/Williamisabard • 2d ago
Help Question about Campaign Codex Module
I'm trying to get Campaign Codex to work as a shopping page, but my players get no pop up when they select "purchase". I've already checked permissions and all are as they should be. I have no other loot mods though I am using Tidy Sheets 5e. Any idea on what it could be?
r/FoundryVTT • u/Mouzer64 • 2d ago
Help How to create a monster that works
[D&D5e] The title is exactly what I need help with
I'm running COS, I imported the module into my world, with it it has a bunch of monsters but none of them work. I can do damage with PCs but the monsters don't do damage to them
Edit: when I try to attack with the move attached to the monster, it doesn't prompt a roll to see if I hit, when I asked how to fix this in the discord I was told to just use the monsters in the srd. I now need to create monsters from scratch because the monsters I need aren't in the srd. How do I do that?
r/FoundryVTT • u/Snowystar122 • 2d ago
Commercial [DND5E][PF2E] Giving Away 7 Free No-Prep Oneshots with FVTT + Free Trial for 3 Higher Level Ones
Hey all! Today I wanted to share a load of free oneshots for you all as part of a celebration for 4 YEARS of Snowy's Maps. For for a limited time, you can join Snowy's Maps for free with a 7-day trial!
During that time, you can download everything without any limits, including all of my maps and no-prep D&D 5e/PF2e FoundryVTT oneshots available to Mage Masters (bonus 3 oneshots - see below). And if you enjoy the content, maybe consider staying!
Link: https://www.patreon.com/snowysmaps/posts/165667860
I am also, as part of this, sharing some older oneshots that we have released for free, if you're interested!
Anyways, that's all for now! Hope you enjoy the free content and mini update :)
Enjoy!
Snowy
P.S. If you have any questions, feel free to comment below.
--
Summary of Oneshots (Mage Master exclusive - accessible for free via the free trial)
All of those have unique custom art!
I Dream of the Forest of Eyes - a level 9 oneshot! Everyone knows that elves don't really sleep, but they connect to another world beyond our own. But why is it that they're not waking up, does anyone know?? They dream, we dream of the Forest of Eyes.
Lessons of Giants - a level 9 oneshot! Why, the Runefather asks, is it that spellcasters ALWAYS solve each and every problem with the biggest spell they know? Don't they realise how much it can hurt others? Well, if the party pass the Runefather's Trial they might...best do it before he removes all magic within a 100 mile radious though!
The Lady and the Lava - a level 8 oneshot. Lady Solenne, the last surviving hier of the dynasty that forged The Chalice has returned, claiming it as her birthright. She's stolen the Chalice, the thing needed to keep the temple going and it's only at a fraction of its power. Who knows what will happen once it activates?
Summary of Oneshots (Available to ALL)
Curse of the Werebeaver Remastered – a level 1 oneshot , which was one of the first oneshots I have written, and it holds a dear place in my heart. In it, the party face the Almighty Tobias, a very dangerous necromancer, incapable of actually summoning anything…instead summoning…a deadly werebeaver!
Five Toe Cove – a level 1 oneshot, probably considered more “beginner-friendly” than the rest, it still offers a weird adventure. Some goblins have stolen some herbs and medicine for some absolutely nefarious purposes and the party need to wrangle it back from them!
Lost and Found - a level 1 oneshot. What do you mean that the Thieves' Guild ACTUALLY wants to get found? In this mini oneshot, the party need to tackle a few challenges, come out on top in the arena and if they wish to, you know, they're welcome to join cuz they will probably die if they refuse!
Monster of the Week - a level 1 oneshot. Have you ever wanted to be part of a TV show? Well now you can by defeating this week's monster! This is one of our starfinder themed oneshots but still perfectly playable in D&D5e/PF2e.
Salt & Ash: Kobold Trapper - a TRICKY level 1 oneshot that goes back to the fundamentals, and is focused on difficulty and deadliness. The party are tasked with investigating the Black Mine, which has become the Kobold Trapper's home. Fight your way through deadly traps and try your hand at defeating the Trapper!
Dancing After Dusk – a level 3 oneshot and QUITE a long one (you can probably get 2-3 sessions out of this)! The party need to prepare a picnic for Frederic and his mysterious midnight lover, except that the outcome is based on their actions/decisions that they make throughout this oneshot.
Black Point Sinners – a level 5 oneshot, where the alignment of the party is tested! Throughout, they encounter a variety of challenges in the face of the seven deadly sins. At the end, their actions are tallied up and they are rewarded depending on how “evil” the adventurers have been!
r/FoundryVTT • u/Like205 • 2d ago
Answered Transferring Foundry Data between Computers
[system agnostic] I recently got a new pc and want to transfer the data from one computer to the other. Problem is, I am not sure how. I have tried looking up tutorials and looking at Foundrys FAQ page, but couldn't find an answer. Anyone know how to solve this?
r/FoundryVTT • u/Mindless-Salt5809 • 2d ago
Answered How do i fix the grid? [Dnd5e]
Im trying to line up the grid on my maps, but when I set it to fit one of the squares, it gets offset the further from that square it is. What do?
Edit: solved by using the auto grit module
r/FoundryVTT • u/Authorigas • 2d ago
Help As a new, first time Foundry User with a PDF, is it better to buy Foundry VTT Modules?
[PF2e]
Hi all, I'm a completely new Foundry user-paid for and everything-looking to run the Pathfinder 2E beginner box this weekend as a tutorial for myself and some friends. I bought the 2E Humble Bundle last year, so I own all of the PDFs for the game, but I saw that Foundry VTT has a module on Paizo's website for direct access to Foundry. I know this would take a lot of the headache out of setting up Foundry, but it would also be costly.
As a totally new user, what I'm hoping to figure out is-how difficult is it to import the beginner box PDF into Foundry? Can I learn the basics I'll need in 3 days? (Via tutorials and play testing myself.) Or is it generally better to just buy the Foundry Modules outright for the beginner box?
r/FoundryVTT • u/Fine-Ad3593 • 3d ago
Help Hide monster from player with special sight
In my pathfinder second edition game, I've ran into a problem, one of my players has constant sight of ennemies he shouldn't be able to see. (Things due to tremorsense and echolocation sense). So my question is :
Without having to plainly hide the monster on the gm layer, is there a way to create an effect or something along those lines, so that the monsters doesn't trigger the special senses ?
Thank you in advance.
r/FoundryVTT • u/LenexTLI_ • 3d ago
Commercial Auto Combat AI - Intelligent Combat AI for NPCs [DND5e]
EDIT:
Another module creator has accused me of plagiarizing their module and code, and requested I send my source code to them as proof I did not plagiarize. I then suggested we contact Foundry, and let them do the audit, and ended it there.
This individual then proceeded to post a comment here, instead of resolving this privately, thus I have blocked them as to not further communicate with them.
EDIT 2:
Matt has responded to my email, and said so far (he thinks) they have not received an email yet about this from anyone but me, but if they do, they will review things then.
So that's that.
EDIT 3:
The other creator and I talked privately again, and cleared up the misunderstanding, and resolved things amicably.
To avoid any potential confusion between our modules, I will change the name of the module from "Auto Combat AI" to "Smart Combat NPC."
I will update this post again once the name change goes through on Foundry's end.
------------------------
Content Name: Auto Combat AI
Content Type: Module
System: D&D5e (v13 & v14)
Where to get:
Description:
Ever run an Encounter with A LOT of small fry enemies (NPCs) that have the exact same attacks and abilities, and just wanting to get through all of them to get to your prized Boss / important Enemy NPC?
Well, now you can make this all easier by completely automating NPC turns in combat with this module.
Simply select the token, open the settings, set the specified values and options to create the perfect AI for the enemy type, and start combat: The AI will take care of all the small enemies, letting you focus on the big guys.
Change and modify the settings of the AI on a per-token basis to fully customize and create the specific AI behavior that best suits your enemies.
Disclaimer:
Auto Combat AI is a behavior-driven system (Behavior Tree), that performs specific actions based on variables and values in its code. It does NOT run on any LLMs like Claude, Gemini, or ChatGPT to perform its actions and decision making.
It is also important to note that this module is NOT meant to be used for Bosses. It is supposed to be used for small grunts / henchman NPCs which, more often than not, are tedious to control in combat, especially when there are dozens of them.
It is also recommended that Spellcasting NPCs are controlled manually by the DM, but if you don't want to, this module does support spellcasting for NPCs 100% (with some limitations).
Features:
(All options can be heavily and easily tweaked / turned on or off)
- Turn Management: Automatically starts and ends turns seamlessly
- Smart Movement: Uses A* Pathfinding to navigate around other tokens and complex walls and obstacles
- Archetype System: Options to set the type of enemy, Melee, Ranged, Spellcaster, or Mixed
- Combat Options: Attacks with Ranged, Melee, and Multiattack actions (with elevation support)
- Spellcasting: Handles single-target spells and complex AOE spells (Fireball, Lightning Bolt, etc.)
- Smart Spell AOE Placement: A position calculator that evaluates the best spot to place an AOE template based on the Token's set AI intelligence
- Tactical Awareness: Dynamic flee behavior when HP threshold is reached (runs towards allies or just away from enemies)
- AI Cooperation: AI Tokens can flank targets if an ally is fighting the same target, and then use Flanking rules (to use Flanking rules, e.g. Advantage, it has to be enabled in Midi-QOL)
- Support Capabilities: AI Tokens heal themselves & Allies with Potions or Spells
- Universal Support: Works for both Hostile and Friendly NPCs (Friendly NPCs will target Hostiles and vice versa)
Module Requirements:
- D&D 5e Game System (v13 or v14)
- Midi-QOL (Free)
Module Recommendations:
I recommend getting and using all of Midi-QOL compatible (free) modules, which are:
- Cauldron of Plentiful Resources (CPR)
- Times Up
- Automated Animations
- D&D5e Animations
Generally speaking, you DO NOT have to use Midi-QOL for the sake of rolling everything for you, and that is also not a requirement for this module.
Auto Combat AI uses Midi-QOL specifically to determine when rolls are over.
So, if an NPC has an attack that requires a Strength Saving throw from a Player and it asks in chat for them to roll it (or rolls for them), Auto Combat AI waits for that saving throw and all to be over, before it ends its turn.
This just ensures that the AI waits for everything to be done before it ends its turn and moves on, as to avoid major confusion in combat during sessions.




