For Basic Foundry Patreons, we're playing with the dead with the new modular Crypt system while above-ground we're building cemeteries and graveyards. Chock full of interactive, drag-and-drop prefabs, a custom Dungeon Draw "Crypt" theme, loads of new scene artwork, and even a couple of choice ambiences by Michael Ghelfi (https://www.patreon.com/MichaelGhelfi)
And we're also spicing up existing maps with new 2D terrain overlays.
Advanced Foundry Patreons will also get a ton of new 3D scenes, new 3D models, and building components to design your own epic boss battle.
And lastly, Dungeondraft tier Patreons will get a whole new set of kitbash-friendly assets to help shatter those design barriers.
PATREON TIERS ARE CHANGING
For existing Patreons, you can keep your Patreon tier for this month and get everything in this release, but you'll need to switch to another tier for next month. Hit us up on Discord if you have questions!
Full change log
##9.02.22 Cemeteries, 2D Terrains, and 3D Dungeon Expansion
~~~~~~~~~~~~~~~~~~
BAILEYWIKI TOWNS- v 0.3.15
~~~~~~~~~~~~~~~~~~
- 2D Terrain Scenes:
- 0.3.15 Release - Terrain Overlays
- Terrain Scene - Crater Caves (MATT-powered caves)
- Terrain Scene - Crevasse and Rough Terrain
- Terrain Scene - Desert Mine
- Terrain Scene - Path through the Village
- Terrain Scene - Snowy Inn
- Terrain Scene - Stone Tower
NEW TILES:
- Over 20 new 2D Overlay Tiles: Crevasses, craters, caves, mountains, and more
NEW AMBIENCES:
- Michael Ghelfi: Hall of Nightmares
- Michael Ghelfi: Temple of the Stars (no gears)
- night-crickets
~~~~~~~~~~~~~~~~~~
BAILEYWIKI NUTS AND BOLTS - v xxxxx
~~~~~~~~~~~~~~~~~~
NEW MACROS:
- FXMaster Weather Preset: Crypts
NEW JOURNALS:
- Scene journals for all new scenes, including new Artwork
~~~~~~~~~~~~~~~~~~
BAILEYWIKI CITY DISTRICT 03 - TEMPLES - v 0.0.2
~~~~~~~~~~~~~~~~~~
NEW:
NEW SPECIAL:
- Dungeon Draw “Crypt” them. Open Scene: 0.0.6 Release - Graveyards, Cemeteries, and Crypts to import the theme
NEW PREFABS:
Multi - Multiface Tiles Enabled
MATT = Monk’s Active Tiles Enabled
- Cemetery Decor - Headstones 1-4 Multi
- Cemetery Decor - Sarcophagus 1-2 MATT Multi
- Cemetery Decor - Statue 1-2 Multi
- Cemetery Mausoleum 1-7 MATT
- Crypt Decor - Pillar
- Crypt Decor - Sarcophagus Large
- Crypt Interactive - Door 1x1 MATT
- Crypt Interactive - Door 2x1 MATT
- Crypt Interactive - Pillar with Torch MATT Multi Animated
- Crypt Interactive - Secret Passage 1x1 MATT Multi
- Crypt Interactive - Secret Passage 2x2 MATT Multi
- Crypt Interactive - Torch MATT Multi Animated
- Crypt Modular - 1x1 Empty
- Crypt Modular - 1x1 Secret Door MATT Multi
- Crypt Modular - 1x2 Egress Connector
- Crypt Modular - 1x2 Empty
- Crypt Modular - 1x2 Secret Door MATT Multi
- Crypt Modular - 1x2 Stair MATT Multi
- Crypt Modular - 1x2 Statue Multi
- Crypt Modular - 1x2 Vertical Crypt
- Crypt Modular - 2x1 Sarcophagus MATT Multi
- Crypt Modular - 2x1 Vertical Crypts
- Crypt Modular - 2x2 Egress Connector MATT Multi
- Crypt Modular - 2x2 Empty
- Crypt Modular - 2x2 Sarcophagus MATT Multi
- Crypt Modular - 2x2 Secret Door MATT Multi
- Crypt Modular - 2x2 Stair Multi MATT
- Crypt Modular - 2x2 Statue Multi
- Crypt Modular - 2x2 Vertical Crypts
- Crypt Modular - Hallway 0 Turn
- Crypt Modular - Hallway 1 Short
- Crypt Modular - Hallway 2 Medium
- Crypt Modular - Hallway 3 Long
- Crypt Modular - Tile Set. Stairs, Elevation, Passage, Archways
- Crypt Room - Boss Battle
- Crypt Room - Treasure Crypt
NEW SCENES:
Note that all new 2D scenes now come with new artwork
- Cemetery and Crypts Scenes:
- 0.0.6 Release - Graveyards, Cemeteries, and Crypts
- City of the Dead Above
- City of the Dead Crypts
- Graveyard Mausoleum Above
- Graveyard Mausoleum Crypt
- Lonely Mausoleum
- Lonely Mausoleum Lower Crypts
- Unholy Church Graveyard
NEW TILES:
- 10 New Cemetery Grass and Dirt Textures modules/baileywiki-city-district-03-temples/tiles/cemetary-and-crypts/textures/
~~~~~~~~~~~~~~~~~~
BAILEYWIKI 3D - v 0.0.2
~~~~~~~~~~~~~~~~~~
Changed (Breaking) - 75% improvement in model size. Will break current maps in your world that use most Baileywiki props.
Optimized Tile Sets and sample scenes for performance (turned off sight blocking for many props, and turned off Gravity by default. Turn gravity as the last step for designing.)
NEW SPECIAL:
- Dungeon Draw themes for designing 3D Heightmaps inside Foundry (open the Scene: Dungeon Draw Height Map Theme to import the themes)
NEW 3D PREFABS:
- Dungeon Templates: Round, Square, Cross, and Modular
- 3D Set Dungeon 01 Structures
- 3D Set Dungeon 02 Props
- 3D Set Temple 01 Props
- 3D Teleporter Metal 01
NEW 3D SCENES:
Note all 3D scenes now include thumbnails
- 3D Props Dungeon 01 Structures
- 3D Props Dungeon 02 Props
- 3D Props Temple 01 Props
- 3D Teleporter Metal 01
NEW 3D MODELS:
Over the next few releases, we will be rolling out over 100 new assets in the following categories. These are packaged into the above sets, but can be used individually. The ones in BOLD have new assets with this release:
- Basic-shapes
- Buildings
- Camps-and-Forts
- Tent (replaces previous tent), cauldron
- Cave
- Cemetery
- Dungeon
- Pillars, Well-02, Dome Gazebo, cage-03-round, altar-01
- Furniture
- Misc
- Nature
- Town
- Weapons-siege
- Lighting
- Brazier-01, torch unlit 02, chandelier-01, brazier-02
- Magic
- Magic Portal Metal, Sphere Reflective, Stone Rune 01, Stone Magic 01, coin-gold-disc
- Modular-castle
- Boats-and-docks
- Statues
- Structures
NEW 3D SCENES
- 0.0.2 Release - 3D Modular Dungeon Sets
- 0.0.2 Release - 3D Props Dungeon and Temple
- 3D Dungeon 01 Magic Crystal
- 3D Dungeon 01b Church
- 3D Dungeon Circle 01a Holy Cleansing
- 3D Dungeon Circle 01b Cage over Fire
- 3D Dungeon Draw Height Map Theme
- 3D Dungeon Draw Room - Blue Sphere
UPDATED 3D SCENES (BREAKING)
All scenes optimized with new models. Replace any existing scenes with these if you see missing assets.
2022-09-01 23:29:26 +0000 UTC
View Post
Baileywiki subscribers can now install 3D Canvas by Ripper for free through the Foundry module directory. Your Baileywiki subscription will unlock it for you!
-----
2022-09-01 23:29:17 +0000 UTC
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Hi everyone,
There will be lots of questions, excitement, and confusion around the new pricing and tiers. Hopefully this helps orientate you to the changes and decide where you fit best going forward.
Guiding Principles
- Maintain a "lower than average" price in the market
- Maintain an equivalent level of spend for equivalent content
- Offer flexibility to start, pause, or accelerate anytime
- Offer flexibility in content choices
- Be generous with content
Why the Changes?
Truing Up. I haven't changed my pricing in almost 2 years, when I started this project. Compared to any other Foundry creator, I'm at least half the price but also with unlimited flexibility to come and go as a subscriber. This means up to years of content for essentially the cost of a single month. I love it, but it's also overdue for at least some adjustment.
Increased Costs. Despite the stable pricing, my costs have gone up exponentially in that time. I now have 2 staff members, lots of commercial license costs, and growing hosting and distribution costs.
Additional Content. Finally, I am introducing more and new kinds of content on top of the content you're already used to seeing, namely 3D at the moment. These are exciting frontiers, but not everyone needs it. But it's still twice the effort and cost. So that extra content has to have it's own tier.
Overview of the Tiers
You can now choose the content you'd prefer, starting with these tracks:
- Channel Supporter. $3. A good place to park.
- Foundry Basic. $8. What you're all use to, minus the Dungeondraft content.
- Foundry Advanced. $14. Extra Foundry stuff, namely 3D and Landing Pages atm.
- Dungeondraft only. $6. Getting a massive injection of resources now
Combined Tiers
If you want more content types, you can choose a combined tier:
- Foundry Basic plus Dungeondraft. $14. Combined track. Many of you were near this level already ($12) so you'll essentially keep the same benefits but now with more Dungeondraft assets coming your way regularly
- All the Things. $20. All the content. Foundry. Foundry Advanced. Dungeondraft.
Foundry Mastery Tiers
For learning Foundry quickly. Includes all content as if you had All the Things tier.
- Level 1: $25. Special discord channel support. Asynchronous but resourced. Expect an answer to your questions.
- Level 2: $100. + Office Hours support. Real time.
- Level 3: $250. + Dedicated, one on one help.
The Practical Change for Most Subscribers
Most $7 subscribers will go to $8 and enjoy the same benefits, namely Foundry content. Losing Dungeondraft content, yes, but that was rare anyway and not used by most subs. Going forward, DD content is getting a massive investment now so it deserves its own track and tier.
Most $12 subs will go to $14 and either get additional Advanced Foundry content or additional Dungeondraft content. To get both, it's $20. That's still much lower than anything equivalent on the market.
Dungeondraft-only subs will save money, going from $7 to $6.
Most annual subscribers will transition like the monthlies, just paying a prorated portion of any cost increase for whatever months are left in your annual subscription. You will still benefit from the 15% annual subscriber discount.
What Should You Do Now?
All old tiers are now locked from others joining. You've got the next month (Sept 2022) to decide what you want to do. This means either cancelling, or moving into a tier that you like. If you stay in your current tier, you just won't get any benefits next month or until you switch over.
Existing Patrons will continue to get benefits for this month, meaning you'll get the new 3D portions of the release and also the Dungeondraft assets "for free" for Sept. New Patrons as of last night will need to sign up for the new tiers to get the same benefit.
Flexibility to Set Your Own Budget
Flexibility to set your own budget is a hallmark of our content. Want to save 50% on all the new content? Just take off a month and pick up all the changes the next month. It's more for you to manage, yes, and it means waiting, but that's the trade-off to give you all the awesome stuff we do at the price you can handle.
Foundry Mastery Tiers. What Are They? Wow, Seems Pricy.
New GMs and those who want more dedicated handholding have had to beg for help in random community discords, piecing together help and struggling with the learning curve of Foundry. Or they have to endure 100 hours of Baileywiki tuorials... blech!! We want to offer a more streamlined alternative.
So new GMs can now join Foundry Mastery tiers. These are intentionally short-term tiers and will be covering, in part, the direct cost of those Foundry Masters delivering the coaching.
We expect most people to buy the $25 or $100 tier for one month, get their worlds established, and then drop to a normal content tier after that.
These tiers all include full Baileywiki content, All the Things level.
If you'd like to be considered for a paid Foundry Master role, reach out to myself or Zephyr.
Coming Next
We intend to provide more streamlined installation and update process, but we don't quite fit the current boxes. So we're working with Foundry, Moulinette, Forge and others on the best option moving forward. Whatever we choose, we will be absorbing new costs and don't intend to change the tiers.
Questions and Feedback
We want to hear from you. Message Baileywiki directly or join any threads or sessions where we're discussing. Or comment to this post.
Just keep it respectful and constructive. We're all people and have feelings. I appreciate you all very dearly and look forward to many more years of exploration with you!
2022-09-01 14:39:13 +0000 UTC
View Post
Hey all,
Just to clarify after a couple of questions this week, while the pricing change will start for all NEW Patreons starting this Wednesday evening (US Mountain Time), CURRENT Patreons will get a full month to decide on their new tier.
This means, if you maintain your current subscription, you will essentially be getting all of the new 3D and Dungeondraft content for free for September.
New Patreons will have to subscribe to higher tiers to get those particular assets.
I hope that helps!
Baileywiki and Zephyr
2022-08-29 23:18:31 +0000 UTC
View Post
A quick list of what's coming:
- Modular Cemeteries and Crypts
- Dungeon Draw theme for designing custom Crypt layouts
- Dozens of new 2D Overlays
- 3D Dungeons
- Dungeon Draw theme for designing 3D maps! (WTF is that?!)
- Dungeondraft Assets
- Michael Ghelfi ambiences
- Scene artwork
- Dozens of new customizable scenes
- Dozens of new prefabs and interactive prefabs
- New base terrain types
2022-08-28 17:52:22 +0000 UTC
View Post
Hey crew, you've seen a lot of new content this month... 3D, Dungeondraft assets, landing pages. These are all directions we can take further or put 'em to bed.
We'd like to hear from YOU... what do you want to see more of in the future? Feel free to add any clarifications or other ideas in the comments, or find us on Discord.
Select as many as you like!
2022-08-05 16:28:18 +0000 UTC
View Post
August 2022 Release! Major Release
We're detouring from city building for a hot minute to release a ton of new asset types. This release goes deep into 3D, with a ready-made system for creating your own 3D maps within Foundry, or just pick from an existing collection of scenes that you can modify as much a you like. Check out the full tutorial video here.
Special 3D Canvas Access! Ripper is giving Baileywiki patreons free access to his Foundry v9 version of 3D Canvas module for the month of August 2022. You can grab here for a limited time only!
Landing Page Assets. But that's not all, we're also introducing our first Landing Page assets. Objects that you can dress a table with, where you can host 'smart' interactions like maps, books, and reference material for your players, as well as UI elements to give your players' tokens a home.
Dungeondraft Assets. As if all that wasn't enough, we've created a ton of new, Baileywiki-designed Dungeondraft assets, all designed to leverage Dungeondraft features for kitbashing and colorization so you're no longer limited to a handful of colors. But make your own signature palette.
2D Love. And just to give you a few new 2D tiles, we've create some modular streams and waterfalls, which we hope to expand in some exciting directions next month.
INSTALLATION
Get the installation links here. (Forge users can update the Town module from the Bazaar).
MODULES REQUIRED OR RECOMMENDED
REQUIRED: 3D Canvas 3.5.8 by Ripper (Free for Aug 2022, Foundry v9 compatible - download here)
REQUIRED: 3D Canvas Mapmaking Pack by Ripper (free) - In Foundry directory
REQUIRED: Token Attacher by KayelGee, (free) in Foundry directory
RECOMMENDED: 3D Canvas Token Collection by Ripper (Free) - in Foundry directory
RECOMMENDED: 3D Portraits by Ripper (Premium) - link
RECOMMENDED: Filepicker+ by Ripper (Premium) - link
RECOMMENDED: Volumetric Templates by Ripper (Premium) - link
RECOMMENDED: Mass Edit by Aedif (free) - in Foundry Directory
CHANGE LOG
Full Change Log
##8.02.22 So Many Assets Release
Dungeondraft Release: New colorable assets for kitbashing!
- New Objects:
- Colorable Modular Chairs, Modular, Tables, Modular Benches
- Colorable Metal, Stone, and Wood Mats (Materials)
- Table Overlays
- Colorable Doors and Windows
- Colorable Statues
- Colorables Rocks
- New Paths
- New Patterns
- New Colorable, Modular Walls
Foundry Content:
NEW MODULE! Baileywiki 3D
NEW MODULE! Baileywiki Landing Pages
~~~~~~~~~~~~~~~~~~
GENERAL CHANGES
~~~~~~~~~~~~~~~~~~
All Foundry modules were updated with fixes, optimizations, and script upgrades
~~~~~~~~~~~~~~~~~~
BAILEYWIKI LANDING PAGES - v 0.0.1
~~~~~~~~~~~~~~~~~~
- New Tiles:
- Containers
- Apothecary Kit
- Chests, 4 Varieties
- Adventurer’s Pack
- Purses, 4 Varieties
- Sack Cloth
- Gear
- Apothecary Vessels
- Axe
- Bottles
- Coins
- Compasses
- Cups
- Dagger
- Food/Cheese
- Guns
- Hat
- Helmets
- Horn
- Hourglass
- Instruments
- Keys
- Medallions
- Mortar and Pestle
- Orbs
- Placemat
- Plates
- Potions
- Sextant
- Shield
- Skulls
- Spyglass
- Staff (Laying and Standing)
- Wands
- Lighting
- Candles
- Candlestick
- Lantern
- Skull Lantern
- Writing
- New Backgrounds:
- UI Elements
- New Scenes:
~~~~~~~~~~~~~~~~~~
BAILEYWIKI 3D - v 0.0.1
~~~~~~~~~~~~~~~~~~
This is a new module that leverages 3d Canvas by Ripper. While 3D Canvas is normally a premium module, it will be available to Baileywiki Patreons for the month of August 2022, and will support Foundry V9 only.
NEW TEXTURES:
- Dirt and Snow, Grass and Dirt, and Ocean and Sand textures
- Urban Textures
- Nature Textures: Pine Needs, Tree Texture
NEW HEIGHTMAPS:
- Waterfall Large and Small
- Stream
- Stream Hill
- Circle Center Cliffs, 5 variations
- Random, 5 variations
- Horseshoe
- Hole, 6 variations
- Crevasse, 4 variations
- Hill, 4 Variations
- Mountains
- Cracks, 18 Variations
- Pads, 4 Variations
- Walls, 4 Variations
- Path
- Sunken Valley
- Crater, 2 Variations
- Spire
NEW 3D SCENES:
- 3D City Street
- 3D Cracked Earth
- 3D Cracked Earth Chasm
- 3D Cracked Earth Craters and Spires
- 3D Cracked Earth Mountain
- 3D Forest Road or Stream
- 3D Galleon
- 3D Hole Mine
- 3D Hole Mine Broken Loose
- 3D Island Retreat
- 3D Large Waterfall and Wall
- 3D Mountain Volcano Fortress
- 3D Mountain Winter Lair
- 3D Ruins in the Hills
- 3D Snowy Canyon Crevasse
- 3D Snowy Frozen River
- 3D Sunken Valley
- 3D Town Street Intersection
NEW PROPS AND PROP SETS:
- Biome Sets:
- Desert, Grassy, Snowy, Craters & Spires
- Rocks, Animated Trees, Water Shaders
- Buildings:
- Actor Prefabs
- 3D Houses 1 through 7
- 3D Tavern/Inn
- 3D Smithy
- 3D Ruined Home
- 3D Tower
- Tiles Set Prefabs
- 3D Tile Set Buildings
- 3D Tile Set Castle Dark
- 3D Tile Set Castle Light
- Decor:
- Actor Prefabs:
- 3D Campfire with Lights
- 3D Cannon
- 3D Cart 01
- 3D Cart 02
- 3D Chest
- 3D Fountain
- 3D Market Stall
- 3D Torch by RealNerdyViking
- 3D Tree Planted
- 3D Tree Planted Small
- 3D Well
- Light Particle Effects
- Torch light
- Open flame
- Smoke
- Rising Embers/Motes
- Glow light
- Fountain/Water Spray
- Active Volcano
- Snowfall
- Tile Set Prefabs:
- 3D Heavy Door
- 3D Tile Set Camp
- 3D Tile Set Storage
- 3D Tile Set Town Stuff, Including sidewalk pads
~~~~~~~~~~~~~~~~~~
BAILEYWIKI TOWNS- v 0.3.14
~~~~~~~~~~~~~~~~~~
New Scene and Tiles:
00 New Release Modular Rivers
Location: modules/baileywiki-maps-premium-towns/maps/wilderness/terrains/overlays/
2022-08-01 22:20:47 +0000 UTC
View Post
Hey Patreon crew,
Check out this sneak peak video just for patreons. Next week is going to be big.
A ton of just-add-water 3D scenes and assets, but also a massive expansion of Baileywiki-designed Dungeondraft assets (yes, that's right... we made our own assets!) with a special twist, and a hundred new assets to load into our first ever Landing Page release!
Oh, and for the month of August only, Baileywiki patreons can get Ripper's 3D Canvas module for free.
Buckle up, it's going to be a hot August.
Modular Landing Page Sample

Dungeondraft Assets... Designed for Kitbashing and Colorable

2022-07-27 18:01:01 +0000 UTC
View Post
We're exploring and occupying sunken ships in this naval-themed release perfect for a Waterdeep adventure or Saltmarsh. I also give a full tutorial on how to make an asset or scene look "underwater" using some new custom filters available in our new Nuts and Bolts module:
https://download.bailey.wiki/nuts-and-bolts/module.json
BAILEYWIKI SETUP GUIDE:
https://bit.ly/baileywiki-faq
BAILEYWIKI MODULAR SYSTEM GUIDE
https://bit.ly/baileywiki-modular-system
INSTALLATION
Get the installation links here. (Forge users can update the Town module from the Bazaar).
CHANGE LOG
Full Change Log
NEW MODULE! BAILEYWIKI NUTS AND BOLTS
~~~~~~~~~~~~~~~~~~
BAILEYWIKI NUTS AND BOLTS - v 0.0.1
~~~~~~~~~~~~~~~~~~
This is a new module that consolidates all Items, Journals, and Macros across the Baileywiki content ecosystem. All other modules will pull from here, even the free Baileywiki module (eventually). This should make updates much easier.
Install from here https://download.bailey.wiki/nuts-and-bolts/module.json
ADDED:
NEW MACROS:
- TokenMagic - Underwater Texture
- TokenMagic - Water Ripple
- FXMaster Underwater
~~~~~~~~~~~~~~~~~~
BAILEYWIKI PREMIUM - v 0.3.3
~~~~~~~~~~~~~~~~~~
ADDED:
New Prefab: Frigate Occupied
~~~~~~~~~~~~~~~~~~
BAILEYWIKI TOWNS- v 0.3.13
~~~~~~~~~~~~~~~~~~
ADDED:
NEW PREFABS:
- Market Outdoor Oven
- Market Tent Empty Colorable
- Market Tent Tavern
- TACTICAL Docks with Audio MATT
NEW TILES:
Located in modules/baileywiki-maps-premium-towns/maps/wilderness/terrains/ocean-and-sand
- Ocean-02.webp background
- Ocean-coral-01-webp
- Ocean-coral-02-webp
- Ocean-rocks-01.webp
- Ocean-rocks-02.webp
- Ocean-spot-01.webp
- Ocean-spot-02-webp
- Ocean-beach-straight-v2.webp
~~~~~~~~~~~~~~~~~~
BAILEYWIKI CITY DISTRICT 02 - DOCKS - v 0.0.4
~~~~~~~~~~~~~~~~~~
ADDED:
NEW PREFABS:
- Shipwreck Bow 1 Empty Tavern Multi
- Shipwreck Bow 2
- Shipwreck Damage Patch Multi
- Shipwreck Flotsam Buried Multi
- Shipwreck Flotsam Floating Multi
- Shipwreck Mast 1 Angled Multi
- Shipwreck Mast 2 Straight Mult
- Shipwreck Side 1 Home Hideout Empty Multi
- Shipwreck Side 2 Cultist Temple Empty Multi
- Shipwreck Side 3 Multi Home Empty
- Shipwreck Side 4 Warehouse Empty Multi
- Shipwreck Small 1 Home Empty Multi
- Shipwreck Small 2 Home Garden Empty Multi
- Shipwreck Small 3 Home Torture Empty Multi
- Shipwreck Small 4 Home Empty Multi
- Shipwreck Small 6 Vendor Market Empty Multi
- Shipwreck Small 7 Empty Multi
- Shipwreck Stern 1 Meeting Noble Empty Multi
- Shipwreck Stern 2 Casino Empty Multi
- TACTICAL Docks with Audio MATT (Also in Towns)
NEW TILES
Located in modules/baileywiki-city-district-02-docks/tiles/shipwreck
- Apparatus of Kwalish
- Docks-slums.webp (background)
- Docks-slums-damage.webp
- Ship1.png
- Ship2.webp
- Shipwreck-hatch-door-open.webp
- Shipwreck-hatch-door-closed.webp
- Shipwreck-mast-03a-shadowed.webp
- Shipwreck-mast-03b-shadowed.webp
- Various alternative overturned ships
NEW SCENES:
- Darktow
- Dock Slums
- The Crib (Arena)
- Underwater Wreck
- Shipwreck Reef
2022-07-02 21:26:15 +0000 UTC
View Post
June 2022 Release! Major Release - Slums and Ruins (District 04) and MATT Interactive Library
We're slumming it in this new release, with all new assets to rough up your town or send it back 1,000 years. Plus a huge expansion of interactive prefabs powered by Monk's Active Tiles.
INSTALLATION
Get the installation links here. (Forge users can update the Town module from the Bazaar).
CHANGE LOG
Full Change Log
~~~~~~~~~~~~~~~~~~
BAILEYWIKI MODULAR TOWNS - v 0.3.12
~~~~~~~~~~~~~~~~~~
New Roof Types: Damaged and Burned.
- Added automatically to the city Facades
- Dynamically change them using the tile selector or just use the updated Macro (see video walkthrough timestamp)
Updated Macro:
- Change Selected Roof Styles (now cycles through damaged and burned roof styles)
~~~~~~~~~~~~~~~~~~
BAILEYWIKI CITY DISTRICT 04 - v 0.0.1 NEW!!
~~~~~~~~~~~~~~~~~~
New Scenes:
- Ruins Inventory
- Slums Inventory
- Burned Down Cabin
- City of the Dead
- Cliffside Ruins
- Dig Site
- Hilltop Ruin
- The Slums
New Prefabs:
The Slums
- 6 New Class 3 (C3) Buildings
- Roof damage tiles to damage any roof
The Ruins
- Dozens of snap-together, resizeable ruined buildings and ruin walls
- Fireplace Decor
- Staircase Decor
- Pillar Decor
- Ruins Roofs
~~~~~~~~~~~~~~~~~~
BAILEYWIKI CABAL DUNGEON - v 0.0.13
~~~~~~~~~~~~~~~~~~
New Prefabs:
- 7 new flexible, all-purpose dungeon rooms
New Tiles:
- dungeon-ruins-floor-hole-01.webp
- dungeon-ruins-floor-hole-02.webp
New Scenes:
- Dungeon Ruins Inventory
- Dungeon Ruins
New Dungeon Draw Themes:
- New custom Dungeon Draw theme (note, DD themes now store automatically in the scene journal!) dungeon-ruins/zz-texture-dungeon-ruins-floor.webp
2022-06-04 16:38:48 +0000 UTC
View Post
Hey supporters,
I thought you'd like to get a preview of some of the release coming out in a couple of weeks. Welcome to the Slums... and the Ruins! We're going 'low class' with tons of prefabs and assets for building a whole Slum or just a more run-down cottage in the woods, including new 'shanty' buildings, ruined roofs, burned-down houses, and burned-out roofs.
All modular and dynamic. Change a roof from pristine to ruined with one click!



You'll also get new damage tiles to put on any roof you want!

And this all gives you new scenes, like...
The Slums

But that's not it! Check out the new modular Ruins assets. These resize and snap together as if by magic to create standalone or connected and sprawling ruins on any map.

With a little more detail...

So now you get scenes like this...
City of the Dead

and the Cliffside Ruins...

And just because every good ruin needs an ancient dungeon below it, you'll also get new Dungeon Ruin assets. More modular pieces, custom themes, and a few extra large rooms to extend the variety and types of dungeons you can make with the modular dungeon system.


Thanks to everyone on Discord and Youtube for many of the ideas, including Ipsos for the idea to make a new "damaged" roof type that automatically cycles with the others.
Keep the ideas rolling in!
2022-05-18 18:28:42 +0000 UTC
View Post
This month features a ton of new, flexible assets for use in any campaign. Starting with a large two-story villa and adjoining compound with bloody body tiles cooked into a dynamic prefab.
Next, 130 new market tiles featuring vendor stalls, wagons, and canvas tops that can all be dynamically swapped and randomized.
Third, new wilderness options for dirt terrains and scary webbed trees. Plus lots of new sample scenes that are playable out of the box or customizeable as you like.
INSTALLATION
Get the installation links here. (Forge users can update the Town module from the Bazaar).
CHANGE LOG
Full Change Log
~~~~~~~~~~~~~~~~~~
ALL MODULES
~~~~~~~~~~~~~~~~~~
Updated Token Attacher Script
- Should resolve issues with some systems, such as Pathfinder, that had issues creating compendiums
- PLEASE REPORT any issues with prefabs and the token attacher script immediately!
Updated Maintenance Procedures and Paths for faster bug fixes
~~~~~~~~~~~~~~~~~~
BAILEYWIKI MODULAR TOWNS - v 0.3.11
~~~~~~~~~~~~~~~~~~
130 New Market Tiles
New Prefabs:
- Market Stall. MATT and Multiface enabled. Cycles randomly between types.
- Market Stall Square (2 versions). MATT and Multiface enabled. Cycles randomly between types.
- Market Merchant Wagon. MATT enabled. Cycles randomly.
- Market Control. MATT enabled. Randomizes stalls on the entire map.
- Market Banner. MATT enabled. Cycles randomly. Changes color.
- Webbed Trees. Multiface enabled. Search ‘web’ in actor compendium
New Dirt terrain tiles. In the maps/wilderness/terrains/grass-and-dirt path
New Scenes:
- New releases 0.3.11
- Bloody Battlefield
- City Street with Garden
- Converted Church Theater and Vendors
- Defended Encampment
- Haunted Graves
- Large Market in the Slum
- Market Street
- The Hanging Tree
New Macros:
- TA - Create actor off (prevents Foundry from creating a new actor for prefabs)
- TA Reset Actor Creation Behavior (resets Foundry default behavior)
~~~~~~~~~~~~~~~~~~
BAILEYWIKI CITY DISTRICT 01 - v 0.0.3
~~~~~~~~~~~~~~~~~~
New Scene: The Villa
New Prefabs:
- The Villa Main House
- The Villa Complete
- Stables
- Barracks
- Yard (Multiface Snowy Variant)
- Bodies (MATT and Multiface Enabled)
~~~~~~~~~~~~~~~~~~
BAILEYWIKI MAPS PREMIUM - v 0.3.2
~~~~~~~~~~~~~~~~~~
Remastered Scenes:
- Mansion - Multilevel
- Truly Magnificent, reassembled as a single 3 level scene
- Includes MATT powered controls to swap between themes and versions
- Terrain controls
- Furnished/Unfurnished/Ruined and Alternate swapping
- Single room, entire floor, and entire mansion controls
- NOTE: This update includes new art tiles and file paths, while the old paths still exist, they will be removed in the next version. Backup or migrate from the old Mansion scenes as soon as possible.
- Keep - Multilevel
- All 6 levels reassembled into a single scene
- Includes MATT powered controls to activate alternate themes and versions
- Terrain swap controls
- Enable/Disable Alternate basement crypts
- Enable/Disable Guestroom “Murder Mystery”
- Enable/Disable NE tower “Wizard” variant
- NOTE: This update includes new art tiles and file paths, while the old paths still exist, they will be removed in the next version. Backup or migrate from the old Keep scenes as soon as possible.
- Infested Keep - Multilevel
- All 6 levels reassembled into a single scene
- Includes MATT powered controls to activate alternate themes and versions
- Terrain swap controls
- Enable/Disable Alternate Ballroom decor
- Enable/Disable Alternate basement crypts
- Enable/Disable Guestroom “Murder Mystery”
- Enable/Disable NE tower “Wizard” variant
- NOTE: This update includes new art tiles and file paths, while the old paths still exist, they will be removed in the next version. Backup or migrate from the old Infested Keep scenes as soon as possible.
- Ships
- Rebuilt in Multilevel:
- Galleon Airship
- Galleon Light/Dark
- Frigate Light/Dark
Upgraded Prefabs:
- Ships now have MATT powered vehicle controls. Make sure to import the new (TA)Climb Aboard! macro to power this function.
- Galleon
- Airship
- Light
- Light No Cannons
- Dark
- Dark No Cannons
- Frigate
- Light
- Light No Cannons
- Dark
- Dark No Cannons
- Sloop
2022-05-04 01:05:04 +0000 UTC
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We continue building the foundations of an entire city by introducing Docks and Temples districts. We've now got scenes and prefabs for the following:
- Modular Sewer system with Dungeon Draw themes
- Moved Modular Docks to the Docks district
- New MATT-enabled Trinkets and Magic Shop with multiple variants, floors, and secrets
- New Tower Temples with Clockwork (animated), Holy, and Nature themes and pneumatic central stair system
- New modular streets and "pads" for designing interesting city scenes on the fly
TO INSTALL, get the manifests for District 02 and District 03 here, and don't forget to update Towns module which has some of the new content as well: https://www.patreon.com/posts/44077469
See full Change Log,
2022-04-05 01:01:21 +0000 UTC
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Hey everyone,
As of the time of this interview with Atropos, any new Patreon subscriber between now and our 2,000th patreon subscriber will be automatically entered to win a free annual premium subscription to Baileywiki.
On top of that, we'll also give out one random annual subscription to a current subscriber.
On top of THAT, we'll release the Icebound Galleon to the general public, as a thank you!
You guys rock. Have fun making your maps!
2022-03-17 22:58:46 +0000 UTC
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We asked patrons what they would like to see next, and the choice was clear. Announcing a brand new module in the Baileywiki family: The Modular City District 01. This is the first release in a series of modules that create an entire city, district by district.
In this video, we go over all of the new assets within the module, and a walkthrough of the content. This first release features a massive, customizable manor that can be conquered, cleaned up, upgraded, and altered with the use of Monk's Active Tile Triggers and Multiface Tiles.
Accompanying the manor are two "alleys" that give the manor a home within the city. The alleys are constructed using a combination of deployable buildings and a robust facade system that you can use to create your own cityscapes.
To get The District 01, go here. For Forge users, this is a new module so you cannot install from the Bazaar directly.
Full Change Log
ADDED:
Prefabs:
- The Manor Inn (120 tiles). Dynamically changes using MATT and Multiface Tiles.
- Building Facades (Recolorable, Snowy/Normal) with macros (see below)
- Statues (Guard/Knight/Mage/Noble/Orc) with Multiface functionality
- Scaffolding with Levels functionality
- Walkway / Bridge with Levels functionality
- Smoke Control with MATT
Tiles/
- Decor/ Greenery
- Decor/ Snow
- Decor/ Fountain
- Decor/ Wheelbarrow
- Elevation/ Stairs
- Platform/ Solid, Solid Wood, Transparent, Trimmed
- Overlay Effect/ Smoke
- Overlay Effect/ Snow
Macros:
Backgrounds:
- Flexible Background Alleys. Various styles. Clean/Muddy/Snowy
2022-03-03 16:37:56 +0000 UTC
View Post
You have spoken. And the results show a clear winner. We want to build "Waterdeep". Or more accurately (and legally), we want to build out the asset library sufficiently that we can build scenes for an entire city!
This is clearly a grand scale, so it won't be done in a month. But focusing first on the main areas, like Trollskull alley, will be the path. I mean, can you imagine the "Magic House" version of Trollskull manor, where players can dynamically upgrade a ruin into a base?!
There will be plenty of opportunity for community involvement, especially with assembling scenes, or designing any of the myriad of locations available. I smell a contest! So consider this a call-to-arms for the designers in this community to start designing locations that inspire you. It takes a village to raise a city!
But what about all those other cool suggestions? Ready-made maps? More interactive elements? And landing page templates? Do we have to wait for all that?
I'm thinking no. Let's not wait. Let's pepper those into this project, using the project itself to inform what to build in these areas next.
So let's get to planning!
We have some tracks to lay down. You'll likely see a new Discord channel for this and related topics, and Zephyr is a wiz at creating checklists and systems to keep us on track. Stay tuned, and we'll see you in the Workshop.
2022-02-06 16:04:04 +0000 UTC
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"Ideas are the coin of the realm here." - Baileywiki
Shape the future! Or let us know in the comments if you have another idea.
2022-02-05 18:02:08 +0000 UTC
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They're all yours! Grab the traps and interactions I've been showing you all month in my Automating Foundry series, plus a whole lot more. I've made flexible smart tiles and prefabs that you can use as often as you want on any map, thanks to developments in prefab technology.
Things like: make any doors, windows, and walls break on a strength check, landmines and barrels that explode with a click, perception and investigation check areas that illuminate discoveries based on a roll, interactive torches and trapdoors, and much more.
Change Log
~~~~~~~~~~~~~~~~~~
BAILEYWIKI CABAL DUNGEON MODULE V 0.0.9 "Magic Dungeon - Greek Architecture"
~~~~~~~~~~~~~~~~~~
NEW:
Greek Architecture
- Various stair pieces
- Entablature (straight, pitched, circle, and arc)
- Roofs (rectangle and circle, colorable)
- Greek Altar (tile only)
- Multiface Prefab: MD Pillar Greek 1x Multi (Doric, Ionic, Corinthian)
- Multiface Prefab: MD Greek Bowl Fountain Urn Multi
- Bowls x3
- Fountain
- Urn
- Multiface Prefab: MD Pillar Lighting Greek Brazier Multi
- Brazier Bowl
- Brazier Pillar
- Dungeon Draw Themes: Greek Marble, Marble Stairs (0/90/180/270 angles), Marble Wall
(located in the Cabal Dungeon module in the Baileywiki folder)
IMPROVED:
- New Optimized Magic Dungeon Scenes (no Dungeon Draw required, flattened tiles)
FIXED:
- Magic Dungeon Actor link references throwing errors
- Magic Circles Scene and Prefabs not longer go to zero light distance when moved
- Tower Lvl3. Removed phantom token
~~~~~~~~~~~~~~~~~~
BAILEYWIKI PREMIUM TOWNS MODULE V 0.3.6 Fixes and Updates
~~~~~~~~~~~~~~~~~~
The Magic House scene and prefab
- Converts instantly to Empty, Home, Inn/Tavern, Haunted/Ghost, Cultist Lair
- Or convert each room/floor only to mix and match
- Interactive elements (optional)
Monk's Active Tiles Interaction Library: Traps, Interactions, and Effects Prefabs
- Gallows and Gibbets. Interaction and modular.
- Breaking Barrels (ale, water, empty, ball bearings, blasted)
- Breakable furniture (tables and chairs, long table, round table, chair, stool)
- Trapdoors (teleporting and leveling)
- Toggleable Torch
- Breaking Wall (Stone, Wood, Colorable)
- Breaking Window
- Breaking Door (Stone and Wood floor)
- Interactions:
* Discovery Zones (perception and investigation)
* Broken Lantern
* Pressure Plate system
* Rotating Fireplace
- Traps:
* Sticky Webs
* Falling Rocks
* Passive Perception Exploding Trap
* Landmine
Magic Towers scenes and prefabs
- 4 story Alchemist's Tower
* fully levels enabled
* fully dressed and ready for any map
* advanced lights and sounds
- 6 story Wizard's (Astronomy) Tower
* fully levels enabled
* fully dressed and ready for any map
* advanced lights and sounds
* includes a retractable roof powered by Monk's Active Tile triggers
UPDATED:
- Grass, Brick, and Square traps updated with MATT
FIXED:
- The Town Farm scene (works now)
2022-02-03 16:07:03 +0000 UTC
View Post
Hey Patreons! Sorry for the ping, but for those who want to use the Magic Dungeon scenes that came with the latest release, you'll need to import the attached Custom Theme file for Dungeon Draw module.
It's easy:
1. with your Foundry world open and Dungeon Draw module enabled, click the Dungeon Draw icon on the left.
2. Click the Cog icon to open Dungeon Draw settings.
3. Click the Themes tab, and then the Import button
4. Upload the attached .JSON file, and leave the box unchecked if you want to avoid deleting other themes that you've made.
Now import a Magic Dungeon scene, and it all of the Dungeon Draw components should now render.
NOTE: If these themes ever change in the future, or if I add more themes, when you import these themes, Dungeon Draw will attempt to merge the new content or changes based on the Theme name.
2022-01-19 03:10:29 +0000 UTC
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It's here! The Magic Dungeon system offers DMs the ability to create endless, customizable, and dynamic dungeons that work with the rest of the modular system. Leveraging modules like Dungeon Draw to break all of the constraints, easily design your dungeon, and change its entire theme (fire, ice, poison, and more) with a few clicks.
Also in this release is the new Trireme Multilevel Prefabs. All of the customizations are now built-in, leveraging Multiface Tiles module to quickly swap Rams, Hulls, Sails, and even pull in your oars for some much-needed downtime.
IMPORTANT!! This month's new content is designed with Foundry v9, and is not compatible with 8.9, specifically with any lights and some new wall lighting options. You can open it in 8.9, but lights and other design elements won't render properly. Content published before this month should all still work fine.
Change Log
Installation
What's in the Magic Dungeon?
v9 Foundry Support, including new dynamic lighting
Prefabs:
- 17 MD Base Tiles prefabs with "theme" transparency, lava canals, built-in lighting/walls
- MD Chain Platform prefab with moveable components
- MD Decor Dragon Head Statue Multi prefab - dynamically changes
- 9 MD Elevation Prefabs with various stairs and platforms
- MD Far Drop Overlay Prefab
- 3 MD Floor Holes
- MD Gazebo Multi - dynamically changes
- 5 MD Lighting Options - Brazier, Cauldron, Fire Pillar, Orb Multi, Orb Sconce Multi
- MD Magic Portal
- MD Obelisk
- 5 MD Pillars: Regular, Ornate, Spikes (3 varieties), Lava Flow, Arch
- MD Stair Up (2 varieties)
- MDs7 Dungeon: 7 story dungeon prefab
- MD Altar Multi - dynamically changes
- 21 magic circle prefabs
Tiles:
- 7 Elevation Tiles
- 8 Stair Tiles
- 2 Railings
- 1 Metal Grate Underlay
- 3 Drop-in Bridges
- 2 Small Stone Platforms
- 3 Stalagmites
- 1 Wall Tile
- 10 Dungeon Draw Textures: Stone, Stone Difficult Terrain, Black, Fire, Ice, Poison, Water, Void, Purple, Space
2022-01-03 18:44:23 +0000 UTC
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Curious how I made "the ruins" map? In this series, I walk you through the entire process from a blank Dungeondraft canvas to a full 3d battlemap of Caerlaverock using Foundry VTT.
To get the original Dungeondraft file, go here: https://www.patreon.com/posts/dungeondraft-and-44502678
2021-12-16 01:15:01 +0000 UTC
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The December release is finally here! We've got some great 2D and 3D assets to play with, and even a new ship, the Sloop! Watch the release video for a full walkthrough, or check out the Change Log for everything!
For installation instructions, go here.
2021-12-07 19:10:50 +0000 UTC
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Have you ever seen Matt Mercer from Critical Role use Dwarven Forge plastic pieces to make tactically interesting battlemaps for his live games? It's cool stuff that costs hundreds (even thousands) of dollars to amass sets.
What if you could do the same thing in the VTT world at a fraction of the price?
This is a walkthrough of a big release, showing you a new system for creating Tower-based and Docks-based battlemaps that work with the Levels module, and some extra flare from Active Tiles.
To watch me make a Docks map, watch this: https://youtu.be/4sUdEXMt0Fw
To watch me make a Tower map, watch this: https://youtu.be/hUyrITC0M2w
To get the updated modules now, go here.
For a full change log, go here.
For those entering the modular scene design contest (due in a couple weeks!), this ought to give you more to work with!
2021-11-03 14:38:59 +0000 UTC
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It’s time for another Community Contest! We’ve seen some fantastic additions to the modular system in previous contests, this time we want to see what everyone can do with the modular system! For this contest, we’ll be looking at maps built within Foundry itself with the modular system from the Baileywiki Family of Modules. You’re also free to utilize or create your own assets for your maps. Show us what you can do in Foundry!
Like our other contests, there will be winners in two categories: Best Single Submission and Best Body of Work. YOU, the community, will vote on the winners! The two winners will have their work included in the modules, with credit, receive the VIP role on the Baileywiki discord, and receive a one year patreon subscription at the Spline and Grid, tier 3 level.
Note that every submission is a candidate for inclusion in the modules, so even if you do not win the contest, you may have your submissions added if we feel that it fits the scope of the modules and brings value to the community.
Rules:
- You are free and encouraged to use any and all assets (ie: prefabs, tiles, sounds, etc.) included in the Baileywiki Family of Modules, this includes: Baileywiki Maps Premium, Baileywiki Maps Towns, and Baileywiki Cabal Dungeon.
- If you create your own art, due to licensing restrictions, you can only use Forgotten Adventures, Tom Cartos, AoA, or Krager assets. We cannot include other assets in the modules or the contest.
- You must submit full maps (scenes) ready for use in Foundry VTT. These are not flat images and not standalone prefabs. We may optimize these later for inclusion in the modules.
- If you create your own assets for the map, you must include them within your submission
- You can submit as many entries as you like. Each entry is eligible for the "Best Single Submission" award, and the entire set is eligible for "Best Body of Work"
HOW TO SUBMIT:
- All submissions are due by 11:59 PM US Pacific Time on November 19, 2021.
- Submission Files should include the following:
- Foundry VTT Compendium (.db file) containing the submitted scenes
- Any additional assets (re: tiles) used that are not included in the Baileywiki Family of Modules
- Description of submission(s)
- Desired “screen name” for the contest poll
- Showcase of the Submission. Either:
- JPG Images (max 70 DPI)
- GIF Showcase
- Video with Foundry audio only (.mov, .mkv, or .mp4 format)
- OPTIONAL: YouTube showcase video link
- DM submissions as a filesharing link (ie: Google Drive) or zipped folder to Zephyr on Discord.
- By submitting, you are granting Baileywiki a free and perpetual commercial license to your work. You still retain ownership of your work and may distribute elsewhere in the manner of your choosing, however, we must be able to deploy and maintain any prefabs or maps made with your work. If this is an issue, please refrain from submitting.
Conclusion
As always, Baileywiki, Zephyr, and the whole community of Foundry mapmakers will be available on Discord to provide design feedback. Previous contest winners have had great success in taking and incorporating feedback from the discord, so we highly encourage you to take advantage of this opportunity!
Once contest submissions are in, we will take a few days to put together a video showcasing the submissions and a poll for the community to vote on the entries. We will look to have the winners decided and included by the release at the beginning of January 2022.
That is all for the business side of the contest, so let the mapmaking begin! Enjoy the process and we’re looking forward to seeing what you all create!
Best,
Zephyr and Baileywiki
2021-10-19 14:57:43 +0000 UTC
View Post
Ok, patron! Have at it. Lots of flexible new assets for making all kinds of maps, including the contest winners' awesome new assets. Check out the video above for a full walkthrough or check out the change log here.
To install, check out the main Foundry post.
And Dungeondraft users can find the new DD files here.
2021-10-03 19:04:46 +0000 UTC
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Ok, Patreons, have at it! This video includes plenty of tutorials on how to use the new building system. Speaking of which, this release is huge. I created a few things for you to go have fun with:
- 4 new pre-made city scenes
- 1 new city street template with modular roads
- 16 new large prefab buildings ranging from 2 story shops with apartments, to a 6 story towering inn (The Troubadour)
- 98 new modular building assets including Inns, Taverns, Large Spaces (like theatres and warehouses), shops, apartments and offices - whew!!
Go here for installation instructions and the new installation links for September!
You can also grab the Dungeondraft files for this month only here. Then they go to the Archive.
2021-09-02 17:35:43 +0000 UTC
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Hey Patreons,
Well, you've been waiting for almost a year for Class 1 Buildings to arrive. And now they're here. But you're not going to believe what you're going to be able to do with them.
This video is not public yet, but it gives you full tutorials and walkthrough of the release coming later this week.
Let me know in the comments what questions you have or crazy ideas you've got.
And buckle up!
2021-08-31 13:01:02 +0000 UTC
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Hello everyone, it’s time to review and vote on the entrants for this month’s community contest! This was another round of really fantastic submissions, all of these bring a lot of variety and utility to the Modular Castle system and I’m excited for these great artists to share them with you.
Remember that there are two categories: Best Single Submission (this poll) and Best Body of Work (link to other poll). The two Community Members with the most votes will get a fancy VIP Discord role and one year of Tier 3 Patreon, but any worthy entry may have their content added into the Modular Town (whichever is more appropriate) Module and live in glory forever!
Best of luck to everyone who entered, and I hope that everyone enjoys the great work the community has been putting out.
-Zephyr
Without further ado, the Single Submission Entries:
Elezraita
Elezraita has been a great and active member of the community, posting lots of interesting works in progress and new mapping concepts, usually involving water. Recently, Elezraita has been honing his Clip Studio Paint skills and has submitted the first, of hopefully many, CSP entry. For this contest, he’s submitted a single project: The Grotto.
Elezraita - The Grotto

Elezraita thought out of the box for the Modular Castle contest. Rather than a room, he’s created a way to enter a castle, or other area. He’s even written up some flavor text for players to experience when they first discover it:
From the castle garden, or from just outside the walls of a great keep, you found a simple, non-descript cave entrance (or a really ornate one in a grove with statues scattered about). You have decided to enter the cave.
You find yourself in almost total blackness aside from the faint purplish glow emanating from some odd crystals of some mineral that seems to be pushing its way out from wall in various places, and the tiny bioluminescent mushrooms that dot the moss covered floor. You stand on a path of large stone slabs that, inasmuch as a few of the slabs are missing, has fallen into disrepair. If you look more closely, you can also observe that the many of the stones at the edge are cracked or completely broken off. Perhaps the servants who originally built the path intentionally cut the slabs this way to avoid having to clear the natural limestone pillars and stalagmites that surround the path on both sides.
With the relative lack of light by which to see, you pause to listen. All around you can be heard the occasional drip, drip of the water that slowly, over many years, formed those natural pillars that surround you. To the north, you hear the loud crashing of water hitting water. And as your eyes adjust to the darkness, you can make out the shore of a an underground lake or pond ten or fifteen feet in front of you. What is the purpose of this place? It is beautiful, so perhaps some past ruler of the castle enjoyed spending time here, despite the darkness. Or maybe those bioluminescent mushrooms or glowing crystals have magical properties.
As you contemplate these things, you suddenly hear a voice from near the waterfall. Another calls out in mild protest. There are two splashes that you somehow hear over the din of waterfall. After that, you hear no more, save for water falling in water, and faint dripping on the limestone.
As the preview suggests, this room isn’t just a single tile, but a series of tiles that would be laid out with a very impressive use of the Levels module. Elezraita has also written up a description going through his inspiration, thought process, and intention with the piece:
I know this isn't, strictly speaking, a room for the modular castle, though I started making it as an addition to the gothic castle maybe a week before the contest was announced. I've always loved the scene in the Count of Monte Cristo (2002) where Edmond finds the Treasure of Sparta in that grotto on the Island of Monte Cristo. That was kind of my inspiration for this. My purpose was to give players infiltrating the castle an alternate way in through exploring a beautiful limestone grotto. The grotto would use levels and better roofs to allow the players to find cave off-shoots at different water depths, then follow them to wherever they went. Maybe a given exit will lead to another cave. Maybe another leads to an underground treasure room where the king or the court wizard keeps magical items. Maybe yet another leads to a secret staircase that allows direct access to the king's chambers, or to a garden within the walls. Perhaps all but one lead to a dead end, traps, or worse still. Maybe the grotto was meant to be utilized as a secret escape for the royal family in case of attack from foreign (or domestic, as the case may be) powers.
Obviously, I wanted to allow for some interesting water based, three dimensional encounters. Or maybe the players can fight giant spiders hanging from the ceiling while treading water. It could be both a help and hindrance to effectively fighting. I think that the opportunities for interesting encounters are considerable.
Each level of the cave fits with the one above it and below it, and each is separated into base and overhead tiles. The water for each level is a separate tile, so you can use this cave without the water, if you want, though I don't recommend that the players just go down that hole. The waterfall is optional. Also, the ladders, furniture, and torches I've placed on the highest level are placeholders. While there isn't a whole lot of room to decorate, I want you to be able to decide where and what exits are, as well as what the small amount of terrain above the water table that is not occupied by rock formations will hold.
I realize that it's kind of hard to see how things all fit together here, so I've provided a preview of the whole thing together, sans the "entrance tile" I made as an example. All the tiles except that one are designed to be basement tiles, so I don't really consider it part what will be the main prefab. Thank you for looking at my work. It's been fun!
--elezraita
Thanks to Elezraita for submitting this beautiful and thoughtful entry!
Idiot Wizard
Idiot Wizard makes his contest debut with a trio of great rooms for the castle.
Idiot Wizard - Cursed Sepulchre

Idiot Wizard’s first piece is The Cursed Sephulchre, a great crypt room to incorporate into any castle build. Idiot Wizard has gone a step further and designed a unique wall tile for the room so that it has pre-cast shadows. One of the great advantages of this approach and using overhead tiles, is that this wall tile can be deployed on any of the 8x8 octagonal room footprints in the modular castle system, adding flexibility to more than just the submitted room.
Idiot Wizard - Jester’s Quarters

The next room from Idiot Wizard is a beautifully crafted Jester’s Quarters. Idiot Wizard workshopped this a bit in The Workshop channel on the discord and it’s come together really beautifully. The room really tells a story with how well organized a lot of the jester’s “tools of the trade are” while their living area is a bit more distraught. You may recognize only bits and pieces of some of these assets. To create the assets he needed, Idiot Wizard kit-bashed a variety of Dungeondraft Prefabs, so, in addition to a great room, he’s created some great usable assets as well!
Idiot Wizard - Tax Collector

Idiot wizard put together a wonderfully crafted space for a tax collector or treasury office in the castle. The attention to detail with the object placement is just fantastic here. It feels like thousands of gold coins pass through the room every day and they are meticulously accounted for.
Shaftoe
Returning contest winner, Shaftoe, is back with a suite of rooms, halls, and more to further round out the possibilities with the Modular Castle system.
Shaftoe - Entrance Hall and Entrance Hall Ruined

Entrance Hall

Entrance Hall Balcony

Entrance Hall - Ruined

Entrance Hall Balcony - Ruined
Shaftoe is back at it with another highly functional piece that has both a pristine and ruined variant, this time with a Levels-ready balcony to take advantage of 0.8. The soft glow of the balcony railing of the Entrance Hall Balcony and the carefully selected tile damage in the Entrance Hall - Ruined showcase the detail and care that we’ve come to expect when Shaftoe shows us a new project! Since this is the same room with two versions, I’m considering this a single submission, and one that provides a lot of utility: witness the fall of a great house, or the rise of one restored to glory!
Shaftoe - Barbarian’s Room

Shaftoe has put together a series of “class” rooms, using the major classes in 5e as inspiration. First up is the Barbarian’s Room. Furs, weapons, and vittles dot this humble but homey room for your favorite greataxe-wielding party member.
Shaftoe - Bard’s Room

A much more whimsical room from Shaftoe is the Bard’s Room. Bright colors and musical instruments galore would make any wandering minstrel feel right at home here.
Shaftoe - Cleric’s Room

The fantastically detailed Cleric’s Room is decked out with an altar and all the fixings. Your party’s cleric can doff their armor and settle in for some dinner and devotionals.
Shaftoe - Druid

Much more rustic is the Druid’s Room. The perfect place to connect with nature, even when indoors, and maybe keep a pet or two in the pool.
Shaftoe - Fighter’s Room

The Fighter’s Room is kitted out with two bunks, a training facility, veritable armory, and a buffet of vittles to keep those action surges coming. While your party may have only one Fighter, there’s nothing that quite gives that home-sweet-home, barracks room feel like bunks.
Shaftoe - Monk’s Room

Simple and utilitarian, the Monk’s Room is the perfect place to recharge ki and practice stunning strikes.
Shaftoe - Paladin’s Room

The Paladin’s Room boasts training facilities, equipment storage and maintenance, foodstuffs, and an altar to contemplate one’s oath.
Shaftoe - Ranger’s Room

Shaftoe’s Ranger has clearly done a lot of hunting. This room is decked out in furs and even has an indoor tent to really keep the roughing-it feel that rangers seem to love so much.
Shaftoe - Rogue’s Room

The Rogue’s Room is a great fake out. The stickiest-fingered member of the party having a nearly bare room? At first appearance it might look that way, but a secret door leads to the real Rogue’s Room: a hidden alcove for storing and sorting the tools, and spoils, of the trade.
Shaftoe - Sorcerer’s Room

The Sorcerer’s Room is over the top and gregarious, much like many of its would-be-inhabitants. Great use of color and lighting to create an eccentric room that conveys luxury.
Shaftoe - Warlock’s Room

A darker and more brooding room, the Warlock’s room is perfect for conducting clandestine rituals, lounging in a creepy throne, or chatting telepathically with your patron.
Shaftoe - Wizard’s Room

For those studious magic users, there’s the Wizard’s Room. The over-full bookshelf, resplendent desk, and comfy bedding would make any mage feel right at home slinging spells or feverishly researching.
Shaftoe - Hedge Maze

Hedge Maze Base 01 - Clean

Hedge Maze Base 02 - Dirty

Hedge Maze Green 01 - Walled

Hedge Maze Green 01 - All Hedges

Hedge Maze Yellow 01 - Walled

Hedge Maze Yellow 01 - All Hedges

Stone Maze Base

Stone Maze Walls
Shaftoe wasn’t content with just creating interior rooms for this contest, and has also created a hedge maze for us to disorient and confound players. There are 3 base patterns and 3 main wall types. The “Walled” variants of the mazes are also suitable for outdoor use or as a courtyard within the castle itself. Since this is a single design with multiple aesthetic options, I’m considering it a single submission.
2021-08-14 00:38:05 +0000 UTC
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Hello everyone, it’s time to review and vote on the entrants for this month’s community contest! This was another round of really fantastic submissions, all of these bring a lot of variety and utility to the Modular Castle system and I’m excited for these great artists to share them with you.
Remember that there are two categories: Best Single Submission (this poll) and Best Body of Work (link to other poll). The two Community Members with the most votes will get a fancy VIP Discord role and one year of Tier 3 Patreon, but any worthy entry may have their content added into the Modular Town (whichever is more appropriate) Module and live in glory forever!
Best of luck to everyone who entered, and I hope that everyone enjoys the great work the community has been putting out.
-Zephyr
Without further ado, the Best Body of Work Entries:
Elezraita - The Grotto
Elezraita has been a great and active member of the community, posting lots of interesting works in progress and new mapping concepts, usually involving water. Recently, Elezraita has been honing his Clip Studio Paint skills and has submitted the first, of hopefully many, CSP entry. For this contest, he’s submitted a single project: The Grotto.
Elezraita - The Grotto

Elezraita thought of the box for the Modular Castle contest, rather than a room, he’s created a way to enter a castle, or other area. He’s even written up some flavor text for players to experience when they first discover it:
From the castle garden, or from just outside the walls of a great keep, you found a simple, non-descript cave entrance (or a really ornate one in a grove with statues scattered about). You have decided to enter the cave.
You find yourself in almost total blackness aside from the faint purplish glow emanating from some odd crystals of some mineral that seems to be pushing its way out from wall in various places, and the tiny bioluminescent mushrooms that dot the moss covered floor. You stand on a path of large stone slabs that, inasmuch as a few of the slabs are missing, has fallen into disrepair. If you look more closely, you can also observe that the many of the stones at the edge are cracked or completely broken off. Perhaps the servants who originally built the path intentionally cut the slabs this way to avoid having to clear the natural limestone pillars and stalagmites that surround the path on both sides.
With the relative lack of light by which to see, you pause to listen. All around you can be heard the occasional drip, drip of the water that slowly, over many years, formed those natural pillars that surround you. To the north, you hear the loud crashing of water hitting water. And as your eyes adjust to the darkness, you can make out the shore of a an underground lake or pond ten or fifteen feet in front of you. What is the purpose of this place? It is beautiful, so perhaps some past ruler of the castle enjoyed spending time here, despite the darkness. Or maybe those bioluminescent mushrooms or glowing crystals have magical properties.
As you contemplate these things, you suddenly hear a voice from near the waterfall. Another calls out in mild protest. There are two splashes that you somehow hear over the din of waterfall. After that, you hear no more, save for water falling in water, and faint dripping on the limestone.
As the preview suggests, this room isn’t just a single tile, but a series of tiles that would be laid out with a very impressive use of the Levels module. Elezraita has also written up a description going through his inspiration, thought process, and intention with the piece:
I know this isn't, strictly speaking, a room for the modular castle, though I started making it as an addition to the gothic castle maybe a week before the contest was announced. I've always loved the scene in the Count of Monte Cristo (2002) where Edmond finds the Treasure of Sparta in that grotto on the Island of Monte Cristo. That was kind of my inspiration for this. My purpose was to give players infiltrating the castle an alternate way in through exploring a beautiful limestone grotto. The grotto would use levels and better roofs to allow the players to find cave off-shoots at different water depths, then follow them to wherever they went. Maybe a given exit will lead to another cave. Maybe another leads to an underground treasure room where the king or the court wizard keeps magical items. Maybe yet another leads to a secret staircase that allows direct access to the king's chambers, or to a garden within the walls. Perhaps all but one lead to a dead end, traps, or worse still. Maybe the grotto was meant to be utilized as a secret escape for the royal family in case of attack from foreign (or domestic, as the case may be) powers.
Obviously, I wanted to allow for some interesting water based, three dimensional encounters. Or maybe the players can fight giant spiders hanging from the ceiling while treading water. It could be both a help and hindrance to effectively fighting. I think that the opportunities for interesting encounters are considerable.
Each level of the cave fits with the one above it and below it, and each is separated into base and overhead tiles. The water for each level is a separate tile, so you can use this cave without the water, if you want, though I don't recommend that the players just go down that hole. The waterfall is optional. Also, the ladders, furniture, and torches I've placed on the highest level are placeholders. While there isn't a whole lot of room to decorate, I want you to be able to decide where and what exits are, as well as what the small amount of terrain above the water table that is not occupied by rock formations will hold.
I realize that it's kind of hard to see how things all fit together here, so I've provided a preview of the whole thing together, sans the "entrance tile" I made as an example. All the tiles except that one are designed to be basement tiles, so I don't really consider it part what will be the main prefab. Thank you for looking at my work. It's been fun!
--elezraita
Thanks to Elezraita for submitting this beautiful and thoughtful entry!
Idiot Wizard - Various Rooms
Idiot Wizard makes his contest debut with a trio of great rooms for the castle.
Idiot Wizard - Cursed Sepulchre

Idiot Wizard’s first piece is The Cursed Sephulchre, a great crypt room to incorporate into any castle build. Idiot Wizard has gone a step further and designed a unique wall tile for the room so that it has pre-cast shadows. One of the great advantages of this approach and using overhead tiles, is that this wall tile can be deployed on any of the 8x8 octagonal room footprints in the modular castle system, adding flexibility to more than just the submitted room.
Idiot Wizard - Jester’s Quarters

The next room from Idiot Wizard is a beautifully crafted Jester’s Quarters. Idiot Wizard workshopped this a bit in The Workshop channel on the discord and it’s come together really beautifully. The room really tells a story with how well organized a lot of the jester’s “tools of the trade are” while their living area is a bit more distraught. You may recognize only bits and pieces of some of these assets. To create the assets he needed, Idiot Wizard kit-bashed a variety of Dungeondraft Prefabs, so, in addition to a great room, he’s created some great usable assets as well!
Idiot Wizard - Tax Collector

Idiot wizard put together a wonderfully crafted space for a tax collector or treasury office in the castle. The attention to detail with the object placement is just fantastic here. It feels like thousands of gold coins pass through the room every day and they are meticulously accounted for.
Shaftoe - Entrance Hall, Class Rooms, & Hedge Mazes
Returning contest winner, Shaftoe, is back with a suite of rooms, halls, and more to further round out the possibilities with the Modular Castle system.
Shaftoe - Entrance Hall and Entrance Hall Ruined

Entrance Hall

Entrance Hall Balcony

Entrance Hall - Ruined

Entrance Hall Balcony - Ruined
Shaftoe is back at it with another highly functional piece that has both a pristine and ruined variant, this time with a Levels-ready balcony to take advantage of 0.8. The soft glow of the balcony railing of the Entrance Hall Balcony and the carefully selected tile damage in the Entrance Hall - Ruined showcase the detail and care that we’ve come to expect when Shaftoe shows us a new project! Since this is the same room with two versions, I’m considering this a single submission, and one that provides a lot of utility: witness the fall of a great house, or the rise of one restored to glory!
Shaftoe - Barbarian’s Room

Shaftoe has put together a series of “class” rooms, using the major classes in 5e as inspiration. First up is the Barbarian’s Room. Furs, weapons, and vittles dot this humble but homey room for your favorite greataxe-wielding party member.
Shaftoe - Bard’s Room

A much more whimsical room from Shaftoe is the Bard’s Room. Bright colors and musical instruments galore would make any wandering minstrel feel right at home here.
Shaftoe - Cleric’s Room

The fantastically detailed Cleric’s Room is decked out with an altar and all the fixings. Your party’s cleric can doff their armor and settle in for some dinner and devotionals.
Shaftoe - Druid

Much more rustic is the Druid’s Room. The perfect place to connect with nature, even when indoors, and maybe keep a pet or two in the pool.
Shaftoe - Fighter’s Room

The Fighter’s Room is kitted out with two bunks, a training facility, veritable armory, and a buffet of vittles to keep those action surges coming. While your party may have only one Fighter, there’s nothing that quite gives that home-sweet-home, barracks room feel like bunks.
Shaftoe - Monk’s Room

Simple and utilitarian, the Monk’s Room is the perfect place to recharge ki and practice stunning strikes.
Shaftoe - Paladin’s Room

The Paladin’s Room boasts training facilities, equipment storage and maintenance, foodstuffs, and an altar to contemplate one’s oath.
Shaftoe - Ranger’s Room

Shaftoe’s Ranger has clearly done a lot of hunting. This room is decked out in furs and even has an indoor tent to really keep the roughing-it feel that rangers seem to love so much.
Shaftoe - Rogue’s Room

The Rogue’s Room is a great fake out. The stickiest-fingered member of the party having a nearly bare room? At first appearance it might look that way, but a secret door leads to the real Rogue’s Room: a hidden alcove for storing and sorting the tools, and spoils, of the trade.
Shaftoe - Sorcerer’s Room

The Sorcerer’s Room is over the top and gregarious, much like many of its would-be-inhabitants. Great use of color and lighting to create an eccentric room that conveys luxury.
Shaftoe - Warlock’s Room

A darker and more brooding room, the Warlock’s room is perfect for conducting clandestine rituals, lounging in a creepy throne, or chatting telepathically with your patron.
Shaftoe - Wizard’s Room

For those studious magic users, there’s the Wizard’s Room. The over-full bookshelf, resplendent desk, and comfy bedding would make any mage feel right at home slinging spells or feverishly researching.
Shaftoe - Hedge Maze

Hedge Maze Base 01 - Clean

Hedge Maze Base 02 - Dirty

Hedge Maze Green 01 - Walled

Hedge Maze Green 01 - All Hedges

Hedge Maze Yellow 01 - Walled

Hedge Maze Yellow 01 - All Hedges

Stone Maze Base

Stone Maze Walls
Shaftoe wasn’t content with just creating interior rooms for this contest, and has also created a hedge maze for us to disorient and confound players. There are 3 base patterns and 3 main wall types. The “Walled” variants of the mazes are also suitable for outdoor use or as a courtyard within the castle itself. Since this is a single design with multiple aesthetic options, I’m considering it a single submission.
2021-08-14 00:38:01 +0000 UTC
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Time for another expansion release, this time adding new assets for both the modular castle system as well as new multilevel "levels-enabled" prefabs, customizable mosaic rooms, and even an experimental "treehouse" scene.
Go here for instructions and a full change log.
To see how everything works, I recommend watching the video at the top of this post for a visual walkthrough of the entire release (first 3 minutes has the highlights).
As always, if you like my content, please consider endorsing me on the Hub.
## 8.2.21 Towns Module is a major release. Both Towns and Premium modules include bug fixes.
More About this release:
Special shout to Drew&Dragons (on Discord) for his "mosaic room" contribution!
There are a couple of "Tutorial" segments in the video, so look for those in the timestamp titles.
This release also features a bunch of bug-fixes, updated macros and effects, all related to the recent Foundry update.
As always, find setup help here:
https://docs.google.com/document/d/1wC_ih_aeK_5vFD2IVd0Y6dOAInvuY-0jfUMggnzZ9kE/edit?usp=sharing
And a Modular System Guide here
https://docs.google.com/document/d/1r5aKL5TekiHydDLWFG6K6UNBlOr45gwyRIkksiCIyvg/edit?usp=sharing
Featured Links:
Animated Assets by the Gorgon https://www.patreon.com/The_Gorgon/
Forgotten Adventures Assets https://www.patreon.com/forgottenadventures
Tom Cartos Assets https://www.patreon.com/tomcartos/posts
Moulinette Core Module https://github.com/SvenWerlen/moulinette-core
Better Roofs by Ripper https://foundryvtt.com/packages/betterroofs
Levels by Ripper https://foundryvtt.com/packages/levels
2021-08-02 19:11:13 +0000 UTC
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