DWE Encounters - plus Dynamic World Engine 0.8

DWE Encounters - plus Dynamic World Engine 0.8

Content Name: Dynamic World Engine and DWE Encounters
Content Type: Module and Companion Module
System: DWE is agnostic, DWEE is D&D5e
Description:

DWE Encounters

A 5e encounter tool that pulls from your living world instead of a static bestiary. It has two halves.

Combat builder. Build faction rosters by drag-and-dropping actors into the menu, then go to Pick a difficulty and get a fight that scales to your party's level and size. It builds from a faction's own roster, so Caesar's Legion fields legionnaires, attached to the roster as Gladiators, Veterans, Guards, Warlords etc. Drop the result onto the scene with control over placement, disposition, whether tokens start hidden and/or in initiative.

Situations. 47 scene types past combat: ambushes, checkpoints, interrogations, hazards, wildlife, travel trouble, quiet mysteries. Each one reads your DWE world and casts it from your factions, settlements, and recent events. A raid last week surfaces its aftermath. A plague surfaces a quarantine. A drought surfaces scarcity and the relief convoy limping toward it. A cult in the area throws up anomalies and recruiters; a crime syndicate brings shakedowns and tails. It's designed to be simple and agnostic until you plug in your worldly variables, and open enough to tailor further through good RP.

Every situation gives you resolution paths with 5e skill DCs scaled to level, a one-click hand-off to the combat builder when a fight's on the table, loot-integration (Currently non-functional as it's reliant on a module i'm working on), and a button to post the scene back to your world as a rumor. Type a seed to replay any encounter exactly.

https://preview.redd.it/41s3um5l34bh1.png?width=715&format=png&auto=webp&s=d0aa2120218fdb57a3e8b080fe719a49f9faccdc

https://preview.redd.it/o4n7424j34bh1.png?width=713&format=png&auto=webp&s=eeee8131ff3ff5bc68d4895ce8db945725e2436c

Dynamic World Engine: what's new since 0.7

  • World events. Droughts, floods, earthquakes, wildfires, blights, plagues. Also the good kind: bumper harvests, gold strikes, abundant shoals. And omens: blood moons, auroras, falling stars, mana blooms. Most of them linger. A drought chokes the harvest for weeks, then breaks with word that the rains came back. Active ones sit on your dashboard.
  • Seasons. Spring through winter, with food swinging across the year and seasonal events only striking in their season. Winters suck; autumns fill the granaries.
  • Trade. Settlements ship surplus to neighbours who need it. Hostile borders get their caravans raided on the road. A town that can't feed itself calls out a shortage.
  • Factions react to disaster. Send relief to a stricken power for goodwill, or fall on a reeling rival while they're down.
  • Groups. Split the world into regions so factions act within their own corner. Built for large or multi-world settings. Especially cool with big world maps with Hexplorer by the Ripper; when you enter into a territory a banner flashes.
  • Types. Tag factions and NPCs (guild, cult, military order, agent, zealot) and it shapes what they do. A military order wages war and fortifies; a guild trades and builds.

These systems, economy, trade, world events, seasons etc are all toggleable.

Most of the new content lives in plain data files you can edit. Add your own world events, faction types, or encounter situations, and the module checks them when it loads.

Both are live now, It's still early access, but I've made it available for the Adept Tier. Grab them below, and let me know in the comments or in DM's how it goes.

Link: Patreon

reddit.com
u/Gokukiin — 2 days ago
▲ 7 r/vtm

[FoundryVTT Module] World of Darkness NPC Forge, V20

Choose a splat, a power tier, and an identity, hit generate, and you've got a coherent NPC with attributes, abilities, powers, backgrounds, merits, flaws and a fitting name, all weighted to make sense together. No external calls, No LLMs, all local.

Splats

  • Kindred: 13 clans plus Caitiff, sect and generation, disciplines, blood pool, Humanity or a Path, sire and embrace year

https://preview.redd.it/5t4dmdgymhah1.png?width=1897&format=png&auto=webp&s=a7d3c2e86267ec46ec4087001188a070d881bfaf

  • Ghouls and Mortals
  • Garou: breed, auspice, tribe, Rage, Gnosis, Renown and Gifts
  • Mages: tradition, Arete, the nine Spheres, Quintessence and Paradox
  • The Imbued: creed, Conviction, the Hunter virtues and Edges

https://preview.redd.it/4krs89ovmhah1.png?width=1905&format=png&auto=webp&s=5b2a2d110218cdf50c5692ce64f601a6ef36a212

What it does

  • Tiered power: Fledgling through Methuselah, each splat with its own ladder, scaling everything from trait budgets to generation bands
  • Splat-aware everything: backgrounds, merits and flaws are drawn from the right pools, so a Garou never rolls Herd and a Mage gets Avatar and Node
  • Backgrounds that matter: the Generation background lowers Kindred down the generation ladder, Avatar raises a Mage's Arete, and the 14th-generation flaw does exactly what you'd expect
  • Chronicle-aware ages: set your current year and embrace dates and ages fall in line; a 1901 game won't hand you a vampire turned in 1986
  • Name-matched pronouns: every name is gender-tagged and gets guideline pronouns. No She/Her 'Davids'.
  • Weapon Forge integration: generate an NPC with Firearms training and they'll be carrying a pistol; add Resources, Armory, or a specialty and that pistol becomes a shotgun or an assault rifle
  • Three ways to export: whisper the statblock to chat, drop it into a journal entry, or build a real actor sheet with disciplines, gifts, edges, backgrounds and weapons all populated as proper items
  • Seeded and deterministic: the same seed always builds the same NPC, so a loadout you liked is reproducible. The NPCs aren't generated by LLM/AI so no need for an API key.
  • A stylish UI: sharing the dark look of the rest of my WoD line of modules, with vampiric, lupine and arcane skins per splat

Built for Foundry V13 and the WoD20 system, but it should work for V14 as there is no incompatibilities as far as I can see. Unzip, drop the folder into your modules directory, and enable it in your world. Open it from the Actors tab, the scene controls, or Ctrl+Shift+F.

The only thing the module doesn't include are the rules text for what each power, merit or flaw actually does, cause copyright, so you'll still want the book or a wiki open for some details. What the Forge handles is the tedious part: assembling a legal, believable character so you can get back to the table.

Still early access but already works a charm. Available on the release tier for WoD modules. Hope you guys enjoy it!

Link: Patreon

reddit.com
u/Gokukiin — 2 days ago

[FoundryVTT Module] World of Darkness NPC Forge V20

Choose a splat, a power tier, and an identity, hit generate, and you've got a coherent NPC with attributes, abilities, powers, backgrounds, merits, flaws and a fitting name, all weighted to make sense together. No external calls, No LLMs, all local data.

Splats

  • Kindred: 13 clans plus Caitiff, sect and generation, disciplines, blood pool, Humanity or a Path, sire and embrace year

https://preview.redd.it/5t4dmdgymhah1.png?width=1897&format=png&auto=webp&s=a7d3c2e86267ec46ec4087001188a070d881bfaf

  • Ghouls and Mortals
  • Garou: breed, auspice, tribe, Rage, Gnosis, Renown and Gifts
  • Mages: tradition, Arete, the nine Spheres, Quintessence and Paradox
  • The Imbued: creed, Conviction, the Hunter virtues and Edges

https://preview.redd.it/4krs89ovmhah1.png?width=1905&format=png&auto=webp&s=5b2a2d110218cdf50c5692ce64f601a6ef36a212

What it does

  • Tiered power: Fledgling through Methuselah, each splat with its own ladder, scaling everything from trait budgets to generation bands
  • Splat-aware everything: backgrounds, merits and flaws are drawn from the right pools, so a Garou never rolls Herd and a Mage gets Avatar and Node
  • Backgrounds that matter: the Generation background lowers Kindred down the generation ladder, Avatar raises a Mage's Arete, and the 14th-generation flaw does exactly what you'd expect
  • Chronicle-aware ages: set your current year and embrace dates and ages fall in line; a 1901 game won't hand you a vampire turned in 1986
  • Name-matched pronouns: every name is gender-tagged and gets guideline pronouns. No She/Her 'Davids'.
  • Weapon Forge integration: generate an NPC with Firearms training and they'll be carrying a pistol; add Resources, Armory, or a specialty and that pistol becomes a shotgun or an assault rifle
  • Three ways out: whisper the statblock to chat, drop it into a journal entry, or build a real actor sheet with disciplines, gifts, edges, backgrounds and weapons all populated as proper items
  • Seeded and deterministic: the same seed always builds the same NPC, so a loadout you liked is reproducible. The NPCs aren't generated by LLM/AI so no need for an API key.
  • A stylish UI: sharing the dark look of the rest of my WoD line of modules, with vampiric, lupine and arcane skins per splat

Built for Foundry V13 and the WoD20 system, but it should work for V14 as there is no incompatibilities as far as I can see. Unzip, drop the folder into your modules directory, and enable it in your world. Open it from the Actors tab, the scene controls, or Ctrl+Shift+F.

The only thing the module doesn't include are the rules text for what each power, merit or flaw actually does, cause copyright, so you'll still want the book or a wiki open for some details. What the Forge handles is the tedious part: assembling a legal, believable character so you can get back to the table.

Still early access but already works a charm. Available on the release tier for WoD modules. Hope you guys enjoy it!

Link: Patreon

reddit.com
u/Gokukiin — 2 days ago

World of Darkness NPC Forge, V20

Content Name: WoD NPC Forge

Content Type: Module

System: World of Darkness 20th Edition.

Description:

The idea is simple: Choose a splat, a power tier, and an identity, hit generate, and you've got a coherent NPC with attributes, abilities, powers, backgrounds, merits, flaws and a fitting name, all weighted to make sense together. No external calls, No LLMs, all local.

Splats

  • Kindred: 13 clans plus Caitiff, sect and generation, disciplines, blood pool, Humanity or a Path, sire and embrace year

https://preview.redd.it/5t4dmdgymhah1.png?width=1897&format=png&auto=webp&s=a7d3c2e86267ec46ec4087001188a070d881bfaf

  • Ghouls and Mortals
  • Garou: breed, auspice, tribe, Rage, Gnosis, Renown and Gifts
  • Mages: tradition, Arete, the nine Spheres, Quintessence and Paradox
  • The Imbued: creed, Conviction, the Hunter virtues and Edges

https://preview.redd.it/4krs89ovmhah1.png?width=1905&format=png&auto=webp&s=5b2a2d110218cdf50c5692ce64f601a6ef36a212

What it does

  • Tiered power: Fledgling through Methuselah, each splat with its own ladder, scaling everything from trait budgets to generation bands
  • Splat-aware everything: backgrounds, merits and flaws are drawn from the right pools, so a Garou never rolls Herd and a Mage gets Avatar and Node
  • Backgrounds that matter: the Generation background lowers Kindred down the generation ladder, Avatar raises a Mage's Arete, and the 14th-generation flaw does exactly what you'd expect
  • Chronicle-aware ages: set your current year and embrace dates and ages fall in line; a 1901 game won't hand you a vampire turned in 1986
  • Name-matched pronouns: every name is gender-tagged and gets guideline pronouns. No She/Her 'Davids'.
  • Weapon Forge integration: generate an NPC with Firearms training and they'll be carrying a pistol; add Resources, Armory, or a specialty and that pistol becomes a shotgun or an assault rifle
  • Three ways out: whisper the statblock to chat, drop it into a journal entry, or build a real actor sheet with disciplines, gifts, edges, backgrounds and weapons all populated as proper items
  • Seeded and deterministic: the same seed always builds the same NPC, so a loadout you liked is reproducible. The NPCs aren't generated by LLM/AI so no need for an API key.
  • A stylish UI: sharing the dark look of the rest of my WoD line of modules, with vampiric, lupine and arcane skins per splat

Built for Foundry V13 and the WoD20 system, but it should work for V14 as there is no incompatibilities as far as I can see. Unzip, drop the folder into your modules directory, and enable it in your world. Open it from the Actors tab, the scene controls, or Ctrl+Shift+F.

The only thing the module doesn't include are the rules text for what each power, merit or flaw actually does, cause copyright, so you'll still want the book or a wiki open for some details. What the Forge handles is the tedious part: assembling a legal, believable character so you can get back to the table.

Still early access but already works a charm. Available on the release tier for WoD modules. Hope you guys enjoy it!

Link: Patreon

reddit.com
u/Gokukiin — 5 days ago

Dynamic World Engine 0.7

Content Name: Dynamic World Engine

Content Type: Module

System: Agnostic, with a 5e Companion module coming soon

https://preview.redd.it/8l1sfyiyji9h1.png?width=848&format=png&auto=webp&s=20252341170371d4b9a7e3068dd7a433205ab707

Description: Dynamic World Engine is an off-screen world simulation for Foundry VTT. Factions, settlements, and NPCs act when time passes without any input from you. Goals progress, relationships shift, and when you're ready, you review a digest of everything that happened. Nothing reaches your players automatically.

The Digest

How it works

Set up settlements, Factions and NPCs with traits, agendas and goals, Set a tick count and/or advance time (You can use simple calendar or simple timekeeping). Each tick, entities act: factions pursue goals, settlements manage unrest, NPCs follow their own agendas. You get a digest of events sorted by in-world day. Mark things reviewed, publish what you want your players to know.

What's included:

  • Behaviour engine - 61 data-driven behaviours across factions, settlements, and NPCs. Each entity picks an action per tick based on preconditions and weighted scoring. Fully deterministic, no AI or external calls. Click any event to see why it happened: the chosen behaviour, its utility score, and the dice that resolved it.

https://preview.redd.it/jq0d4hleji9h1.png?width=848&format=png&auto=webp&s=e8ead8b930d61d5008b54d69b1eec21329d3cd0f

  • Economy simulation - Settlements have biomes and industries. A coastal town produces fish and salt. A mountain mine ships ore but can't feed itself. Supply and demand move local prices each tick. The Markets view shows exports and shortages across all settlements at a glance.

https://preview.redd.it/50v6s27mji9h1.png?width=860&format=png&auto=webp&s=5fd951870e7c0f322ad4eec9745d8885625726a4

  • Relationship engine - A fleshed out tracker for how each of the factions relate to each other, with easy to understand visuals to manage their relationships. All manually configurable of course.

https://preview.redd.it/w7txu8gtji9h1.png?width=1074&format=png&auto=webp&s=0a65eca84ee6fe2ada16ef916ffa2e5fc14ee5fc

  • Scene region territories - Tag any scene region as a DWE territory and assign a controlling faction. When a token enters, a screen cut-in announces the faction to everyone present, tinted by its colour. Token entry also fires a hook other modules can react to, and one button tints all territories by faction colour.
  • Player rumor board - A read-only board your players can open any time. Publish events from the digest, set a reliability tier (Hearsay / Credible / Confirmed), and the board updates live. Secret events get a name-scrub warning so you don't accidentally reveal the culprit.

https://preview.redd.it/vws94wdvji9h1.png?width=674&format=png&auto=webp&s=43fb75c14ba94058cc11a3a0f58d64ca8c8d42d4

  • Anti-snowball systems - Coalition pressure, overreach penalties, diminishing returns, and regression events keep dominant factions from running away.
  • World presets - Nine ready-made worlds to start from: Forgotten Realms, Eberron, Vampire: The Masquerade, Werewolf: The Apocalypse, Fallout, Cyberpunk Night City, and more. Load one and you're running in a couple of minutes, or start blank and build your own.

It's early access currently and will be fully released sometime after Automated NPCs 1.0 alongside a 5e encounter system where you can drag and drop attach NPC stat blocks to factions, to pull randomly alongside a behaviour based Random Encounter generator.

The overall goal is to combo this with ANPCs to have a living breathing world which functions a little bit more independently after a bit of setup. Register factions, drop NPCs into the folders for them, generate encounters that work off of how the faction is doing currently, and then automate the dropped actors seamlessly.

Compatible with Foundry V13 and should work for V14. System Agnostic, but a companion module baking in encounters for 5e is coming. Unzip and Drop the folder into your modules directory and enable it in your world.

Hope you all enjoy! Follow the Patreon for a lot more upcoming updates.

Link: Patreon

reddit.com
u/Gokukiin — 10 days ago

Automated NPCs v0.10

Content Name: Automated NPCs v0.10

Content Type: Module

System: DND5E

Description:

You're running a session, the players make a right turn where you expected left, they cause a ruckus in the tavern and a bar brawl begins. What might have taken 10 minutes to get acquainted with stat blocks of various inn-goers now becomes plug and play. Most features are used, personalities are inferred accurately, and they behave pretty realistically. The drunken Mage flings a fireball, the Tough makes his attacks. Easier than pie.

That's ANPCs v0.10.

Movement

  • Improved skirmishing behaviour
  • Pack hunters now attempt to circle and flank
  • Better pathfinding around doors and obstacles

Action Economy

  • Reactions implemented
  • Bonus actions used intelligently
  • Basic opportunity attack framework
  • Legendary actions

Spellcasting

  • Spell slot conservation
  • Smarter AOE evaluation
  • Concentration management
  • NPCs can buff and heal allies

Morale

  • Visible morale settings
  • Enemies can rally instead of only breaking
  • Leaders help keep groups together
  • Panic can spread through a group

Memory

  • NPCs commit to targets more consistently
  • Creatures remember who's been hurting them and hold grudges

Settings & Debugging

  • Per-NPC configuration options
  • Make creatures fearless, protect hostages, prioritise specific targets, etc.
  • Eight-tab settings menu with search functionality
  • Expanded undo features
  • Exportable trace logs if you want to know why a creature made a decision

Dialogue

  • Nearly doubled the number of dialogue voices (16 to 31)
  • Spellcasters now have dialogue while casting

Still early access, but it's one or two updates from a full release

Upcoming work includes further action economy improvements, more dialogue expansion, and automation for non-spell, non-attacking features like Breath Weapons and Mind Blasts.

Link: [Patreon] [Demo 1] [Demo 2] [Up to date demo coming in a day or two]

u/Gokukiin — 20 days ago

Weapon Console (WoD 20)

https://preview.redd.it/oamkjf2mdj6h1.png?width=754&format=png&auto=webp&s=a273afd1ba861f08f7deb81941881bfed4c471d6

Content Name: WoD20 Weapon Console

Content Type: Module

System: WoD20

Description:

Another WoD20 module done!

I got a bit tired of constantly digging around compendiums and item sheets every time someone picked up a new weapon. Between adding items, tweaking ammo counts, rolling attacks, converting extra successes into damage and then sorting out soak, weapon combat always felt more crunchy than I wanted in a VTM game.

So I built the WoD20 Weapon Console.

The idea was pretty simple: give players and Storytellers one place to handle weapon combat without replacing the existing sheets or turning everything into automation soup.

The module adds a dedicated weapon console to the left sidebar, with:

  • Preset melee and ranged weapons
  • Custom weapon creation
  • Ammo tracking and reload helpers
  • Existing weapon management
  • Attack + Damage automation
  • Targeted soak prompts
  • A Stylish UI

Click the Attack + Damage once and it'll roll the attack, consume ammunition, convert extra successes into damage dice, post everything to chat and then prompt the target owner (or active GM) to roll soak. Once that's done, the final damage is displayed to the table.

Basically, it removes most of the "hang on, let me work this out..." moments from combat.

I deliberately stopped short of automatically applying health damage though. Health tracks can get weird in WoD20 and I'd rather keep things reliable than over-automate.

Still technically early access, but it's already in a really usable state and available on the release tier for WoD modules.

Also got a few more things cooking at the moment. Aura Sense support for Auspex and some more Discipline tools are currently on the workbench.

Hope some fellow WoD GMs find it useful!

Link: [Patreon]

reddit.com
u/Gokukiin — 25 days ago

Automated NPCs v0.9 (Spellcaster Update)

Content Name: Automated NPCs v0.9

Content Type: Module

System: DND5E

Description:

Automated NPCs is a D&D 5e module focused on streamlining combat and handling more NPCs without bogging down the game.

Rather than simply moving to the nearest target and attacking, NPCs use behavioural systems to make combat decisions based on creature archetypes, morale, battlefield conditions and available abilities.

Version 0.9 introduces automated spellcaster support and manual turn automation controls.

Spellcasters were one of the biggest challenges during development due to the huge variety of spell lists, situational abilities, and differences between 2014 and 2024 stat blocks. NPC spellcasters can now evaluate and use spells automatically during combat, significantly expanding the range of creatures that can be effectively automated.

This update also adds manual automation controls, allowing individual turns to be automated on demand within an initiative order before continuing from that point onwards.

Current features include:

  • Tactical Combat AI
  • Intelligence Archetype Inference
  • Morale & Retreat Behaviour
  • Advanced Movement & Pathfinding
  • Spellcaster Automation
  • Multiattack Automation
  • Manual Turn Automation
  • Round Resetting
  • Dynamic NPC Dialogue
  • Behaviour-Aware Status Effects
  • midi-qol Integration

Update 0.9 Demo

The module is available through my Patreon on the Master tier or through the Patreon shop, got a couple of bugfixes and other smaller features to be integrated before releasing it fully.

Link: [Patreon] [Demo]

reddit.com
u/Gokukiin — 1 month ago

Downtime Engine

Downtime Engine UI (Default hotkey is Alt + D)

Content Name: 5e Downtime Engine

Content Type: Module

System: DND5E

Description:

Been working on another Foundry project recently and this is probably my biggest "fix" I've made for 5e.

I got pretty tired of the whole superhero-style long rest system where you can save kingdoms, clear dungeons, fight dragons and somehow be back to full strength after 8 hours of sleep. Narratively it always felt a bit weird to me, and it meant campaigns could take place over the span of a few in-game days.

I've always liked downtime as a concept. It gives characters time to actually exist outside of combat, recover from adventures, train, craft, make connections and generally feel like people rather than encounter-solving machines.

So I ended up combining the two.

In this system, long rests and downtime are tied together. If you want the benefits of a long rest, you take downtime. If you take downtime, you get the benefits of a long rest. The assumption is that your characters are spending around a week recovering, training, working, crafting or otherwise getting their lives back together before heading out again.

The problem I ran into was that existing downtime systems are either pretty barebones or involve a surprising amount of rolling and bookkeeping. And the rules I designed require multiple rolls and calculations to determine progress, which got a bit much for multiple periods.

So I built an in-foundry engine to handle all of it as seamlessly as possible.

The module:

  • Automates downtime activities
  • Handles rolls and calculations automatically
  • Tracks progress on actors directly
  • Doesn't require journals or manual bookkeeping
  • Works especially well alongside Gritty Realism resting
  • Includes extensive settings and customisation

One of the systems that probably needs a bit of explanation is Guildwork.

Guildwork lets characters work for organisations, guilds and social groups to earn Favours. Favours act as a kind of narrative currency that can be exchanged for assistance based on the organisation providing them.

Need magical support? A mage guild might provide spell scrolls.

Need muscle? A fighters guild might send backup.

A King might give you Land.

A God might give you divine boons.

The common people might keep you hidden against threats.

The idea is to create long-term relationships with organisations that have actual mechanical and narrative value.

It's still in early access while bugs get ironed out, but it's now available on the 5e release tier. Current focus is adding even more customisation options and making the player experience as intuitive as possible, but my full focus right now is releasing Automated NPCs 1.0, so it might be a bit before it gets its own 1.0 release.

Link: [Patreon]

reddit.com
u/Gokukiin — 1 month ago

WoD20 Discipline Tools

The UI with the Vampiric theme

Content Name: WoD20 Discipline Tools

Content Type: Module (QOL)

System: WoD20 (Vampire The Masquerade V20)

Description: This module’s for the WoD20 system and mainly focuses on making some of the physical Disciplines and abilities feel way more usable and interactive directly inside Foundry, instead of constantly having to manually track everything or remember rules mid-session.

Right now it supports:

  • Blood Buff
  • Celerity
  • Potence
  • Fortitude
  • Arms of the Abyss

The main goal was to make these Disciplines actually feel good to use at the table without turning them into giant automation bloat.

Blood Buffs can be applied and cleared properly without constantly adjusting sheets manually.

Celerity handles passive bonuses and action activation/resetting.

Potence manages passive strength scaling and automatic successes.

Fortitude has integrated soak support.

And Arms of the Abyss ended up becoming its own entire system honestly.

You can place tentacles directly onto the canvas, track their stats individually, assign targets, roll grapples/constricts/break frees, extend reach, apply modifiers, manage soak/health, and generally run the power without needing to juggle a million notes manually.

There’s also:

  • Reach visualisation rings
  • Per-tentacle controls
  • Scene cleanup tools
  • UI themes
  • A proper in-game Discipline panel instead of macro spam

Still technically early access, but it’s already in a really usable state and I’ve been having a ton of fun running it in sessions, so it's on the release tier for WoD modules. Got a few more cooking up atm, such as an Aura-sense framework for Auspex, and a weapons control console that means no more fiddling around with compendiums! Follow my Patreon to stay tuned!

Link: Patreon

reddit.com
u/Gokukiin — 1 month ago

Automated NPCs! [D&D 5e]

Content Name: Automated NPCs

Content Type: Module, Automation/QOL

System: DND5E, Foundry V13

Description: NPC automation is something I haven’t really seen done before in Foundry, so I’ve been trying to make something genuinely cool with the idea, and it’s finally at the point where I’m comfortable releasing it in early access on my patreon.

I wanted that automation that assisted the DM in runing larger scale combats in a simple manner, while still feeling believable and consistent at the table. Not just “move to nearest target and attack,” but enemies that behave differently depending on what they are, what’s happening around them, and how the fight is going. With, to be honest, as little input as necessary.

This module automates enemy turns for D&D 5e in Foundry (With a configurable slider that sets the highest CR automated), but the interesting part is the behavioural layer behind it. Creatures have inferred intelligence archetypes automatically based on their stats, creature type, abilities, and equipment. Wolves behave differently from undead. Assassins prioritise vulnerable targets. Cowardly enemies retreat when things go badly, etc.

There’s also a full morale system. NPCs react to losing allies, getting bloodied, being outnumbered, or fighting terrifying opponents. Some enemies panic. Some become more aggressive. Mindless creatures ignore morale entirely.

Movement ended up becoming one of the biggest parts of the project. The module handles obstacle-aware pathfinding, repositioning, pursuit, elevation, doors, and even flying or burrowing movement.

Another big focus has been compatibility with midi-qol and modern automation workflows. Spellcasters can evaluate abilities intelligently, multiattacks are parsed automatically, and there are manual override systems for when stat blocks inevitably get weird.

One feature I’ve been tinkering with a lot is immersive passive dialogue for NPCs. They can generate contextual taunts, retreat lines, kill reactions, battle cries, and other combat chatter through speech bubbles or chat messages.

This is still actively in development, but the core systems are now functioning together consistently:

  • Tactical combat AI
  • Archetype inference and interface
  • Morale and retreat behaviour
  • Multiattack automation with manual overrides
  • Dynamic combat dialogue
  • Behavioural status effects
  • Advanced movement/pathfinding

I've got a couple other projects in the works at the moment, so be sure to become a member of my patreon for further early access stuff while I build up a portfolio!

Link: Patreon - https://www.patreon.com/posts/automated-npcs-8-158873834?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Demonstration - https://youtu.be/lyR3SWzAELo

reddit.com
u/Gokukiin — 1 month ago