First Foundry VTT Module Release – Blue Water Inn!
Added 2025-03-14 22:07:55 +0000 UTCVersion History
0.94.0: Fixed a minor bug causing Sound / Light Mask to block token LoS in some areas of the 2nd floor.
0.93.0: Starting Version

Hey everyone!
I’m beyond excited to share my first ever Foundry VTT module with you! This has been a long time coming, and I can't wait to hear your thoughts. Since this is my first release, I’d love your feedback (details below) as we continue refining and expanding support for my modules.
If all goes well, I plan to convert my back catalog soon, but I wanted to get this in your hands now for testing and iteration.
I've also attached a video guide covering installation and UI functionality—especially useful if you're new to Foundry like I am!
Installation & Dependencies
Here’s everything you need to get started:
Required Modules:
Monk's Active Tile Triggers
Tagger
Light/Sound Mask (also requires libWrapper)
Map UI Presets (install prompts when installing the map)
DM Andy’s Bits and Bobs (install prompts when installing the map)
Why Two Separate Modules for the UI?
Map UI Presets is a framework allowing other creators to use the UI.
Bits and Bobs contains my personal assets (logos, etc.), making it unique to my modules.
Manifest URLs:
Blue Water Inn (copy/paste this in your Addon Modules "Manifest URL" bar and click "Install"): https://www.dropbox.com/scl/fi/4a2zifyst4dww6gmspuu6/module.json?rlkey=vavsixhpwhp6l39iw25hgld6s&dl=1
Map UI Presets (copy/paste this in your Addon Modules "Manifest URL" bar and click "Install") : https://github.com/Talanor/map-ui-presets/releases/latest/download/module.json
DM Andy's Bits and Bobs (copy/paste this in your Addon Modules "Manifest URL" bar and click "Install"): https://www.dropbox.com/scl/fi/y5o01okid04jyj7cdfmju/module.json?rlkey=bp4jzuyz8cph5ade8892j9255&dl=1
New to Foundry? Watch the attached video for a step-by-step guide!
Feedback & Roadmap
I’d love to hear your thoughts on:
The UI – What tweaks would improve it for you as a DM?
Map Setup – Any functionality changes you'd like?
Current Limitations & Future Plans:
No "Levels" Support Yet – While I love the Levels module, adding it now would significantly delay releases as it will require more development/setup time. A Levels-compatible version is planned for later once I've updated my back catalog.
8K WebP Only (For Now) – My maps look best in 8K, and file sizes remain reasonable (4-6MB each). However, I’ll poll later to gauge interest in 4K versions for lower-end PCs.
Scene Settings – You'll need to manually set the weather & color mood per scene. We’re exploring ways to make this a one-click setting across all scenes.
Teleporters – By default, interior to exterior teleporting is disabled so you can manage mixed-location encounters. Toggle this in the UI to re-enable it.
Upcoming Features:
Levels Support – An optional Levels-enabled version.
SFX & Music – Partnering with Monument Studios for integrated ambient sounds and music.
Animated Maps – Water rippling, trees swaying, fires roaring, etc.
Custom Install UI – A streamlined mod selection menu for future installs (FOMOD-style).
No firm dates yet, but I’ll keep you posted!
Foundry Premium Content & Distribution
I'm working with Foundry to enable Premium Content delivery, allowing seamless installs directly within Foundry—no manifest URLs required!
However, WotC Fan Content Policy prevents certain maps (e.g., Castle Ravenloft, Church of Barovia) from being included in Foundry’s marketplace. Those will remain manifest URL installs only.
Final Thoughts
Foundry support has been highly requested, and I wanted to ensure I did it right rather than rush it. Huge thanks to Talanor for his skill, patience, and help bringing this vision to life!
And to you all—thank you for your continued support. Five years ago, I never imagined I'd be creating maps full-time. Because of you, I get to pour my heart and soul into this craft, helping DMs reduce prep time and create incredible adventures with your friends.
Looking forward to your thoughts!
Cheers,
DM Andy
Comments
Great questions, and not quite yet. We are waiting for Monks Active Tile Triggers to be V13 compatible, then we can move it all over.
Andy D'Amato
2025-05-20 01:06:47 +0000 UTCHey Andy! Just checking whether all the latest Foundry maps are all compatible with v13 for Foundry?
Josh
2025-05-20 00:48:58 +0000 UTCAhh not a Noob at all! No worries :) You should see the vid at the very top of the post. Depending on how you're accessing the post. On a desktop it'll be all the way at the top of your screen and on mobile it should also be at the very top (above the post title). Let me know if you can't find it or if you have any questions about the install process.
Andy D'Amato
2025-04-12 00:56:44 +0000 UTCFeel like a big NOOB but where is the video for foundry install?
Madeleine Joy-Warde
2025-04-12 00:28:24 +0000 UTCHey Johannes! Great call out and I'm glad you asked here. The good news is this is a feature and is by the design. Even better news is in the UI, when you view an interior map location you'll see a new check box appear on the top right of the screen that says "Link doors to outside map". When checked, the behavior will work as you expected, meaning the tokens will teleport back out to the exterior maps from the interior locations. We decided to disable this by default and allow the DM to control if they wanted this exterior teleportation active because in some cases, you might have a fight that breaks out between interior/exterior but you want to keep the interior map active for your players (such as shooting out of open windows at an approaching zombie horde). This way, players were not getting annoyed at the teleport prompt when attempting to move about the interior floor. One thing to note though is you'll need to check the box on each interior level. So for the Blue Water Inn you'll want to check it on both the 1st and 2nd floors to make sure the teleport to exterior works properly. Give that a try and let me know if that works for you. Thanks again for helping test my first Foundry map!
Andy D'Amato
2025-03-19 16:55:22 +0000 UTCBugs or Features? I’ve observed some potentially strange behaviors—easy to fix yourself, but I thought I'd mention them: If you enter the building through the main entrance on the first floor and then exit the same way, you won’t be teleported back outside if you try to leave again. If you enter the second floor via the right-hand outdoor staircase and then exit the same way, you won’t be teleported back outside if you try to leave again. These issues result in: Being unable to enter the tavern via the main entrance if you previously exited via the staircase. Being unable to use the staircase if you previously exited via the main door. Just a heads-up in case this isn't intended!
Johannes Stål
2025-03-19 11:01:31 +0000 UTCTalked a bit with Talanor about this and the good news is that unless you cycle through all of the color moods in the middle of a game, the only ones that will be loaded will be the starting color mood for that session for your players. So if you're using the Gloom version of the map for your base map, say you toggle the fog overlay on and will use that for your session, as long as you're not loading other color moods mid-session the only scene that will be loaded for your players will be the starting Gloom-Fog mood and not the entirety of the entire map pack (for instance all Webp files for the Blue Water Inn are 416mb so I'm sure even a good rig would be slowed if all that data was loaded at once!) With that said, if you end up using this map in a session and your players experience some heavy lag, please do let me know :)
Andy D'Amato
2025-03-17 23:10:50 +0000 UTCYeah, my understanding is every asset you use has to be streamed to every player at the same time so you have to divide your total upload speed by the number of connected players. Using the webp versions will definitively help and only loading scenes for the next session helps too. But if all variants of the image are loaded in then I'm not sure if Foundry will try to stream them all the to players, or only the one actively displayed in the scene (worth digging into). If Foundry sends all images from scenes, tokens, etc. to the users for caching then worth moving the UI to the compendium for better performance and to save bandwidth (i.e. only check the image needed for your scenes when loading from the compendium). Not as slick as you have it now though :P
ClanRedhead
2025-03-17 21:37:12 +0000 UTCI believe UVTT files are unique exports to platforms like DungeonDraft, Dungeon Alchemy and maybe Arkenforge? The tools I use (Inkarnate and Photoshop) don't allow for UVTT exports. I'm not an expert with these files types and tried looking for a way for me to export a map from Foundry as a UVTT file but could not find anything (Let me know if that exists). This would be the most ideal since I would not have to redraw the walls / lights. There are some other ways to do it but are pretty time intensive which I'm afraid I don't have the bandwidth for at the moment. However, I will say once the Foundry modules are off the ground and going well, I'll be looking at ways to better integrate with other VTTs out there, such as Fantasy Grounds and Roll20.
Andy D'Amato
2025-03-17 19:30:21 +0000 UTCSo glad to hear this will be a big time saver for you! As for your question, I'm fairly certain all of the maps are pre-loaded so you can quickly switch the variants (color mood, weather, etc). I don't know if splitting them up at the compendium level will break the UI selection if those map files are missing so I'll have to play around with that. Is the concern more for performance and not having all of those files loaded for other players to load into the scene? I'm not a Foundry power user, so there are huge gaps in my knowledge, so I would love some additional insights. I'll chat with my developer, Talanor, to see if there are other solutions we can implement at some point to split them at the compendium level. If that will help game performance, that sounds like a win in my book!
Andy D'Amato
2025-03-17 19:25:39 +0000 UTCI'm wondering if there is a way to get this foundry module into a universal vtt format? I'm sorry, I've never DM'd with Foundry. I would think there would be an option to export to a uvtt file or something like that?
Farratto
2025-03-17 18:48:54 +0000 UTCThis is great and will save so much time adding all the walls & lights in Foundry for my sessions. Really appreciate this!I like the thought put into the UI & preventing transition to exterior map for fights as that can be annoying. Having the effects for players with computers that struggle with the weather effects & animations is good as I've had to start using the static ToM & turn off the weather on battlemaps for a few of my players. When changing mood does that mean all maps are loaded in? Foundry tries to pre-load all the assets I think so one suggestion would be to have selection as part of the compendium so only bringing in the maps used to save load times. Might not be too much of a problems though as can remove scenes after use until players come back to that area. Love this! Thank you!
ClanRedhead
2025-03-17 03:30:25 +0000 UTCHey Dylan, this is some GREAT feedback, thank you so much!! I'll chat w/ Talanor and we'll add it to our project scope and see what can be done to achieve a more accessible UI without having to go back to the top of the screen.
Andy D'Amato
2025-03-15 17:04:43 +0000 UTCYes!!! I'm very excited for this
Andy D'Amato
2025-03-15 17:03:28 +0000 UTCOh wow how exciting! I hope these modules will help out for sure. We are working through the back catalog now and once I get things finished with the Foundry setup I will post them here so you can download them straight from Foundry (with some exceptions that will be a manifest URL). We are doing all new releases first to keep up with the new maps then working backwards through the back catalog to update the older maps. It'll be a process for sure, but eventually I'll have everything Foundry ready.
Andy D'Amato
2025-03-15 17:02:40 +0000 UTCExcellent job! This looks great! If you're looking for suggestions, one i might have would be the ability to toggle the UI between the one displayed here in the video and as a pop-up window. When I'm doing setup beforehand, locked to the top seems perfect to manage everything. But I could see myself needing to change something in the middle of playing. And having to zoom back out, scroll up, change the settings I need to change, then go back to where I was at could get tedious. The way Foundry handles the windows (just double click to open/close) is very smooth. I'd be great if this could do that too. But if that is far too complicated, please ignore. I'm not a tech guy, and so I have no idea how difficult that would be to implement.
Dylan Burge
2025-03-15 08:05:01 +0000 UTCLet's GO! Many hours will be saved
Dungeon of Terra
2025-03-15 03:46:30 +0000 UTCVery nice, will cutdown on prepwork for sure, the rigging takes a lot of time. Im excited for the future. Starting my CoS in foundry campaign in about 30 days, hopefully you will release some of the old maps rigged as well before it over :) Popping this one right in there.
Johannes Stål
2025-03-15 03:09:21 +0000 UTCI'm excited for that as well! Between Foundry modules, animated maps, and printable PDFs I'm hoping to cover most of the bases out there. Then I'll have to get on the other VTT platforms like Fantasy Grounds and Roll20 and I should be all set haha.
Andy D'Amato
2025-03-14 23:17:36 +0000 UTCThis is awesome! I'm very excited about the potential for animated maps in the future.
Dr Albee
2025-03-14 22:50:13 +0000 UTC