Drop it, throw it, pick it up — right on the map!
The rogue tosses the healing potion across the room to the fighter. The wizard drops a torch at the cave entrance for whoever comes next. The goblin's rusty key lies on the floor, glinting, waiting for someone brave enough to walk over and grab it.
With Canvas Loot, items stop being lines on a character sheet and become things you can see on the map. Drag an item off a sheet and it lands on the canvas with its own picture. Anyone standing next to it can pick it up with a single click. No more "wait, who has the rope?" — just look at the map. Works in any system.
- 🧭 Where you stand matters. You can drop what your token can reach and throw what it can't, but not through walls. To pick something up, you have to walk over to it.
- 🔒 Nothing duplicates, nothing vanishes. An item is either on a sheet or on the map, never both and never neither. Not when two players grab it at once, and not after a Ctrl+Z.
- ✨ Loot that catches the eye. Dropped items sparkle, shine or hop so players spot them. Or turn that off and let them search the room.
- 🔦 A dropped torch keeps burning. With Light Sources, a lit lantern lights up the floor where it lands.
- 🎲 Any system. Ready-made settings for many systems, and two simple settings for the rest.
- 🧩 Nothing new to learn for the GM. Loot is an ordinary Foundry tile: move it, hide it or delete it on the Tiles layer like any other.
Select your token and drag an item from its sheet onto the map, next to the token. The item leaves the sheet, flies out of the token's hands and lands on that spot, snapped to the grid. One item per space: a spot that already holds loot is refused. Dropping part of a stack (ten arrows, three potions) asks how many, and only those leave the sheet.
No guessing while you drag: rings around your token shade where you can drop (green) and throw (amber), bending around walls, and the space under the cursor shows the throw distance, or turns red with the reason the item can't go there.
The GM can place items anywhere without a token: handy for hiding treasure before the session. Only the GMs are told about it in chat, so the surprise stays a surprise. With the token of the character carrying the item selected, the GM drops and throws by the same rules as a player.
Drop farther than arm's reach and the item is thrown instead. It flies in an arc from the token and lands where you pointed, as long as the spot is within throwing range and no wall is in the way. Hand the healing potion to the friend on the other side of the room, or toss the rope to the one stuck across the chasm. Every throw comes with a whoosh, and the chat tells the table how far it went.
Select your token, walk it next to the loot and click it. The item goes back onto your character's sheet and disappears from the map with a satisfying pickup sound. Hover over a piece of loot to see its name.
Picking up arrows when you already carry the same arrows? They join your existing stack instead of showing up as a second entry (in systems that track quantities). And if two players go for the same item, the first one gets it.
Players can only click loot their tokens can see, and loot the GM hides stays out of their reach. Whenever someone drops, throws or picks something up, a short chat message tells the table. Lost track of where it landed? Click the drop or throw message and the map pans to the item.
Canvas Loot works with Light Sources. A lit lantern you drop or throw keeps shining where it lands, lighting up the floor around it. Toss a torch down a dark corridor to see what's waiting there.
Choose how loot draws the eye on the map:
- Sparkle: a twinkling star in the item's corner (the default).
- Shine: a band of light sweeps across the item.
- Jiggle: the item wiggles in place.
- Hop: the item bounces up and down.
- Ring: a circle pulses on the ground around it.
- None: loot sits still, and players have to find it themselves.
Anyone who turns on Foundry's photosensitive mode sees loot at rest, without the animation.
All settings are in Game Settings → Configure Settings → Canvas Loot.
- Loot highlight: pick one of the effects above.
- Droppable items: choose which kinds of items can go on the map (a sword, yes; a class feature, no) and which field holds an item's quantity. Restore system defaults puts the ready-made choice back.
- Throwing and sounds: turn throwing off, or set how far a character can throw, from 2 to 60 grid spaces (30 by default). You can also pick the sounds a throw and a pickup make, and their volumes. They play on the Environment volume channel, and leaving a sound empty silences it.
Systems with ready-made settings: Alien RPG, Band of Blades, Blades in the Dark, Cairn 2e, Crucible, Daggerheart, D&D 5e, Draw Steel, Dungeon World, Household, ICRPG, Pathfinder 2e, Powered by the Apocalypse, Savage Worlds (SWADE), Scum and Villainy, Simple Worldbuilding, Starfinder 2e, Tormenta20, Twodsix, Vagabond and World of Darkness 5e.
Playing something else? It still works: every kind of item starts droppable, and items move whole until you tell Droppable items which field holds the quantity.
- Enable the module in your world.
- Take a quick look at the settings. Open Droppable items and make sure the item types and the quantity field fit your system. On a system from the list above, it's already done.
- Play. A player selects their token and drags an item from the sheet onto the map. To pick it back up, they walk next to it and click.
Note: a GM must be connected for loot to be dropped or picked up, because the GM's client is the one that places and removes the loot on the map.



