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Escalating Encounters

An Add-on Module for Foundry Virtual Tabletop

Author: Gus77 Project: Source Foundry Versions 13+ (Verified 14) Last Updated 1 day, 5 hours ago

This package contains art, text, or software code produced using generative AI.

LLMs were used on code. This module does not make use of art.

Escalating Encounters

Foundry v13 Github All Releases GitHub Release

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Lots adventures and sourcebooks use the "random escalating encounter" to make the game feel more alive and remove some of the burden for the GM. So I decided to build a tool for creating and running such encounter: easy to set, implement it and you're free to focus on all other parts of your adventure.

I've made this module to run the awesome The Castle, The Count & the Curse from Deficient Master (image above), and the module pretty much automated the hell out of it. Its system agnostic, so you can use with any system or adventure. Go check it out!

Features


Installation

Paste the following manifest URL in the Install Module dialog:

https://github.com/mordachai/escalating-encounters/releases/latest/download/module.json

How to Use

1. The GM Panel

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Access the main panel from the Token Controls (the dice icon). From here you can see all your tables, roll random slots, or manually advance and reset them.

2. Creating Tables

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In the Table Editor, you create Slots. Each slot is one sequence of escalating events.

Tip — using journal pages as outcomes: Create a journal with one page per escalation stage, then link the relevant page to each slot. When the slot advances, click the link in the chat card to jump straight to that page's description.

3. Wiring Triggers

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In the Trigger Editor, you define when tables should advance:


Public API

// Fire a trigger rule from a macro.
// Pass this.id as the second argument when the rule uses "Once per macro" mode
// so the module can track which macro called it.
game.escalatingEncounters.trigger(ruleId);
game.escalatingEncounters.trigger(ruleId, this.id); // Once per macro mode

game.escalatingEncounters.advance(tableId, slotId); // Directly advance one slot
game.escalatingEncounters.openPanel();              // Open the GM panel

Tip — Once per macro: Set a rule to Once per macro mode, then use the Copy Command button in the Trigger Editor — it automatically includes this.id as the second argument. Paste the copied command into each macro that should fire the rule. The Trigger Editor's caller audit shows every macro that has fired and lets you reset them individually.


Compatibility

Categories

Available Versions

  1. Version 1.1.0

    1 day, 5 hours ago
    Foundry Version 13+ (Verified 14) Manifest URL Read Notes