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Forbidden Lands Enhancements and Addtions

An Add-on Module for Foundry Virtual Tabletop

Author: Neocor Project: Source Foundry Version 13 (Verified 13) Last Updated 2 days, 19 hours ago

 

Optional enhancements module for the Forbidden Lands system in Foundry VTT.

Everything is optional and can be switched off in the module settings. No file of the base Forbidden Lands system is modified.

1. Combat automation buttons in attack chat cards

For attack rolls, the module adds action buttons directly to chat:

These buttons are shown in a vertical stack and use the Forbidden Lands visual style.

2. Target-owner access control

Combat action buttons are available only to users who own the target actor/token. If the attacker does not own the target, they cannot trigger target-side defense actions. Apply damage is GM-only.

3. Attack state sync (owner-safe flow)

When a user cannot directly update the attack chat message (permission limitations), the module uses a GM relay through socket updates to keep attack state synchronized.

4. Damage type support in roll flow

The module supports and propagates these damage types:

stab, slash, blunt, fire, empathy, endurance, fear, other

Damage type is selectable in the roll dialog, shown in the attack chat card, and used when applying damage.

5. Attribute mapping for applied damage

When Apply damage is used, damage is applied to actor attributes by damage type:

6. Trauma table trigger on break (characters)

When applied damage drops an attribute from above 0 to 0, the module attempts to roll on trauma tables:

Monster actors are excluded from trauma table rolls.

7. Armor side effects (gear damage)

If armor defense roll produces banes/failures and incoming attack is still successful, armor item bonuses are reduced:

Monsters are excluded from armor item degradation.

8. Parry restrictions

9. Built-in Forbidden Lands calendar

A calendar modelling the in-world human calendar, and the foundation for time-based automation.

Time is stored in Foundry's core world time, so every connected client stays in sync automatically. The calendar is fully translatable — its date engine works in localisation keys rather than literal text.

10. Automatic critical-injury healing

Critical injuries no longer have to be tracked by hand. The module counts their healing time down as in-game days pass on the calendar.

All changes are made by the active GM only. Injuries that existed before the feature was installed are initialised on world load.

11. Merchants

A new actor type — Merchant — whose sheet is a stock editor for the GM and a storefront for players. The same window switches mode by permission.

New merchants default to Observer permission for every player, so they can browse without per-merchant permission setup, and to a linked prototype token, so every token shares one stock pool.

Drag items — or an entire folder — onto the sheet. Each item is rolled against its rarity:

Items that come up unavailable are removed. Stock rolls are silent — nothing is posted to chat.

Dropping goods a merchant already carries re-rolls that entry instead of adding a duplicate row, so re-dropping the same folder refreshes the whole assortment. Two GM buttons do the same without dragging: Supply reroll (re-roll availability and quantity for everything in stock) and Clear all (empty the merchant, with a confirmation prompt).

A player clicks Buy and the purchase is carried out by the active GM — players never need write access to the merchant. Coins are deducted with proper denomination borrowing: paying 12 copper from a purse of 5 silver and 2 copper leaves 4 silver and 0 copper, and the rest of the purse is left untouched. The item lands in the character's carried gear, stock drops by one, and a chat message announces the sale. The buyer is the user's assigned character, or the single selected token if none is assigned.

At zero stock the row stays visible to the GM — marked Sold out, with an editable stock field — and disappears entirely for players. Purchases are serialized, so two players clicking the last unit at the same moment resolve in order: exactly one succeeds.

12. Item prices and rarity

The system stores an item's price as free text (5 copper, 8 silver) and its rarity as free text (Common / Uncommon / Rare), neither of which is machine-readable. The module parses both into structured values. The system's own Cost and Supply fields are never modified — all structured data lives in module item flags.

Settings

Localisation

English, Russian, Spanish, German, Brazilian Portuguese.

Note

Merchant actors are a module sub-type. If the module is disabled, the world still loads, but existing merchants show as unknown-subtype placeholders until it is re-enabled. Nothing is lost.

 

Supported Game Systems

  1. Forbidden Lands

    Latest Version: Version 14.0.4 Last Updated 3 months ago

Categories

Available Versions

  1. Version 0.4.0

    2 days, 19 hours ago
    Foundry Version 13 - 13 (Verified 13) Manifest URL Read Notes
  2. Version 0.3.1

    2 months ago
    Foundry Version 13 - 13 (Verified 13) Manifest URL Read Notes
  3. Version 0.3.0

    2 months, 2 weeks ago
    Foundry Version 13 - 13 (Verified 13) Manifest URL Read Notes
  4. Version 0.2.1

    4 months, 1 week ago
    Foundry Version 13 - 13 (Verified 13) Manifest URL Read Notes
  5. Version 0.1.1

    4 months, 2 weeks ago
    Foundry Version 13 - 13 (Verified 13) Manifest URL