| Latest version | 1.0.3 |
|---|---|
| Minimum Core | 13 |
| Compatible Core | 14 |
| Last updated | 6 hours ago |
| Created | 6 hours ago |
| Authors |
|
| Languages |
English Português (Brasil) |
| Systems | All systems |
| Project source | Project URL |
Run combat in phases in Foundry VTT. Players roll initiative against a DC, act together in Fast or Slow, and mark Done when they finish. Enemies act together between the player phases, while the GM places bosses and lair actions wherever the encounter needs them.
The module works inside Foundry's own Combat Tracker, in both the sidebar and popout. Everyone in a phase takes a full normal turn; once all its combatants are done, combat advances automatically.
Community credit: This module grew out of a suggestion shared in the Shattered Codex Discord community. Special thanks to Venaerys for proposing the phased initiative idea that inspired it.
Requires Foundry VTT v13 or v14. No other module is required. See Supported Systems for system-specific behavior.
https://github.com/Shattered-Codex/sc-venaerys-initiative/releases/latest/download/module.json
| Phase | Who acts |
|---|---|
| Fast | Player characters whose initiative meets or beats the DC |
| Enemies | Regular enemies, without an initiative roll |
| Slow | Player characters whose initiative falls below the DC |
A player's native End Turn also marks their combatants done. The GM's next and previous turn controls navigate phases. With phases disabled before combat starts, the encounter uses the native tracker and turn order.
For detailed guidance, visit the Venaerys's Initiative wiki.
Open Configure Settings > Module Settings > SC - Venaerys's Initiative > Configure, then select Save after editing. Dots mark tabs with unsaved changes.
| Tab | Options |
|---|---|
| World | Phases in new combats, automatic advancement, shared turn markers, movement/action halves, empty-phase visibility, initiative rolls, critical rules, DC calculation, and player DC visibility |
| Appearance | Sixteen Shattered Codex themes or a custom palette made from accent, background, and text colors, with a live preview |
| Phases | Phase order, extra creature and event phases, phase sounds, actions when a phase starts, and JSON import/export |
| Banners | Preview built-in banner styles, create custom banner themes, and import/export your custom themes |
| This client | Bring the combat tracker forward when combat starts and show initiative roll prompts |
| Help | Turn events, pending rolls, combatant movement, and compatibility guidance |
Only the GM sees the World, Appearance, Phases, Banners, and Help tabs. Phase order and movement/action settings apply to new combats; existing combats keep their own phase plan.
In Phases, drag phases or use their arrows to position them around Fast, Enemies, and Slow. Those three retain their relative order. Extra phases can be named, recolored, and given their own icons.
Move a combatant using its row's phase selector, drag it onto another phase, or choose Move to phase… from its context menu. This pins the assignment for that combat; Automatic restores classification. A move that would grant another turn or remove an available turn is deferred until the next round.
On a creature's sheet, the GM can select Combat phase from the header menu. This sets its default creature phase for future combats. When item-based suggestions are enabled, an actor item named exactly like a creature phase, ignoring case, can also suggest its assignment. The sheet's explicit choice takes priority.
Use Add event phase for lair actions or other encounter events. The phase's + adds an event marker: a combatant with no actor that never rolls initiative. The GM marks it done after resolving the event. An event phase without a marker is skipped.
The GM can use Next phase, Complete phase, and Previous phase at any time during combat. Complete phase marks its members done and advances; Previous phase preserves marks and suspends automatic advancement until another mark is changed there.
Enable Movement and actions for player phases or all creature phases to run each in two halves. Everyone moves and marks Moved, then acts and marks Done. Under this table rule, leftover movement is not used in the actions half. The module does not lock tokens or enforce movement allowances.
Additional controls help manage larger encounters:
Each phase can use No sound, Foundry's combat sound, or My own file, with volume and a local preview. Phases are silent by default; Foundry's encounter-start sound remains separate.
Under actions when it starts, add a Message on screen to announce the phase. Choose a built-in banner style or one created in Banners, enter optional text, and set its duration. New default phases announce their names with a banner.
Other actions include sounds, hooks, chat messages, macros, and roll tables. Actions run once per phase per round; going back to a phase does not replay them. Macros must be authored by a GM. Sounds and banners do not run on a player's client when that player cannot see anyone in the phase.
Export Phases to share a plan with its sounds and actions. Importing phases replaces the draft plan. Export Banners to share custom styles; importing banners merges them by ID. Imports remain unsaved until Save. Transfer custom banner themes along with any phase plan that uses them.
The core uses Foundry's native combat data. Dedicated adapters provide system rolls and defaults; other systems use their initiative formula or a formula chosen by the GM.
| System | Behavior |
|---|---|
| D&D 5e | Uses the system initiative roll, NPC CR for an optional Base + CR DC, and the kept d20 for natural 20/1 rules. Default formula: 1d20 + @attributes.init.total. |
| Pathfinder 2e | Uses the character's chosen initiative statistic. Natural 20/1 adjusts the result one degree by default. The GM's bulk roll skips the modifiers dialog. |
| Call of Cthulhu 7e | Uses the system's optional DEX-roll initiative rule. DC 1, 2, or 3 represents Regular, Hard, or Extreme. With the basic initiative rule, use the optional rule or a formula such as @characteristics.dex.value - 1d100 against DC 0. |
| Daggerheart — experimental | Uses 1d12 + 1d12 + @system.traits.agility.value; matching dice count as a critical. It does not award Hope or Fear. The system's own spotlight tracker can change turns and rounds independently. |
| Other systems | Uses the system's initiative roll where available, or a custom formula; the GM sets the DC manually. |
With Base + CR, the DC is the base plus the highest non-defeated enemy CR in Enemies, falling back to all non-defeated enemies when that phase has none. Fractional CR contributes 0. It follows enemies before combat starts, then freezes. Use the calculator beside the DC to recalculate, or type a manual value.
A custom formula reads actor roll data but does not include the system roll dialog's situational bonuses. Use the system roll when those bonuses matter. Systems with custom tracker row templates may lose their row extras while phases are enabled.
These optional Shattered Codex modules can run from a phase's start actions:
| Module | Phase action |
|---|---|
| SC - Jump Scare | Play a scare selected from its library |
| SC - Puzzle Engine | Open, arm, or trigger a puzzle |
| SC - Resources | Change or restore configured resources |
Explore the Shattered Codex wiki and Patreon for more modules.
Under Configure Controls, assign Mark my combatants done, Advance phase, Previous phase, or Show the combat tracker. No keys are assigned by default. Phase navigation is GM-only; marking done respects ownership.
Two hooks are available to macros and other modules:
| Hook | Arguments |
|---|---|
sc-venaerys-initiative.phaseChange |
combat, { round, phaseId, previous: { round, phaseId }, reason } |
sc-venaerys-initiative.combatantDone |
combatant, { done, round, phaseId } |
Hooks fire on each client. A phase invisible to a player is reported as null, and hidden combatants are not reported to that player.
Player characters are sorted into Fast and Slow around the Enemies phase. The GM can change the DC, assign phases, and manage groups directly in the native tracker.
Configure extra phases around Fast, Enemies, and Slow, with a sound and start actions for each phase. A creature's Combat phase dialog sets its default assignment for future encounters.
The Appearance tab previews the selected theme on a sample tracker. In Banners, customize colors and corner marks, then preview a message on screen.
Turn markers highlight multiple tokens still acting in the same phase.
Screenshots from the module's Imgur album, stored in this repository.
| Problem | What to check |
|---|---|
| Combat waits for initiative | Roll the remaining characters with their row buttons or Roll PCs. The GM can choose Advance anyway when offered. |
| A completed phase does not advance | Check automatic advancement, dialogs open on the active GM's client, and whether the phase was revisited with Previous phase. |
| A boss enters the wrong phase | Check its sheet's Combat phase, item-based suggestions, and the exact phase name. An item called “Boss Fight” does not match “Boss.” |
| A lair phase is skipped | Add an event marker with +. Empty event phases do not stop combat. |
| An imported banner style is missing | Import the custom banner themes as well as the phase plan, then save. |
| Initiative uses the wrong bonuses | Select the system roll instead of a custom formula to include system dialog bonuses. |
For questions, ideas, bug reports, or feature requests, join us on Discord. Documentation is available in the official wiki.
To install this package, open your Foundry Setup screen and navigate to your Module tab and click the Install Module button.
From there, you can either search for the package unique name: sc-venaerys-initiative or copy its manifest URL:
And paste it to the input box at the bottom of your window.

You can install this package directly to your Forge account.