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November 2, 2026

November 2026 Town: Inns and Taverns Release

🏰 Pull up a stool! It's Release Day, and Baileywiki is building a whole town. This month the doors open on the inns and taverns, the first stop in a series of town buildings that grows every month.

Every building is multi-level for Foundry v14, comes dressed, undressed, or ruined with a hot-swap, and is AI editable, in BatlGrid and with AI Spot Edit in Foundry. This month's headline tool is the NEW! Town Generator, which builds a whole medieval town in one drag. It is joined by a redesigned Better Levels for Foundry v14 with stairs and ladders built in, a new Landing Page editing experience, the 3D Building Generator, a smarter AI Spot Edit that drops third-party art instead of erroring, Baileywiki Active Tiles in BCM, which fixes thousands of interactive tiles across Baileywiki scenes and brings much faster support for new Foundry versions going forward, and FoundryMods module compatibility alerts in a free compatibility checker that emails you when your modules are ready for the next Foundry version.

🏠 Town Buildings, Multi-Level

The new buildings use Foundry v14 multilevel building technology, so every floor of an inn is part of one building in one scene. This month brings three inns. Inn 01 is a two-floor tavern, 22 by 22 squares, with a common room downstairs and bedrooms upstairs. Inn 02 has three floors on a 14 by 14 square footprint. Inn 03 has two floors on a 20 by 16 square footprint. All three include the exterior view.

πŸ”„ Dressed, Undressed, and Ruined

Each building has built-in BatlGrid variants: dressed, undressed, and ruined, 38 building variants in all, with a ruined version of every floor and exterior. Hot-swap between them right in Foundry, so the busy common room from tonight can be a burned-out shell next session.

✨ AI Editable

The buildings and their floors live in BatlGrid, so you can edit the rooms and the variants yourself. Back in Foundry, AI Spot Edit through the Baileywiki Content Module lets you touch up buildings, scenes, and characters.

https://batlgrid.ai

πŸ†• ✨ NEW! Town Generator: A Whole Medieval Town in One Drag ✨

The party crests the hill and sees the city. With the new Town Generator, you drag a rectangle and there it is: walls and gates, streets, a market square, wards of houses, a castle, a cathedral and farms, built in 3D Canvas with a matching Baileywiki 2D map drawn underneath.

Sizes run from a hamlet to a large city, or a stand-alone castle. Paint the layout straight onto the live preview with Market, Rich, Poor, Temple, Castle, Park, Farm, Woods or Open brushes, and the walls follow the shape you paint. Pick a biome (meadow, hills, desert, snow or forest), add a sea coast with docks and boats, an island, a lake or a village pond, and run a river beside the town or straight through it with bridges and water gates. Then choose the town's fate: Intact, Ruined, Burning or Burnt, from a living town to a sack in progress to charred shells.

Tick Baileywiki props and trees to dress the streets with real Baileywiki 3D models, with townsfolk minis shopping at the market stalls and sailors on the piers. The 2D map uses Baileywiki's own roofs, towers, stalls and house facades, with facade tiles whose roofs fade when tokens go inside. The whole town is batched into a few tiles, so even a big walled town stays light on your scene. It needs 3D Canvas, and the Baileywiki Content Module and Mass Edit are recommended for the Baileywiki props, trees and 2D facades. Version 0.2.0 is the first stable release, for Supporter Tier or higher.

https://foundrymods.com/modules/baileywiki-town-generator

🏒 Better Levels 2.1.0: A New Look and a New Way to Build Stairs and Ladders

Better Levels 2.1.0 is for Foundry v14 and has a new look and a new way to build stairs and ladders. Your existing scenes, stairs, elevators, and settings keep working as they are. The helper panel is redesigned, with four tabs in the order you build, Levels, Stairs, Vision, and Check, and every tool is a tile you click to arm, with a short line telling you what to do next. There are four themes, Fantasy (the default), Sci-fi, Modern, and Arcane, one Defaults window, a rebuilt Level Manager, and far fewer pop-ups.

Stairs and ladders are now built into Better Levels, which draws the treads, base, tint, shadows, and landing itself. Drag a Rectangle or Paint a stair square by square, and each stair goes to one level. Ladders are their own tool, with wood or metal art and trapdoors, for connecting several floors. Every stair and ladder has Edit, Lock, and Delete, Ctrl+Z undoes a placement, and tokens on both levels see each other through the stairwell. The view follows a token smoothly after a climb, and while you draw, other regions are dimmed so the one you are placing is easy to see. Look options give you tint, landings (none, top, bottom, or both), treads on or off, and a Stairwell choice: sink the stair into the floor when seen from above, or draw a regular stair that rises, like an outdoor stair. An Edit stair window lets you change a stair's destination, climb direction, lock, texture, and look with a live preview. Ladders are one grid square and can go on any square, including against a wall, and a ladder can stop on every floor on the way.

There is more. Changing a scene's levels is safe: a review window moves items instead of deleting them, with undo, and Audit can recreate a missing level and outlines issues on the map when you hover them. Multilevel Mass Edit prefabs drop with all of their levels and stairs, their roofs fade together, and the see-through placement preview now shows in Build Mode. The Level Manager can use one color for all levels, and a new setting lets players see and click a door next to their token in the dark. Make dark darkens only a floor's own level, not the roofs above, and when you Migrate to v14, the scene opens on the ground floor instead of a basement. Module Settings are regrouped into Interface, Building, Vision and tokens, Audit, and Placeables Tab, your old choices carry over, and settings only a GM can use are hidden from players. New art ships as WEBP for smaller downloads. A few fixes stable users would notice: Faux Overhead Fill builds on the level you are viewing, selecting walls no longer freezes big scenes, roofs seen through fog follow the scene lighting, and roofs animated by another module no longer show a frozen copy.

Floor Cutout is based on Floor-Cutout by baggydude, thank you!

Baileywiki Mass Edit is recommended for pixel-true floor surfaces, vehicles, and converting old scenes.

https://foundrymods.com/modules/baileywiki-better-levels https://github.com/baggydude/Floor-Cutout

πŸ› οΈ Landing Page 3.1.0: A New Way to Build and Edit

The Landing Page has a completely new editing experience, on by default. Instead of hunting through separate windows, you select a button, region, or tile on the canvas and tune its hover, click, look, label, and sound in one place, watching the result live. There is one Save, and Cancel or Esc puts everything back exactly as it was. If you prefer the classic helper panel, Builder, and HUD, you can switch back any time in Game Settings, Configure Settings, Baileywiki Landing Page, New editing experience.

Along the way you get hover and sound presets for the Fantasy, Sci-fi, and Modern themes, a new page wizard, rebuilt subpages, button artwork, frosted panes with an elevation control, an audio strip for scene music, a Player Preview toggle, and a Navigation API for macro authors. This release also fixes problems stable 3.0.4 users could hit, including drop shadows picking up glow and outline effects, Grow on hover that kept growing, duplicate Character Widget characters, hover labels that were oversized or off center, and text boxes that zoomed the map instead of scrolling.

https://foundrymods.com/modules/baileywiki-landing-page

🧱 3D Building Generator

3D Building Generator heralds a renaissance in 3D map-making and playing, bringing the simplicity of Dungeon Alchemist to a fully-functional VTT that you can actually play in 3D.

Drag a box, pick a building, press Generate. The generator builds furnished 3D rooms and whole buildings for 3D Canvas from the Baileywiki model library: walls, floors, doors, windows, roofs, furniture, lights, stairs and surroundings, placed for you tile by tile. It needs only the Baileywiki Content Module and 3D Canvas, works on Foundry v13 and v14, and downloads only the models a building actually uses.

  • Buildings: house, tavern or inn, manor, craftsman's workshop, wizard's abode, shop with living quarters, temple, barracks, dungeon and castle keep. Each is split into rooms with interior walls and connecting doors, and every room is furnished to match.

  • Upper floors and balconies: two-story buildings with stairs, with balconies on any side of the upper floor.

  • Temples: towers, graveyards and gardens, with pews, an altar and an aisle inside. Bell towers have spiral stairs up to the bell.

  • Dungeons and crypts: stone kits, tombs, prisons, treasure vaults and guard rooms.

  • Whole streets: generate building after building side by side, each one different.

  • Room mode and Furnish mode: make a single furnished room in any of about 30 interiors (tavern hall, library, alchemist lab, smithy, chapel, crypt, throne room and more), or fill a room you built yourself with furniture, decor, rugs and lights without touching your walls.

  • Mix and match: wall kits from Tudor and town house to castle, gothic, desert stone and adobe; thatch, clay tile and slate roofs (Auto picks one that suits the walls); plus floors, furniture density, lights, surroundings and an optional seed to rebuild the same layout.

  • Made for play: the roof and upper floors hide when a token walks in, doors swing open when clicked and windows slide open, and every building stays within 3D Canvas performance grade D or better. Undo, re-roll or clear with one click.

  • Free to try: sign in to the Baileywiki Content Module with a free Baileywiki account to get 2 rooms (Chapel or Shrine, and Crypt or Tomb), 3 wall and floor sets, gothic tower roof tiles and 150+ Baileywiki models and props. The full version needs Supporter or higher.

  • Latest fixes (0.2.14): no more red cubes after generating. Broken model downloads are now found and downloaded again automatically, including in scenes made with earlier versions. Alchemist bookshelves and a wardrobe now face into the room, and big scenes start faster.

https://foundrymods.com/modules/baileywiki-3d-building-generator

🎨 AI Spot Edit Drops Third-Party Art Instead of Erroring

AI Spot Edit now drops third-party art instead of erroring, so you can run it on mixed scenes and it simply edits the Baileywiki content.

The new AI Spot Edit tutorial shows it on tokens, camp tents, a tavern scenescape, Landing Page tiles, and ship parts, including iterating on a result, upscaling, and cutting a hole in a ship's deck:

https://youtu.be/u3CqqYa-wTk

🎲 Baileywiki Active Tiles: Thousands of Interactive Tiles Fixed

Thousands of Monk's Active Tile Triggers interactions across Baileywiki scenes, like doors, teleports, sounds and traps, now work again. The Baileywiki Content Module (BCM 1.0.36) runs them itself, so Baileywiki no longer waits on another module to update, which means much faster support for new Foundry versions going forward. It works with or without MATT installed, your existing MATT and Tagger setups on Baileywiki tiles keep working as they are, and nothing is converted unless you choose to.

  • Works alongside MATT: BCM only runs Baileywiki tiles by default, so your other MATT tiles stay with MATT and nothing fires twice.

  • Smarter clicks: click triggers check distance and level, and GM clicks now always run correctly.

  • What it supports: teleports, sounds, doors, tile changes, macros, dialogs, conditions, video, token movement, and D&D 5e damage, healing and items.

Tip: you don't have to uninstall Monk's Active Tile Triggers. If you only used it for Baileywiki content, you can disable it. Leave it on if other maps or modules use it.

πŸ“¬ FoundryMods Free Compatibility Checker

Upgrading Foundry? The free compatibility checker gives you module compatibility alerts. Build your own list of the modules you use on FoundryMods, and it tells you which ones are ready for the next Foundry version and which aren't yet. Add modules from any module page with "Add to My modules", paste or upload a list of module IDs, or import a whole loadout. Then turn on the email digest, choose weekly or monthly, and FoundryMods emails you when your modules catch up.

https://foundrymods.com/compatibility/mine

πŸ—ΊοΈ This Month's Content

🍺 2D Starter Tier: Tiles and Assets

This month has 118 new tiles: the 38 building variants for the three inns, 12 Facades, and 68 pieces of inn decor, including 23 bedroom furnishings, 16 rugs, 21 kitchen and food pieces, and 8 hunting trophies. Inn 01 and Inn 02 also come as BatlGrid scenes. The 12 Facades are standalone rooftops, not tied to any one inn. Spam them across a map to build a town scene in minutes. The Dungeondraft pack is the new Town Buildings pack, which gets new buildings every month, and it starts with all 118 assets. For sound, there are 6 tavern piano tracks in Foundry: two seamless loops, a longer piece, and three short stings, including a discordant one for when the music stops.

For Mass Edit there are 18 new prefabs. Each inn has a multilevel building prefab, so you can drop all its floors in at once. There are also 11 brushes: Inn and Tavern Facades, plus decor brushes for beds, bar counters, desks, dressing, fireplaces and ovens, plants, rugs, seating, tables, and animal trophies. And there are 4 tavern piano sound presets: the two loops, the longer piece, and a stings preset that drops one of the three short stings at random.

🎭 Supporter Tier or higher: Assets, Characters, Scenescapes, and 3D Content

Every building comes with its own characters and scenescapes. There are 16 new 2D characters for the inns: Barfly, Beggar, Crazy Drunkard, Damaged Slime, Dragonborn Adventurer, Drunkard, Gnome Adventurer, Human Adventurer, Inn Helper Lady, Inn Spectre, Inn Spirit, Innkeeper, Innkeeper Lady, Madame Nazaar, Orc Adventurer, and Young Barfly. Each comes with a character portrait, a portrait token, a top-down token, a downed token, and pose art for sitting, sleeping, and more. There are 2 Mass Edit token brushes for them, Top-down and Portrait, covering all 16 characters. Every character also comes as a 3D model, 16 in all. There are also 6 scenescapes: Inn 01 Southwest, Inn 01 Hall, Inn 02 Bar, Inn 02 B (ruined), Inn 02 C1 (ruined), and Inn Multi 02 C.

🧊 New 3D Assets

In 3D, this month introduces a collection of medieval inns, taverns, modular interiors, and character minis designed to bring tavern scenes and settlements to life. The buildings come pristine, ruined, and restored: the Pristine Inn, the Ruined Inn and four more ruined variants, an Inn with Stable, the Pirate Tavern and Ruined Pirate Tavern, the Restored Tavern and Ruined Tavern, Tavern 1 and Tavern 2 with ruined versions of each, and the Timber Village Tavern, intact and ruined. Modular building pieces let you build a tavern your own way: ground floors and upper floors, furnished and unfurnished, plus a roof, for both the restored and the ruined tavern, along with an inn bedroom set and an inn window set. To fill the rooms there is a tavern table set, chandeliers, bowls, jugs, plates, napkins, utensils, and vases. And the character minis bring in the regulars: the Barfly and Young Barfly, the Beggar, the Drunkard and Crazy Drunkard, Dragonborn, Gnome, Human, and Orc Adventurers, the Inn Helper Lady, the Innkeeper and Innkeeper Lady, Madame Nazaar, and, from the shadier corners of the inn, the Damaged Slime, Inn Spectre, and Inn Spirit. That is 16 minis in all, with animated and static versions for most of them.

Designed for tavern roleplay, bustling settlements, roadside encounters, pirate ports, and abandoned locations, these assets provide everything you need to build memorable places for your party to visit, and characters for them to meet along the way.

🎬 New 3D Scenes

Six new 3D scenes put the inns and taverns to work:

  • Battleship: The Kestrel & The Red Wake: Two fully walkable ships locked in a dynamic broadside battle, featuring interactive cannon fire, collapsing masts, flooding hulls, and sinking sequences, all controlled through macros.

  • Bow Tavern: A tavern built inside the wrecked bow of a ship, featuring three accessible levels, a furnished taproom, and a surrounding dock and seabed.

  • Gilded Orrery: A multi-level tavern built around a giant clockwork orrery, featuring an underground vault, gallery, lodge, and an animated copper dome that opens as the orrery rises into the sky.

  • Mushroom Tavern: A cozy inn built inside a giant toadstool, featuring a spacious dining hall, wraparound balcony, taproom, and underground root hall and vault.

  • Skyward Anchor: A floating island inn connected to a smaller island by a massive chain, featuring furnished guest rooms and four animated phases that take the location from a peaceful mooring to a dramatic escape.

  • Wellmouth Tavern: A multi-level tavern built around an ancient well, featuring a four-stage animated encounter in which a monstrous creature erupts from the depths, destroys the gallery, and eventually retreats underground.

πŸ“œ Full Change Log

The Content Release Change Log is at:

https://baileywiki.com/content-changelog

As always, thank you for supporting Baileywiki. πŸ’™

And have fun making your maps!

Baileywiki

Top 5 Baileywiki Module and Content Updates for Nov 2026 #foundryvtt (YouTube)