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Your players have followed a cult’s trail to a village. They know one member, but they don’t know who else is involved, who leads the cult, or where it meets.

In the video above, I walk through that investigation using the Augur modules, switching between GM and player views as the party uncovers the truth. It’s a practical look at keeping your world connected while choosing what your players get to discover.

I’ve also released the latest fixes and improvements for Nexus, alongside a small Instant Dungeons update. Several came directly from things you reported or requested.

Reveal the person. Keep their allegiance secret.

You can let players meet a character without revealing their connections, then uncover those relationships as the investigation progresses. Quest objectives can stay hidden until the party finds its next lead, too.

This update improves the consistency of hidden-state indicators across Nexus dossiers, making it easier for GMs to recognize what players can’t see. It also fixes visibility controls for star systems created through the sector generator.

Prepare the map before bringing everyone along.

Sites and locations with linked scenes now give GMs both View Scene and Open Scene directly on their dossiers. View lets you visit privately; Open activates the scene and brings your players along.

Linked locations also have player scene-access controls. Your players can know a place exists without being able to enter its map independently. When access is allowed, they get a View Scene button; when it’s blocked, that button stays out of the way.

Find the right dungeon assets faster.

Instant Dungeons now has search and category filtering in the Generator Assets picker for floors, walls, and doors. The update also fixes selecting overlapping objects in the mapper, so clicking or dragging targets the object displayed on top, and includes the support needed to create an Instant Dungeon scene from a location dossier.

A few smaller bug fixes worth mentioning

The Nexus browser keeps its scroll position when you drag entries onto the map, with scroll preservation improved in several other panels.

Blank campaign entities follow the same initial visibility standard as generated ones, and Player Setup handles the access needed when assigning a character.

Players can see their own character’s traits and manage the supported visibility controls.

Connections listed beneath locations in the browser can be dragged onto the scene to create markers.

Shop markers open the trading interface, while the shop details panel uses a connection list suited to its smaller layout.

Nexus Templates now follow the selected parchment or dark theme.

The video is a short example of how these pieces work together during a session. There’s more detail in the Augur wiki, including guides to connections, visibility, and scene access.

Thanks to everyone who reported issues and suggested improvements. Those small things make a real difference when you’re using the tools at the table.

Files

Keeping Secrets From Your Players in Foundry VTT

Your players know the village. They know one member of the cult. They don’t know who else is involved. Get the Augur modules and support my work: https://www.patreon.com/TheAugur In this walkthrough, I use my Augur modules for Foundry VTT to run a small investigation into the Black Circle, switching between GM and player views to show how the mystery unfolds. Hide characters, keep their allegiances secret, and reveal connections and quest objectives as the party discovers them. Then visit the cult’s temple privately to prepare the encounter before bringing your players along. You’ll also see how to control whether players can enter scenes independently, while still letting them browse the people and places they know. Explore the wiki: https://publish.obsidian.md/augur Chapters 00:00 A village with secrets 00:39 What the players can see 01:59 Revealing people, connections, and clues 04:07 Preparing scenes without moving your players 05:57 Wrap-up

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