Scenes
A scene is a shared map: a grid, tokens, and everyone in it seeing the same thing live. This page explains how to use scenes as a player or GM.
Getting around
| Action | Control |
|---|---|
| Pan the camera | Drag empty space (left mouse) |
| Zoom | Mouse wheel (zooms toward the cursor) |
| Jump to a token | Double-click it in the token tree, or click an initiative entry |
| Where a scene opens | The scene's camera, for everyone |
Tokens
Three kinds of tokens live in a scene:
- Character tokens (π€) are linked to a character sheet. They draw the character's portrait in a circle (set one on the sheet β the token updates everywhere, live), show its name, and can show sheet values (like HP) as badges. Players can always move tokens for characters they own.
- Image tokens (πΌ) are plain art: maps, props, scenery. GMs place them with Add image, which opens your resource library. The image's grid size (px per cell, editable in Resources) controls how large it draws β one grid cell of artwork covers one scene cell.
- Folders (π) only exist in the token tree. Use them to organize; they draw nothing on the map. Deleting a folder deletes everything inside it, and locking or hiding a folder locks or hides everything inside it β the tree shows inherited π/π« badges dimmed.
The grid is a token too β one row per scene, near the bottom of the tree. See The grid. So is the camera (π·), the GM's marker for where the scene opens β see The camera.
Placing tokens
- Place token: pick a character from the toolbar dropdown.
- Add image (GM): pick from your resource library.
Selecting
| Action | Control |
|---|---|
| Select a token | Click it (on the map or in the tree) |
| Add/remove from selection | Shift-click |
| Box select | Shift-drag on empty space |
| Collapse a multi-selection to one token | Plain click on it |
| Deselect | Click empty space, the β€ toolbar button, or β in the token panel |
When something is selected, the token panel (docked under the token tree) shows actions for the whole selection: Hide/Show and Lock/Unlock (GM only), Delete, and deselect. Some token types (like fog) add their own settings to this panel when selected.
Right-click a token for the same actions as a context menu. It acts on the
whole selection β right-clicking a token that isn't selected selects it first,
right-clicking inside a multi-selection keeps it. Deleting always asks for
confirmation (including the Delete key). Locked tokens ignore right-clicks
like any other mouse press β hold Alt to reach them.
Moving & transforming
| Action | Control |
|---|---|
| Move | Drag β the whole selection moves together |
| Free placement (ignore grid) | Hold Ctrl while dragging |
| Nudge one cell | Arrow keys (Alt = ΒΌ cell, Shift = 2 cells, Ctrl = 4 cells) |
| Rotate | Drag the top-left handle (15Β° steps while snapping is on) |
| Resize | Drag the bottom-right handle β the top-left corner stays put |
| Delete | Delete key, or the selection bar |
Handles appear only when a single token is selected and it isn't locked.
The camera β where the scene opens (GM)
Every viewer arrives at the same framing you chose: the camera is a token (π·) that describes a rectangle of the map, and opening the scene fits that rectangle to the window. On a narrower or wider screen the whole rectangle still fits, with a little extra map showing at the sides.
Every scene has one from the start β there is nothing to add. It's the π· row in the token tree, and until you select it there's nothing on the map at all: no marker, nothing to click past.
- Set it: frame the map how you want it, select the camera row, and press Set to current view in the token panel.
- Selecting it shows the view: the selection box is the rectangle, with a small π· at its centre. Drag that marker to move the view, drag the bottom-right handle to make it wider or tighter (there's no rotate handle β a view doesn't tilt).
- Double-click the row to fly there at the zoom players will get β the way to check what everyone else opens on.
- Players never see the camera β no marker on their map, no row in their tree β so there's no hide toggle on it.
- Until it's set, it opens on a 16Γ9-cell view around the map's origin.
The grid
The grid is a token, not a fixed backdrop. Every scene has exactly one, listed in the token tree with a β¦ icon, and it behaves like any other row:
- It starts pinned (Always on top), so it draws over everything β the map, your tokens, dynamic lighting and fog. That's why it sits in the pinned band at the top of the tree rather than in the ordinary list.
- Untick Always on top to put it in the stack instead. It drops to the bottom of the tree, where you can drag it like any other row β above the map so it draws on the map, below your tokens so they stay clear.
- Hide it with the π toggle to turn the grid off for players; the GM still sees it dimmed. There's no delete: hiding is how you switch it off.
- Select it to open its settings in the token panel (GM only):
| Setting | What it does |
|---|---|
| Grid type | Square, or hexes β pointy top (columns of hexes) or flat top (rows of hexes) |
| Cell size | World pixels per cell β what every token measures against |
| One cell is / Units | The distance a cell represents, e.g. 5 ft |
| Snap to grid | The scene's snapping setting (see below) |
| Line colour, weight, opacity | How the grid draws. Weight is screen pixels, so lines stay the same thickness at any zoom |
Grid type, cell size, units and snapping belong to the scene (everything measures against them); the colour, weight and opacity belong to the grid token. Switching to a hex grid changes what the grid draws and what tokens snap to β cell size stays the measure, so hexes keep the same spacing as the squares they replace.
Grid snapping
Snapping is a per-scene setting (the grid token β Snap to grid; new scenes follow the campaign default). While it's on, dragging snaps tokens so they sit centered on their cells β 1Γ1 and 3Γ3 tokens land on cell centers, 2Γ2 and 4Γ4 on grid intersections, and very large art aligns its top-left corner. Resizing snaps to whole-cell sizes.
Ctrl inverts the setting while you drag: hold it for free placement when snapping is on, or for a quick snap when it's off.
Locked tokens
Locking (π) pins scenery: a locked token ignores the mouse entirely β you can click and drag right through it to pan the camera, and box selects sweep past it. Hold Alt to override: alt-click selects a locked token and GMs can alt-drag to move it. Lock and unlock from the selection bar or the token tree. Locking a map image right after placing it is the usual move.
Both flags cascade through folders: everything inside a locked folder is locked, everything inside a hidden folder is hidden from players.
Conditions
Right-click a token and choose Conditionsβ¦ (or use Add condition in the token panel) to mark it poisoned, prone, exhausted and so on. Click a condition to toggle it. Stacking ones such as Exhaustion get β/+ buttons. Each click is its own undo step.
- The list comes from your extensions: a 5e sheet brings the 5e conditions for 5e characters, and Status Markers adds generic markers for any token. GMs can add the table's own in Campaign settings β Custom conditions.
- They show as chips under the token, in the token panel and on initiative cards. Dead (and any custom condition marked Defeated) greys the token out.
- A character's conditions belong to the character: every token of that character shows them, in every scene, and the sheet can react to them. For example, Grappled makes a 5e character's speed 0.
- Players see conditions on every token they can see, but can only change them on their own characters' tokens.
Many tokens, one sheet (unlinked tokens)
A character's Tokens setting (on its page) decides what its tokens share:
- Linked: every token is the character, with one HP and one set of conditions everywhere. Use it for PCs and recurring NPCs.
- Unlinked: every token placed from it is its own creature. Place six goblins from one goblin sheet, and each keeps its own HP and conditions. Each is lettered like "Goblin (F)". The letters are random, so they don't give away how many there are.
GMs' new characters start unlinked and players' start linked. Change it before placing tokens; tokens already on the map keep what they were.
Select an unlinked token and choose Open its sheet to see and edit that one goblin. Reset to sheet throws away its changes. Anything a token never changed follows the character's sheet, so fixing a typo in the statblock fixes every goblin. Players never see an unlinked token's sheet unless they can see the character.
The token tree (β° Tokens)
The panel on the left lists every token you can see:
- The tree is the stacking order: rows higher in the tree draw on top on the map. Put character tokens above your map image and it can never cover them; drag a row up or down to change what covers what. Moving a folder moves everything inside it with it. Newly placed tokens appear at the top.
- Click selects Β· shift-click adds Β· double-click flies the camera to the token.
- Filter box searches by name.
- Hover a row (GM) for quick hide (π/π«) and lock (π/π) toggles. Hidden tokens are invisible to players; GMs see them dimmed.
- π+ creates a folder. Drag rows to reorganize (GM): drop onto a folder to file something inside it, drop near a row's top or bottom edge to reorder (which also restacks it on the map), and use the drop zone at the bottom to pull something back to the top level.
Who can do what
| Player | GM | |
|---|---|---|
| Move own character's tokens | β | β |
| Move other tokens | only if made public | β |
| Conditions on own character's tokens | β | β |
| Conditions on other tokens | only if made public | β |
| Hide/show, lock/unlock | β | β |
| Place images, folders, reorganize the tree | β | β |
| Set the scene's opening view (the camera) | β | β |
| Scene settings & member access | β | β |
Scene visibility is set per scene (β Settings): hidden (GM only), escorted (GM brings players in), open (players may enter), public (players may also edit). Individual members can additionally be granted view or edit access to any scene.
Fog of war (GM)
Fog hides parts of the map from players: they see solid black, you see the same fog dimmed so you can keep working under it.
Click the fog button (struck-eye icon) on the toolbar to get started β it selects the scene's fog, creating it on first use (everything starts hidden), and puts the freehand tool in your hand so you can paint immediately. While the fog is selected, a second toolbar row appears with the fog tools, and the token panel (bottom-left) shows the fog's settings:
- Rectangle: drag a box.
- Polygon: click to place corners; click your first corner again,
right-click, or press
Enterto close.Escapeabandons the shape. - Freehand: draw; the shape closes when you release.
- Reveal β hide toggle (eye icon): switches what the tools do β open eye
means you're revealing, struck eye means you're hiding. The mode sticks
until you switch it back, and holding
Altwhile drawing flips it for just that shape (the in-progress shape recolors to show which way it will land). - Panel settings: GM opacity (how dimmed the fog looks to you; players always get full black), fog color, an enable switch, Always on top (fog covers everything on the map regardless of its position in the token tree), and one-click Reveal all / Hide all.
Each tool has its own cursor so you can always tell what a click will do.
While a fog tool is active the mouse belongs to it (tokens can't be clicked
or dragged); press β€ or deselect the fog to go back to normal selection.
Corners snap to the grid like everything else (Ctrl inverts).
Fog stacks like any other token: it covers whatever sits below it in the tree. Hide the fog token (π« in the tree) to hide fog from players too β they'd see the bare map, so usually you want it visible. Tokens under fog are covered, not gone: players still receive their positions, so use the token π« for things that must stay secret.
Initiative
β Initiative opens the turn tracker; it opens for everyone when combat starts. Clicking an entry jumps the camera to that token (when its details are visible to you). See the initiative panel itself for turn controls.
Undoing
Ctrl+Z walks back your last change to the scene β a move, a resize, a
rename, a lock, a reorder in the tree, a deletion (the tokens come back with
everything on them, contents of folders included), a whole map placement with
its walls and doors, or whatever an extension tool just did. Ctrl+Shift+Z
redoes it. The βΊ β» buttons in the top-right corner of the canvas do the same
and name what's next in their tooltip.
Undo is yours, not the table's: it walks back your changes, never the other players'. It also only reaches as far as the changes it can still see β if someone else has since moved or deleted the same token, that part of the step is skipped rather than fought over. The history is per scene and lasts until you leave or reload the page.
Keyboard shortcuts
| Key | Action |
|---|---|
Ctrl + Z |
Undo your last scene change |
Ctrl + Shift + Z (or Ctrl + Y) |
Redo |
Delete |
Delete the selected tokens |
ββββ |
Nudge selection one cell |
Alt + arrows |
Nudge ΒΌ cell |
Shift + arrows |
Nudge 2 cells |
Ctrl + arrows |
Nudge 4 cells |
Hold Ctrl (while dragging/resizing) |
Invert grid snapping |
Hold Shift (click / drag on empty space) |
Multi-select / box select |
Hold Alt |
Interact with locked tokens |