Walls

Create strategic barriers and control what your players can see with the Walls Tool. Perfect for dungeon corridors, buildings, and tactical combat scenarios, walls block vision for tokens with light sources, creating realistic line-of-sight mechanics. Game Masters can easily draw walls to shape the battlefield and enhance immersion.

To start, click the wall icon or press "W" on your keyboard to activate the Walls Tool. When enabled, you will see options to choose from.

Tool Options

Draw Walls

Symbol: Wall with no vision icon. This mode allows you to add walls that block vision for tokens with light sources. Click to activate draw mode and start creating vision-blocking barriers on your map.

When drawing walls, click on the canvas to place wall segments. Walls appear as lines that will block line of sight for any tokens with vision enabled.

Erase Walls

Symbol: Eraser icon. This mode allows you to remove existing walls. Click to activate erase mode, then click on walls you want to remove from the map.

Delete All Walls

Symbol: Trash can. This removes all walls from the canvas, clearing all vision barriers at once.

How Walls Work

Walls block vision for tokens that have light sources enabled. When a token with a light source approaches a wall, the light will stop at the wall boundary, creating realistic shadows and line-of-sight restrictions. This is particularly useful for:

  • Dungeon exploration where players can only see around corners

  • Building interiors with walls blocking vision between rooms

  • Tactical combat scenarios where cover and line of sight matter

  • Creating suspense by limiting what players can see ahead

The blocked portions of a token's vision radius are shown in red, while unblocked vision is shown in blue, making it easy to preview how walls affect visibility.

Keyboard Shortcut

You can quickly access the Walls Tool by pressing "W" on your keyboard.

Note: The Walls Tool is only available to Game Masters. Players cannot create or edit walls.

More fun at the table, less fuss around it

The tavern falls quiet. You spent all week on this villain: the scarred voice, the secret letter, the slow reveal in the final act. Your players have other plans. They have just set fire to the only bridge out of town, the paladin is deep in an argument with a goat, and the rogue has quietly pocketed the letter that was supposed to unravel everything. Somewhere across the river, your villain stands alone in the rain, waiting for an entrance that will never come. The bard leans back, grinning. Four faces turn to you.

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