Set Up a Map
The VTT scene wizard â map, grid, walls, tokens, and opening the door.
Last looked at 2026-08-17
Let the wizard drive
Open a fresh VTT session as GM and the setup wizard opens itself, because a session with no scenes in it has exactly one useful next action. You can also summon it any time from the Scenes panel (Run setup wizard) or from the Help panel.
Six steps. Every one is skippable and you can jump between them with the progress dots.
Steps 1, 2 and 6 are proper dialogs. Steps 3, 4 and 5 shrink to a docked card at the edge of the screen, because they're the ones where you need to see the canvas â you can pan, zoom and draw with the wizard still open and still telling you what it wants.
1. Name your scene
A scene is one map or one location. You can add more later and flip between them mid-session, so don't overthink it.
2. Add a map
Upload Map (or Replace Map if there's one there already). JPG, PNG and WebP are what the button promises; the server will also take GIF and HEIC. Ceiling is 20MB, and anything enormous gets scaled down to 4096px on its longest side.
There's also a map library so you can reuse an image across scenes. It holds five maps per account â delete one to upload another.
3. Line up the grid
The important step, and the one everybody used to do the hard way.
Press Draw square and drag a box over one grid square on the map. That's it â the wizard works out cell size and both offsets from that single square. Redo if you fumble it.
Grid changes are a preview for you until you save them. Your players keep seeing the old grid until you press
Save & continue. This has confused people; it isn't broken.
If you'd rather do it by hand, the Grid panel in the sidebar has the lot: cell size, offset X and Y, line colour, opacity and width, and â when there's a map on the scene â width and height sliders to stretch the image up to 30% either way, plus skew on both axes for maps that were photographed at an angle. Same rule applies: Save and Reset only appear once you've actually changed something, and nothing persists until you press Save.
4. Draw walls for line of sight
Wall tool, then click to chain segments. Hold Shift to snap, right-click a segment to delete it. There are two kinds: a wall, which blocks sight, and a door, which you double-click during play to open and close.
Walls block sight, not movement. Tokens walk straight through them; that's intentional.
Walls do nothing at all until Dynamic Vision is on. This is the single most reported piece of confusion in the VTT. It's off by default and it is still a manual toggle â but the wizard now spots it, says so in as many words, and gives you a
Turn it onbutton right there. Take it.
5. Add NPCs and monsters
Open Tokens panel and place them. The wizard's notes cover the four things worth knowing here: token colour, the GM-only layer (for things players shouldn't see yet), each token's vision range, and HP.
6. Ready to play
Your room code is on this step, with a Copy code button. There's also a checkbox to stop the wizard auto-opening on future sessions, once you know the routine.
Then Open to players. Until you press it the session is in setup, which means two things:
- Nobody can join, and anyone who follows a room link will just sit there connecting.
- Fog of war doesn't render at all. If you've enabled fog and can't see any, this is almost certainly why â it isn't a fog bug.
During play
The canvas toolbar, with its shortcuts:
| Tool | Key | Who |
|---|---|---|
| Select / move | V | everyone |
| Measure distance | M | everyone |
| Area of effect â circle, cone, line | A | GM |
| Draw walls | W | GM |
| Reveal fog | R | GM |
| Hide fog | H | GM |
Escape goes back to Select â except on the wizard's canvas steps, where it disarms whatever tool you've got armed instead. Fog tools only appear on a scene that has fog switched on.