Fog, lighting and darkvision on your D&D map
Configure per-map fog, walls and lights, then use token sight settings to control what players can see.
Lighting is an explicit map feature
Lighting is opt-in. The GM sets map fog, walls, doors and lights, while placed tokens can have sight, darkvision and carried-light settings. These settings describe visibility for that scene instead of altering a reusable character everywhere.
What players see
Players combine vision from their own tokens. Ordinary darkvision outside illuminated areas appears in grayscale, while lit areas retain colour. Manual fog overrides light, so a bright source does not automatically reveal a region the GM has covered.
A GM preview helps inspect the presentation, but it is not the same as signing in as a player. Check ownership and token sight when a player’s view is unexpected.
Visibility and privacy are different layers
Server snapshots omit hidden creatures and related private gameplay information where required. However, masking part of a map on screen is not the same as preventing inspection of an image that has already been downloaded. Avoid putting confidential text into the underlying map artwork and treating visual fog as encryption. Plan secrets with both presentation and data access in mind.
Quick steps
- Enable lighting for the map.
- Place walls, doors and light sources.
- Set token sight and darkvision.
- Check player ownership and the intended view.