Guild Workshop

Dev Update

What we have been building, in the order it shipped. Newest first.

19 September 2026

A dungeon you have to light, and classes that finally do what they say

Two large things this week. The first is light. A map was lit or it was covered, with nothing in between; now a Locale has a darkness of its own, and torches, lanterns and arcane orbs take it away — each with its own colour, its own reach and, if you want it, its own flicker. Light stops at your walls, so a lamp in one room does not light the corridor outside it. The second is the classes. All twelve now carry their features into the fight rather than printing them on a card: what they cost, what they change and what is left of them.

  • Place Light is on the Game Master’s bar. Press the point it stands on and drag outward; the radius follows the pointer with the reach written beside it — Radius: 40 ft   Full Light: 20 ft   Dim Light: 20–40 ft — and letting go leaves the light there. Hold Shift to snap the radius to whole squares; Escape puts it back.
  • The measurement is the map’s own. A 40-foot torch covers exactly the squares a 40-foot walk would, because the radius is read against the same grid the ruler and the movement counter read.
  • Every light has the two zones the rules name: bright light from the middle to half its radius, dim light from there to the rim, and nothing past it. The boundary is softened where it is drawn so it does not read as a dinner plate, but the zones underneath are exact.
  • A Locale now has a lighting level of its own — five steps from Completely Dark through Dark, Dim and Lit to Bright. It is the whole map, and every light subtracts from it, which is the difference between illuminating a cave and drawing a yellow circle on one. Every map that already exists opens on Bright and is unchanged.
  • Light stops at your walls. A lamp in a room lights the room; carry it into a corridor and the corridor lights instead. A closed door blocks it and an open one does not — the same rule that already decides whether a figure can walk through, so a wall that stops somebody stops the light falling on them.
  • Overlapping lights add up. Two lanterns in a corridor really are brighter than one, and twenty of them are not twenty times brighter than daylight — the total is held at fully lit however many you pile up. Colours mix as colours rather than washing out to white.
  • Each light carries a hue, saturation, brightness, intensity and opacity, so a torch is warm orange, a moon crystal pale blue, a necromantic flame green and an arcane orb purple — and changing the hue changes the light falling on the floor, not a tint laid over it.
  • Eight animations: None, Flicker, Torchlight, Sparkling Stars, Small Swirls, Hurricane, Rainbow and Pulsing, each with its own speed and strength. They move the illumination itself rather than an icon in the middle of it — a guttering torch dims the room.
  • No two torches flicker in unison. Every light is made with a seed of its own, so a row of them along a corridor looks like fire rather than a stage effect. Duplicating a light gives the copy a new one.
  • Nine presets to start from — Torch, Lantern, Candle, Moonlight, Arcane Orb, Faerie Light, Storm Orb, Prismatic Light and Necromantic Flame — each of which sets the values and then leaves them entirely yours to change.
  • Click a light to select it, drag its middle to move it and its rim handle to resize it, and right-click for Edit, Toggle On/Off, Duplicate and Delete. Every dial in the editor answers while you are still dragging it.
  • A light that is out keeps everything about itself. Snuff a torch and it lights nothing and costs nothing to draw; light it again and it is the torch it was.
  • The party sees the light; the handles are the storyteller’s. Players get the illumination on their own screens, because standing in a lit room is not a secret — but the rings showing where a light’s dim edge falls are a map-editing control and stay behind the screen. Lights save with the Locale.
  • All twelve classes now have their features wired into the tabletop rather than described on a tile: what each one costs, what it does to a roll, how long it lasts and how much of it is left. Barbarian was built first and the rest follow the same shape.
  • A character sheet now says what that class’s own features are beaten by — the Feature DC, worked out from proficiency and the ability the class leans on, rather than left for the table to compute mid-fight.
  • New Senses panel on the sheet, gathering the three things a table asks constantly: the passive scores a storyteller rolls against in secret, the ranged senses — ordinary Vision, Darkvision, Blindsight, Tremorsense and Truesight, each in feet — and whether sight and hearing are working at all. The ranges fill themselves in from your species and features and stay yours to overrule.
  • The Library’s feats now open with the question anybody actually asks first: Origin or General, as a dropdown beside the search rather than a tick box buried in the sidebar.
  • The fight got fast, and stays fast. Every interaction — stepping the turn, marking a condition, taking hit points off — now costs the same whatever the size of the battle. A fight of sixteen used to cost noticeably more than a fight of eight; there is now a test that fails the build if that ever creeps back.
  • A seat at the table survives a dropped connection. Sessions were releasing chairs nobody had been seen in for a while and ending tables that had run out of time, which meant a player whose browser slept came back to find themselves outside. Membership now lasts until the host closes the table.
  • Hardened the edges: rate limiting on the boundary, validation on everything a saved project can carry, tighter upload handling and a tightened security policy across the site.
  • Fixed: the Battle Tracker tore itself down and rebuilt on every change. Marking an effect on one figure closed the picker that marked it, and a number half-typed in another was thrown away the moment anybody else’s arrived. Rows are now written over where they stand, and only rows that actually moved move.
  • Fixed: which creatures count as allies — for a paladin’s aura and everything like it — was a line of free text on each sheet that nobody could see on the map, and a goblin typed as party was an ally of the characters. It is now read from who owns the figure, which the table has already said: a figure somebody can move is the party’s, a figure only the storyteller can reach is not.
  • Fixed: the tabletop letters its handouts and map labels in a written hand, and the security policy was quietly refusing the stylesheet that carries it — so every Locale fell back to a system face.
  • Virtual Tabletop
  • Lighting
  • Class Features
  • Battle
  • Character Sheets
  • Library
  • Sessions
  • Security
14 September 2026

A table you open for the evening, and a fight that keeps its own order

Two things arrived this week. The first is the table: an Adventure was a room anyone with an invitation could walk into at any hour, and it is now a campaign you open a session on for the evening — with a code, a door you choose, a waiting room and a seat for each player. The second is the fight. The order was already there; now it holds. On your turn you move, and the squares count down on your own token; off it, you wait. Dodge, Dash, Disengage and the rest are a press each, and they do what the rules say they do.

  • A Game Master now opens a table from the Adventure card. It hands back a code and a link to send the party, and the Adventure card says Open for as long as the session runs.
  • Three doors to choose from: only members of this Adventure, anyone with the code once you let them in, or anyone with the code and a passphrase. The second puts arrivals in a waiting room you admit them from one at a time.
  • A seat is a chair, and you are in one place at a time. Sitting at one table and knocking at another says so plainly rather than quietly moving you, and a Game Master already hosting is told to close that table first.
  • Lock the table to stop new arrivals without disturbing anybody already seated, and take a seat back from someone who should not have it.
  • Closing the table ends the session for everyone at once, with a notice that says so rather than a page that stops working. Nothing is lost: the sheets, the tokens and the map were saved as you played.
  • An invitation link followed mid-session seats them straight away — a Game Master vouching for somebody by name is stronger than a code. Follow one while no table is open and you are simply told the game has not started yet.
  • A Game Master with no session running can still get in to prepare — building maps and writing notes is not playing, and a campaign has to be made ready somewhere.
  • The Battle Tracker holds the running order: add any token to it, roll initiative for the whole table in one press or type a number straight in, and step the turn on round by round. Players see the order and their own place in it; hit points and armor class stay behind the screen.
  • With a battle running, a player moves their token on their turn and at no other time. A storyteller is held by none of it — they move goblins on a character’s turn, because that is how a fight is run.
  • Movement is counted in squares. A Speed of 30 feet on 5-foot squares is six squares, and the token whose turn it is carries the count as it walks. Run out and the next step is refused rather than quietly allowed.
  • Tokens that are not in the order — scenery, a cart, a riderless horse — are not in the fight and walk about freely while it runs.
  • Added the universal actions the 2024 rules give everybody: Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study and Utilize. They are in the ring around a token and on the character sheet’s Battle tab, each with what it does written on it.
  • Three of them are remembered rather than merely announced. Dodge stands until your next turn and gives attacks against you Disadvantage in the roll dialog, with the reason printed; Dash doubles the squares your turn carries; Ready shows that you are waiting on a trigger. Press one again to take it back.
  • The action a token took rides on the token as a coin of its own, and at the head of its row in the tracker, so the table can see who is crouched behind their shield.
  • A character at nought hit points is marked Unconscious — the condition itself, so it reaches the tracker, the token and the sheet together — and the token wears the mark over its portrait until a healer brings them round.
  • Death saves are rolled from the sheet and tick their own track: ten or better is a success, nine or less a failure, a natural 1 costs two failures, and a natural 20 puts the character back on their feet at 1 hit point. The boxes are still yours to correct.
  • Attacks, ability checks, saving throws and death saves now all use one dialog. Set whatever the table is adding, say how it is rolled, then press the button that names what you are doing — Attack for a swing, Roll for everything else. The three ways to roll used to be three buttons that fired as you pressed them.
  • An attack dialog says what goes out with the roll before you commit to it — Damage (1d4+2) is rolled with it — and the log now reads Brannoc does not hit (8 vs AC 18).
  • When a fight ends the Guild offers up the experience it was worth, split between the party. Every token is totalled, every share is yours to change, and the remainder is dealt out one apiece from the top rather than dropped.
  • Short Rest and Long Rest are buttons on the Battle tab. A short rest spends the hit dice you choose and rolls them through the table’s own dice; a long rest gives back every hit point, every hit die and every spell slot, and says so in chat.
  • Every feature that is something you do now carries a Use button on its card, with what is left of it at the end of the same line — turning red as it runs out. A feature used on somebody is aimed like an attack: press Use and the map lights up whatever its range covers.
  • That reading comes from the rules data itself: every class feature, subclass feature, feat, species trait and lineage line now records whether it is an action, a bonus action, a reaction, something you spend, or simply true of you. Unarmored Defense gets no button, and Action Surge does.
  • A token can be held by more than one person. The owner dialog is a list of tick boxes now — two players on the wagon, the whole party on the summoned wolf — with an All players rule that keeps a shared prop shared as people join and leave the Adventure.
  • A Game Master reaches every token, object and sheet whatever that dialog says, by the role rather than by a setting anyone could untick.
  • A creature sheet can now roll its own treasure: a purse for what it has in its pockets, or a hoard for what is piled up where it lives, drawn off the published tables for its challenge rating — coin, gemstones, art and items together, from one roll, the way a hoard is meant to be made.
  • Fixed: everything the tabletop said on its own — a roll, an attack, a feature spent, a rest — was going out under whichever chat channel you happened to have left the picker on. Set Private GM an hour ago and every automatic line was tagged [GM]. Those lines now have a voice of their own.
  • The Conceptorium is now the Workshop, everywhere it is named — in the menus, on the home page, in the Library’s Open in Workshop links and on the pricing page. Same four designers behind it.
  • Added a Guild Metrics page for the person building this: pages read, visits and how many of each were by somebody signed in, with a sign-in history per member. Search engines, link-preview fetchers and scripts are left out, so the tokens count people rather than machines. Traffic is rolled up per day as it arrives rather than kept per request, and a deleted account takes its history with it.
  • Virtual Tabletop
  • Sessions
  • Battle
  • Character Sheets
  • Tokens
  • Treasure
  • Chat
10 September 2026

Creatures that fight back, a bestiary that is finally complete, and spells on one screen

Last week the map got tokens. This week those tokens got something to do. Drag a creature out of the Library and it lands on the board and joins the Characters panel with a full 5.5e stat block — and on that sheet every action is a button. Press Bite and the table is told what a bite does, the attack is rolled, and the damage rolls with it. Behind that sits a bestiary that had quietly been missing a third of itself: every beast in the game had no actions at all, and the adult dragons were not there.

  • Drag a monster from the Library onto the map. It lands on the square you dropped it on and joins the Characters panel at the same time. Right-click an entry instead and it asks whether to bring the creature into the Adventure without placing anything.
  • A creature on the roster is a template; every token you put down is its own copy. Two goblins have two sets of hit points, and they are named Goblin Minion, Goblin Minion 2, so you can tell which one the party has been hitting.
  • New 5.5e creature sheet, laid out the way a stat block reads, with Summary and Battle tabs. Summary is the creature as the Library has it. Battle is the one standing in front of you: hit points you can take down, conditions, the six abilities, and everything it can do.
  • Every action, bonus action, reaction and legendary action is a button. Pressing one says what it does in chat and rolls what it rolls — the dice land on the map and the arithmetic shows in the log, the same as any other roll.
  • An attack asks how first: Advantage, Normal or Disadvantage, with a spinner for whatever the table rules on the day. An ability offers Check or Saving Throw, each wearing the bonus it would roll, because a creature’s save is not always its bare ability.
  • The dialog reads the creature’s own conditions. A Poisoned ogre opens on Disadvantage with the reason printed underneath — and you can still overrule it.
  • Right-click a token and the character icon opens its sheet — a player’s character sheet, or that particular creature’s, wounds and all.
  • The bestiary is complete. It went from 272 creatures to 330: every Young, Adult and Ancient dragon, the Archmage, the Mummy Lord, the Vampire and Vampire Spawn, Goblin Warrior and Boss, the mephits, and more.
  • Fixed: every beast in the Library — all 95 of them, from the Bat to the dinosaurs — had no traits and no actions at all. An Ape had nothing to do but stand there. They all carry their full stat blocks now.
  • Fixed: bonus actions and reactions were never read from the rules at all, so no creature in the app had any. Both now appear, in the Library and on the sheet.
  • Fixed: some creatures carried another creature’s abilities. A challenge-2 Black Dragon Wyrmling was holding an adult dragon’s legendary actions, and the Mummy had the Mummy Lord’s. Each record now carries only what belongs to it, and the ones named after their whole family — Black Dragon, Sphinx, Mephit, Vampire — are called what they actually are.
  • New Conditions shelf in the Library: all sixteen, each with the icon the tabletop puts on a token, and what it does to your attacks, your checks, attacks against you and your movement. Filter by any of those.
  • The Layers bar is gone — Tokens, Lexicon, Walls and Fog all live on the GM bar now, one bar instead of two. With the bar upright, an open Adventure or Encounter panel runs to the bottom of the screen.
  • New measuring tool. Turn it on and drag from anywhere to anywhere for a dotted line with the distance over the middle of it — 20 ft. — as many times as you like until you turn it off.
  • Right-clicking a token opens a ring of icons around it rather than a list beside it, so the token is never hidden under its own menu.
  • Dice are the colour you chose again. Picking a site theme was quietly overriding them; the two are disconnected now, the picker is a proper colour picker, and the preview shows every shape. The face and the pips are kept legible against each other whatever you pick.
  • Stood upright, the dice bar packs into two columns instead of one long strip.
  • A storyteller can empty the table’s chat log from the trash can beside the channel picker. It asks first, because it goes for everyone and does not come back.
  • Spells in the Character Creator now fit one screen. Two columns: the catalogue and its filters on the left, what you have spent on the right. Reading a spell opens it over the top rather than taking room from the list.
  • Counters read 3/4, and going past your limit now tells you — the button stays pressable and says “Cantrips full at 4/4” rather than sitting there greyed out with no explanation.
  • Spells carry a ritual tag at last, with a Ritual only filter to match. Twenty-nine of them are rituals.
  • Fixed: the spell school filter offered sixteen schools instead of eight, because a cantrip’s school was being read as “Evocation Cantrip”.
  • Cavern passages are 30% wider, so a party walks two abreast instead of single file.
  • The dungeon generator’s Challenge is now Threat Tier, named by the party it is meant for: Levels 1–4 through Levels 23+.
  • The Treasure Generator’s bands read as plain challenge ratings, CR 17+ is now CR 17–22, and a new CR 23+ band draws the top table 2d4 times and heaps the results into one hoard.
  • New Contact page under About — a short note straight to the one person building this, and where to follow the work.
  • Virtual Tabletop
  • Monsters
  • Library
  • Character Creator
  • Dice
  • Treasure
  • Cavern Generator
8 September 2026

Tokens on the board, walls that stop them, and a map you uncover

Until today the map was something to look at. You could dress it, grid it and key it, but nothing stood on it. Now it holds tokens — put down, named, owned, moved and taken away — with walls that stop a token walking through stone, doors anyone at the table can open, and a fog you cut back a room at a time. All of it happens in front of everyone at once: a token moved in one browser lands in every other within a moment, with nobody reloading anything.

  • The Layers bar gained Tokens. Add a token with a name, a size in squares, an owner, and a picture — either uploaded on the spot or picked from the images this Adventure already has, so the second goblin costs no upload at all.
  • Click a token to select it and it takes a ring you can see over dark map art and pale alike. Clicking bare map or pressing Escape lets it go, and Ctrl+drag still belongs to the hand tool.
  • Right-click a token — or put focus on it and press Enter — for Edit, Change owner and Delete. The menu works from the keyboard because everything else here does.
  • A character sheet can be placed on the map, by pressing the marker beside its name or by dragging it to the spot you want. The token is bound to the sheet rather than copied from it: rename the character and the nameplate follows, and taking the token off the board never touches the character.
  • The character sheet grew a token image at the foot of its Core page — a loader while the sheet is being written, and just the round token while it is being read. What a player picks there is what the table sees, and it reaches a token already on the board without a reload.
  • A player may move their own token and nothing else. They cannot make one, change one or remove one. Every one of those refusals is made by the Guild rather than by hiding a button, so it holds however the request arrives.
  • Locales gained a wall and door layer. Draw a wall or a door, drag either end, move it or delete it — and a token travelling from one square to the next is stopped by a wall, or by a door standing shut. That is checked by the Guild, not only in the browser.
  • Opening a door is play, not map editing, so any member of the Adventure may do it. An open door is not a barrier, which is the whole point of opening one.
  • Dungeons now carry their own walls. The generator traces the outline of the floor and every door it placed, and that geometry travels with the map into an Adventure — so a transferred dungeon arrives already walled, with its doors already doors. It is never drawn onto the picture; the map image is exactly what it always was.
  • Those traced walls are simplified into the long runs a person would have drawn rather than a wall per grid step, and a doorway — an opening with nothing in it — becomes no barrier at all, while a secret door stops movement exactly like the stone around it.
  • Added fog of war, per Locale. Arm Reveal Fog, drag a rectangle over the map, and that much is uncovered for everyone. It is drawn at half strength for whoever is running the table, so they can read the map through it, and solid for everyone else.
  • Reset Fog of War draws the cover back over the whole map; Map Reveal takes the fog layer off it entirely. New Locales arrive covered, and Locales that already existed are left uncovered — a campaign in play does not come back to blacked-out maps.
  • Tokens are no longer rebuilt from nothing on every refresh: they are kept and updated in place, so a selection survives, and the browser stops re-fetching every portrait it already has. Token images now revalidate rather than being read out of the database again, which a busy map feels.
  • A token is dragged on its own layer now rather than by moving it through the page’s layout, and one position is sent when you let go — not a stream of them all the way across the map.
  • Fixed: a truncated or corrupt image gave a blank failure on upload instead of saying what was wrong with it.
  • Virtual Tabletop
  • Tokens
  • Fog of War
  • Walls
  • Character Sheets
  • Map Generators
7 September 2026

Maps you can dress, and a sheet you can cast from

Maps stopped being one fixed look. Dungeons and caverns can now be given a floor, a ground color and a grid color of your choosing — a stone floor on grey, a sandstone one on blueprint blue — and caverns grew a size control, an entrance you pick, and halls that curve the way you ask. At the table, the character sheet learned to cast: a wand on every spell card spends the slot, tells the room what was cast, and reads the spell out with it.

  • Dungeon floors can now be stone, cobblestone, slate, cavern, dirt or sandstone instead of plain white — laid under the whole dungeon, with the ground outside it left as it was. Every texture is shown at true scale in the chooser, so you pick the grain rather than the word.
  • Background and Grid Color are choices now, not fixtures: white, grey, black, brown, or a blueprint blue. Blue ground with a white grid gives a proper blueprint; white ground with a blue grid gives the drafting-paper inverse.
  • The tactical grid is its own layer on the dungeon, cavern and city maps. Switching it off restacks what is already drawn instead of redrawing the map, so the same dungeon is there with and without it.
  • The Map Key follows the map. Its floor swatch takes whatever texture you chose, its background swatch takes your ground color, and its grid line takes your grid color — or drops away entirely when the grid is off.
  • Caverns can be zoomed, fitted and dragged, with the same controls the dungeon and castle maps already had.
  • Caverns gained a Map Size — Small as before, Medium at twice the ground, Large at four times — with the cell staying 5 feet throughout, so a larger cave is more cave rather than the same cave drawn bigger. Chambers, passages and encounters all scale with it; a large cavern no longer stops at ten keyed areas.
  • Caverns gained an Entrance setting: random, or pinned to the east, west, north or south side, or opened in the centre of the map. Every cavern type honours it.
  • A crawling cave can now run as a named shape on the larger maps — a C or a reversed C, a U or an inverted one, an S or a reversed S — or wind as it always has. Which are on offer depends on where you put the entrance, since a hall entered from the east cannot bend into a U.
  • A crawling cave may also grow up to two side branches: a loop that leaves the main hall, wanders alongside it through chambers of its own, and rejoins it further on — a way round rather than a dead end to walk back out of.
  • Fixed: large crawling caves could come out as a weave of passages stringing back and forth across the whole map. One layout variant threw each stretch of hall clear to the other side; on the bigger canvases that meant every passage crossing every other. Halls now sweep.
  • Fixed: a compact crawl drawn on a large map sat in one corner with most of the canvas empty beside it. It now spreads to the map it is given.
  • Every spell on the character sheet now carries a wand while the sheet is being read. Press it and the Guild asks which slot to spend, spends it — ticking the box in Spell Slots, so there is one record of a slot and not two — and reads the spell into chat.
  • A spell is offered at higher levels when the spell itself says what a bigger slot buys, and the text that goes with that level comes through with it. A spell that gains nothing from a larger slot is not offered one.
  • Ask for a level whose slots are gone and the Guild says so rather than letting the count run past empty, with any level that still has one a press away. Cantrips cost nothing and simply go out.
  • A cast reads in chat as a card rather than a paragraph: who cast what and with which slot, the casting time, range, components and duration in two columns, then the spell as written.
  • The sheet’s Edit button is now a padlock — shut while the sheet is being read, open while it is being written. It works exactly as it did.
  • The Offense table gained a Mastery column, showing the weapon’s 2024 mastery property when the character’s class grants Weapon Mastery and they are proficient with that weapon. Cleave and Nick — the two that give you another attack roll — carry a die to roll it with.
  • Tidied the Offense columns: each heading now sits over the tokens it names, the attack bonus sits against the die that rolls it, and the damage keeps its die beside it rather than at the far edge of the column.
  • In the Character Creator, class skills are now chosen in a dialog of their own when you pick the class, and it reappears if you try to move on before spending them.
  • Picking a background that grants a skill you have already taken now says which, and offers a replacement from the full list, so a choice is never quietly spent on something you already had.
  • The background’s ability increases moved into their own dialog, opened from a button in the ability step or by trying to move on before they are spread.
  • Create Character now asks you to sign in rather than appearing to work, and saves to your library when you are.
  • The class tables behind the creator now follow the 2024 progression: ability score improvements at 4, 8, 12 and 16, an Epic Boon at 19, and the subclass chosen at 3rd level, across all twelve classes — with Weapon Mastery at 1st for the five classes that get it, and cantrips-known counts for the classes that have them.
  • Map Generators
  • Caverns
  • Character Sheets
  • Spells
  • Character Creator
  • Virtual Tabletop
5 September 2026

The kit hands you gear, not a sentence

A starting kit used to drop lines of rules text into your pack. “Scale mail or leather armor” sat in the inventory as a question nobody had answered, and “Light crossbow and 20 bolts” sat there as one row that was really two things. Today the creator reads those lines and hands you the equipment they mean — with the weight, the armor class and the attack lines that come with it. The spell step learned what each class actually gets, and the Review learned to call everything what the tabletop sheet calls it.

  • Every kit line that offers a choice is now a row of buttons in the kit itself — scale mail beside leather armor, one press — and the alternative you pick lands in your pack as the real item, not as the sentence it was written in.
  • Kit lines are read as equipment. A line that grants several things becomes several rows, the rules’ wording is matched to the catalogue’s, and counts are read off — so “two handaxes” is two handaxes and “light crossbow” is the crossbow the sheet can work an attack out of.
  • Where a kit offers a category rather than an item — any simple weapon, a musical instrument, a set of artisan’s tools — it now offers the shortlist as a dropdown. Two martial weapons gets two dropdowns, so they can be two different weapons.
  • Ammunition is counted, not bundled: a kit’s twenty arrows arrive as twenty arrows you can spend, and a quiver of them arrives as the quiver and the arrows both.
  • Every weapon now carries its 2024 mastery property — Cleave, Graze, Nick, Push, Sap, Slow, Topple, Vex — and it shows beside the attack it belongs to.
  • The spell catalogue defaults to your own class list rather than the whole book. Tick Unabridged to see everything; the level ceiling and the other filters still apply either way.
  • Rangers and Paladins are no longer offered cantrips, because they do not get any. The counter, the level filter and the cantrip schools all step aside for them.
  • Prepared spells now come from the class table instead of an older formula. A 1st-level Ranger or Paladin prepares two spells rather than one, and Sorcerers and Warlocks have a count at all.
  • A 1st-level half caster can now see the 1st-level spells they are entitled to. The step used to offer them a list of cantrips they cannot learn and nothing else.
  • Lineages read in full wherever they are named — Blue Dragonborn, Wood Elf, Cloud Giant Goliath — instead of a bare branch beside the species it already names.
  • A skill something has already granted is now greyed out everywhere it would be offered again, with the reason on hover, so a feat cannot spend a choice on a proficiency the background handed over for nothing.
  • Review is the tabletop sheet, filled in early. Its tabs are the sheet’s tabs — Core, Battle, Equipment, Features, Spells, Chronicle — and its tables are the sheet’s tables, Defense and Offense included, under the same headings.
  • The Chronicle carries the sheet’s own Appearance, Personality and Backstory fields, and what you write there now reaches the table instead of being asked for twice.
  • Character Creator
  • Equipment
  • Spells
  • Character Sheets
  • Species
  • Skills
4 September 2026

A creator that asks one question at a time

The Character Creator has been rebuilt. It was a sheet of tabs that asked for everything at once and left you to work out what depended on what; it is now a guided flow that asks one question on each screen, in the order the answers actually build on each other, with the character taking shape beside you as you go. On the tabletop side, the character sheet stopped asking you to type what it can work out for itself — attacks, armor class and what a pack weighs all now follow the gear a character is actually carrying.

  • Rebuilt the Character Creator as a guided flow: one question to a screen, the steps listed down the left, and the character being built shown in full down the right. Nothing is hidden behind a tab any more.
  • The flow shortens itself to the character. Lineage appears only for a species that has branches, Level Feats only once a feat level has been reached, Spells only for a class that casts — and the progress count counts only what this character actually has to answer.
  • A step you cannot reach yet says what it is waiting on, and any step already answered can be gone back to at any time, from the rail or from the character panel.
  • Changing an earlier answer names exactly what it will clear before it clears it — the class you are swapping, the skills that came with it, the kit it granted — and then lets the change through. It never quietly drops a choice, and it never blocks one.
  • The creator opens on the four class groups the 2024 rules sort every class into — Warrior, Expert, Mage, Priest — each with a symbol drawn for it. The answer sorts the class step and nothing more: every class stays one press away.
  • Role, class, subclass, background, species and lineage are all chosen from the same portrait cards, four to a row, with the full detail of whichever card you are on opening underneath.
  • Ability scores by standard array, 27-point buy, four d6 dropping the lowest, or typed straight in for a character built elsewhere — with the background’s +3 laid over the top as its own layer, so it can be respread without rerolling anything.
  • Equipment puts the class kit and the background kit side by side, each offering the gear or the gold instead of it, and opens a shop for whatever gold you took.
  • Review is the finished character on one page: proficiencies, saving throws and skills, the attacks as the tabletop derives them, weapon mastery, spells, everything carried, every feature, and the story behind them. Print it from there.
  • Work is kept as you go, both on the device and in your library, and a draft is picked up again on your next visit without asking you about it.
  • On the tabletop sheet, Defence and Offence are read off the equipment rather than typed. Tick a suit of armor or a weapon as worn and its line writes itself — and puts itself away again when you unequip it.
  • Armor class now follows the armor actually worn: its own rating, the Dexterity it allows on top, a shield in the other hand, and any enchantment named in the item.
  • Every attack the character can make, the unarmed strike included, with its attack bonus, damage, range and properties worked out from the weapon and the ability it is used with.
  • Carrying capacity by Strength and size, with each item bringing its weight from the catalogue the first time it is added, a running total against the limit, and a speed that drops when the load says it should.
  • Spell descriptions on the sheet now read as they were written. The tables that spells like Teleport and Prismatic Wall print come through as tables, and the bold run-ins, italics and bulleted lists with them — on every level tab and on Prepared.
  • Character Creator
  • Character Sheets
  • Equipment
  • Spells
  • Ability Scores
  • Virtual Tabletop
31 August 2026

A map already drawn, and pictures for the Library

Today’s work removed the two emptiest moments in the Guild: arriving at a map generator to be told there is no map yet, and reading a Library entry that is nothing but text. Along the way the character sheet learned to show where an ability score came from, and a few things were renamed, opened up or put away.

  • Every map generator now opens on a finished map rather than an empty frame. The dungeon, cavern, castle and city each draw one as the page loads, using the settings you last chose, so the first thing you see is a map you can already read.
  • Library entries can now carry a picture of their own — shown large in the corner of the open card, and repeated as a small mark beside that entry in the results list, so a shelf can be scanned by eye rather than read line by line.
  • Laid in a set of 4,154 icons across 54 subjects — animals, weapons, shields, creatures, buildings, flags, vehicles, music, plants, medical and more besides — each one drawn as a framed plate with a colored symbol on a dark ground, and no icon filed in two places.
  • Ability scores on the character sheet now keep three lines while you are editing: the score as it was assigned, any adjustment since — an ability score improvement, a magic item — and the total the modifier is worked out from. Outside edit mode the card reads exactly as it always has: one number and its modifier.
  • Every token the sheet derives — saving throws, skills, spell save DC, armor class, carrying capacity — now follows that total, so an improvement reaches the whole sheet from one place.
  • The Equipment library now reads as open to everyone, the same as the rest of the Library. It always was; the menu simply said otherwise.
  • Storytellers is now Game Masters throughout the Guild — in the menu, on the home page and on the landing pages — because that is what the role is called at the table.
  • The full Version 1 target has moved forward from Q2 to Q1 2027, and the pricing page and welcome notice now say so.
  • Added Who’s Behind It under About: who is building this, why it exists, where it honestly stands, and what is promised in return.
  • Put the Guild section away for now. The forum, Looking For Group and Contributors pages are all still there and still work — they have simply left the menus until there is enough happening in them to be worth the trip.
  • Removed the two counters that were doing no work: the discounted Charters tally on the pricing page and the visit count on the front page.
  • Maps
  • Library
  • Icons
  • Character Sheets
  • Navigation
  • About
30 August 2026

Thirteen ways to make a hero, and a library within reach of the table

The last two days added a page for rolling ability scores every way the game has ever asked for, brought the whole reference library within reach of the tabletop, and gave the Heraldry Maker its ordinaries and the patterned lines that go with them.

  • Added the Ability Score Generator under Players, with thirteen ways to make a set of scores — from 3d6 straight down the column to the modern point buy — each one explained where you choose it.
  • Grouped the methods by what they ask of you: rolling in order, rolling and then assigning, and spending points, so the difference between them is plain before the first die is thrown.
  • Every roll lands as a tile you drag into the ability you want, swap between two abilities, or drag back to the row. Hovering a tile shows the individual dice behind its total, and a reset returns the set to the way it was rolled.
  • Added the 5e point buy on the Player’s Handbook cost curve, the Standard Array, a Low Power Array, and a 3d6 twice method that rolls two complete sets in order and lets you keep the one you prefer.
  • Kept the older methods with their own character intact: 4d6 dropping the lowest, twelve scores rolled and the best six kept, two sets rolled per ability, and the classic point pools.
  • The generator borrows your Dice Roller settings, so dice are colored the same on both pages, and on a narrow screen the table fills the width while the method list moves behind the settings button at the bottom left.
  • Opened a Library beside the tabletop with six shelves — Equipment, Feats, Magic Items, Monsters, NPCs and Spells — each entry opening into a full card without leaving the game.
  • Entries can be dragged straight onto a character sheet: equipment and magic items into the inventory, spells into the spellbook at their own level, feats among the features.
  • Added an Equipment shelf to the Library pages, filtered by category and kind, with cost, weight, damage, armor class, properties and description on every item.
  • Enumerated +1, +2 and +3 versions of every weapon in the catalogue — 111 new entries, bringing the magic item list to 338 — matching the way magic armor was already listed piece by piece.
  • Laid in equipment artwork: pictures are served from the Guild’s own store, cached per item, and appear beside a row and on its card as each one is drawn.
  • The character sheet now takes size from the chosen species rather than leaving it to be typed.
  • Changing a character’s background swaps its features out for the new ones and asks how to spend that background’s ability increases — +1/+1/+1 or +2/+1 — adding them to the scores, and taking exactly those points back if the background changes again.
  • Added a saving throws panel with a die beside each save: rolling it sends dice to the map and reads in chat like any other roll, captioned with the save it was.
  • Gave the Heraldry Maker its Overlays — bend, bend enarched, pale, fess, cross, saltire, chevron, pile and gemel now lie over the field rather than dividing it, several at a time, each with its own color, width, rotation, flip and free dragging on the preview.
  • Added thirteen heraldic lines to those overlays — engrailed, invected, embattled, indented, dancetté, wavy, nebulé, raguly, potenty, dovetailed and rayonny — drawn as true partition lines along the whole run of the ordinary.
  • Field divisions and patterns now centre on the silhouette you have chosen, so a pennon or streamer is quartered across its own outline instead of the canvas behind it.
  • Re-cut the charge artwork so charges drawn open — a portcullis, a ladder, a ship’s wheel — keep their gaps and show the field through them.
  • Ability Scores
  • Dice
  • Library
  • Character Sheets
  • Virtual Tabletop
  • Equipment
  • Heraldry
28 August 2026

The Heraldry Maker gets a drawn armory

Today's work replaced the Heraldry Maker's handful of placeholder symbols with a full armory of hand-drawn charges, and rebuilt the controls around them so a coat of arms can be composed and colored with far more care.

  • Added 149 hand-drawn heraldic charges — beasts, birds, monsters, ships and sea creatures, plants, buildings, arms and armor, crowns, tools and emblems — drawn in the woodcut style of a herald’s roll.
  • Grouped the armory behind a Charge Type chooser, so picking a wyvern means browsing twenty monsters rather than scrolling past a hundred and fifty of everything.
  • Gave every charge its engraved linework — feathers, scales, stonework, a ship’s rigging — drawn over the body instead of a flat silhouette.
  • Added a Lines color control so the engraving can be colored independently of the charge itself, and made both settings belong to each charge rather than the whole shield.
  • Opened up the charges that are meant to be seen through: the lattice of a portcullis, the rungs of a ladder, the loops of a serpent knot, and the spokes and handles of a ship’s wheel now show the field behind them.
  • Made field patterns draggable: select a division in the preview and slide its checkers, stripes or scales into the position you want.
  • Extended the pattern scale to three times its old range, for bold heraldic blocks rather than fine texture.
  • Turned Add Charge into a duplicate of the charge in hand, carrying its symbol, colors, size and rotation across so a matched pair takes one click.
  • Enlarged the shield and banner preview by a third and the motto by half, and gave the preview a neutral charcoal backdrop so colors read true rather than against the palette.
  • Removed the glow from the selected charge, so what you see on the shield is what a finished crest looks like.
  • Retired the last of the old programmer-drawn symbols; every charge in the picker is now drawn artwork, and existing coats of arms carry across to their drawn equivalents.
  • Heraldry
  • Charges
  • Design Tools
  • Patterns
  • Color
27 August 2026

A character sheet that carries the whole character

The last two days turned the tabletop character sheet into a complete record of a character — the gear they carry, the features they have earned, the spells they know and the story behind them — and made supporting the Guild a simpler choice.

  • Turned Equipment into a working inventory with rows added on demand, sorting by item or type, running weight totals for each line, and a trashcan to remove anything the character has put down.
  • Gave Features its own strip of Species, Class, Background and Feats tabs, with every feature presented as a full-width card whose name sits on a banner above its description.
  • Built a Spellbook of Prepared, Cantrips and 1st through 9th level tabs, where each spell opens to show its level, school, range, duration and full description.
  • Narrowed spell suggestions to the level of the tab being filled, so the 3rd-level tab offers only 3rd-level spells and the cantrip tab only cantrips.
  • Added a prepared tick beside every spell, which copies it into the Prepared tab, and a trashcan on each level tab for dropping a spell from the character altogether.
  • Derived the Spellcasting tokens from the chosen class and subclass, filling in casting ability, ability bonus, save DC and spell attack without anything being typed.
  • Read tool proficiencies from the equipment carried, so kits and instruments appear beside the skills with the ability each one is rolled against.
  • Rebuilt the Chronicle tab around an Appearance panel covering size, gender, height, weight, age, eyes, hair, skin, frill, markings, voice, clothing and mannerisms, and a Personality panel holding two traits with an ideal, a bond and a flaw.
  • Kept the portrait and identity block fixed at the top of the sheet while Features, Spells and Chronicle scroll beneath their own headings and tabs.
  • Made a character removable from a tabletop by the player who owns it or by the Game Master.
  • Corrected an autosave that could empty a character when a control used outside edit mode fired, and marked saves in progress in red so the notice is plain while it lasts and gone the moment the save lands.
  • Simplified Contributing with one shared amount picker, a smaller three-dollar option, and the contribution credited to the signed-in account.
  • Brought the Chatroom down to the same comfortable reading width as the rest of the Guild.
  • Character Sheets
  • Spells
  • Equipment
  • Virtual Tabletop
  • Contributions
  • Chat
25 August 2026

Character sheets become a complete tabletop companion

Today's work refined the Guild's visual atmosphere, brought generators into better focus and transformed tabletop character sheets into a compact record built for active play.

  • Replaced scene-based theme backgrounds with lightweight CSS-generated ambient lighting and map-grid textures that adapt automatically to every color palette.
  • Aligned the Guild's main landing pages with the clearer Maps and Storytellers presentation for a more consistent route into tools and features.
  • Corrected overlapping fields in the Treasure Generator so coin, gemstone and magic-item results remain readable across generated hoards.
  • Improved the Encounter Generator by removing unfinished status text and presenting level-appropriate individual treasure directly inside qualifying encounters with cleaner descriptions.
  • Made the character portrait and identity controls a shared top section that remains in the same place throughout Core, Battle, Equipment, Features, Spells and Chronicle.
  • Rebuilt the Battle panel around compact health and combat controls, successive Exhaustion and Death Save trackers, and editable Defense and Offense tables for armor and weapons.
  • Refined the Core Skills grid so proficiency markers align vertically in every column, and reordered Equipment ahead of Features for quicker access during play.
  • Raised animated tabletop dice above character sheets and other floating panels so every roll remains visible without interrupting interaction.
  • Expanded the Guild's readiness for busier play periods, improving support for more simultaneous visitors, active Adventures and real-time tabletop activity.
  • Character Sheets
  • Virtual Tabletop
  • Encounters
  • Treasure
  • Themes
  • Responsive
24 August 2026

Heraldry becomes a hands-on workshop

Today's work made heraldry design faster and more visual while improving shared navigation, responsive generators and account themes across the Guild.

  • Rebuilt the Heraldry Maker controls around compact visual selectors and translucent, continuously looping carousels for silhouettes, field divisions and fill styles.
  • Added live heraldic previews, high-contrast centered selections and wrapped previous/next navigation so every carousel updates the finished design immediately.
  • Expanded field construction with Pale, Bend, Bordure, Saltire, Pile, Fess, Cross, Chevron and Chief, each with independently editable field and ordinary fills.
  • Added checkerboard and checkered-diamond patterns with the existing color, scale and rotation treatments, plus clearer black-and-white field-division diagrams.
  • Expanded layered charges with horizontal flipping, centered rotation, preserved transforms while dragging and a true empty state that allows every charge to be removed and added again.
  • Improved navigation so public pages remain easy to reach and membership-only tools show consistent sign-in or upgrade guidance.
  • Improved responsive generator columns and related layouts across castle, cavern and city tools, while extending account and seasonal-theme support.
  • Heraldry
  • Visual Design
  • Responsive
  • Navigation
  • Themes
23 August 2026

Player creation expands from spellbooks to symbols of the realm

Today's work broadened the player workshop into a connected set of builders while improving membership and checkout experiences across the Guild.

  • Launched the Spellbook Builder with class and level filtering, separate spells-known and cantrips-known guidance, searchable spell cards, accordion details and a drag-and-drop spellbook.
  • Added the Bastion Builder for planning 5.5e facilities, orders, hirelings, defenders and Bastion turns in a persistent local workspace.
  • Compiled a new structured companion catalogue covering familiars, Pact familiars, summoned spirits, created undead, animated allies, Beast Master companions, Simulacrum and Spiritual Hammer.
  • Built the Companion Builder with type and source filters, expandable stat cards, drag-and-drop roster creation and automatic local saving.
  • Introduced the Heraldry Maker with shield and banner silhouettes, independent field divisions, colors, gradients, patterns, textures, mottos and up to four draggable heraldic-charge layers.
  • Introduced the Token Crafter with image upload, direct positioning, five frame shapes, color and texture treatments, image correction controls and PNG exports sized from one to four tabletop grid squares.
  • Added a detailed public Feature List under About that explains Explorer, Adventurer and Artisan permissions, tools, community participation and Charter equivalents.
  • Refined membership pricing and checkout behavior, including current Artisan pricing, updated Stripe destinations, annual defaults, Charter discounts and new-window checkout handling.
  • Improved paid enrollment with clearer welcome messaging and a free Explorer fallback when checkout does not complete.
  • Spellbook
  • Bastions
  • Companions
  • Heraldry
  • Tokens
  • Membership
  • Stripe
22 August 2026

The whole guild comes together from generator to game night

Today's work connected more of the guild into one clear journey: discover a tool, create something useful, and carry it directly into an Adventure.

  • Rebuilt the home page as a full-site introduction with previews for maps, kingdoms, characters and the Virtual Tabletop, plus a responsive image gallery with full-size modal viewing.
  • Refreshed the main navigation landing pages around the Storytellers layout, replacing the old tile-heavy presentation with clearer descriptions, calls to action and focused visual examples.
  • Expanded Guild with a signed-in community landing page, Forum subjects for Feature Requests, Bug Reports and Play by Post, and a Looking For Group destination. Every membership may read, while Adventurer and Artisan members may post.
  • Unified Transfer to Adventure across dungeon, cavern, castle and city generators, with correctly aligned grids and retained encounter data ready for play.
  • Improved tabletop preparation with GM-movable lexicon markers, consistent generated-map handling and cleaner encounter dialogs.
  • Added matching zoom, fit and pan controls to castle and city maps, with generator headings centered above their content panels.
  • Made long NPC, hazard, treasure, puzzle, weather and text-generator results independently scrollable so generated details are no longer clipped.
  • Standardized modal close controls throughout the app and refined background washes, character-sheet tab behavior and responsive layouts.
  • Updated Charter recognition to begin at 41 of 500 and grow with new Charter members, while adding a Contribute action to the home and pricing pages.
  • Home
  • Guild
  • Map Generators
  • Virtual Tabletop
  • Stripe
  • Responsive
21 August 2026

Character sheets find their parchment and the guild sharpens its welcome

Today's update focused on making character records feel at home on the tabletop while helping new players find the guild's most useful tools.

  • Rebuilt the 5.5e character sheet as a theme-aware parchment document with a clean view mode, a deliberate Edit/Done workflow and legible handwritten values.
  • Condensed the Core page around portrait, identity, ability scores and skills. Skill proficiency now cycles through not proficient, half proficiency, proficient and expertise from one compact control, with all skills arranged in three columns.
  • Added editable current experience and automatically calculated next-level experience beside subclass information, with a simple current/next presentation outside edit mode.
  • Tuned character-sheet paper colors for Dragon Rage, Pumpkin Spice and Fey Magic, and corrected read-only selector artifacts in Celestia and Modern Internet.
  • Standardized theme-aware close controls across character sheets, tabletop bars, GM panels, tooltips, settings and generated dialogs.
  • Improved search presentation around Dungeon Generator and Virtual Tabletop with clearer page names, focused explanations and dedicated discovery content.
  • Clarified membership terms: Adventurer includes 30 GB of download bandwidth, while Charter lifetime access retains its tier at the quotas and fair-use limits currently assigned to that tier.
  • Character Sheets
  • Virtual Tabletop
  • Themes
  • Accessibility
  • SEO
  • Membership
20 August 2026

A tabletop that works like a campaign desk

Today’s work concentrated on turning the Virtual Tabletop into a more complete, persistent workspace for game masters and players.

  • Added persistent, automatically saved 5.5e character sheets with Core, Skills, Battle, Features, Equipment, Spells and Chronicle tabs. Species, lineages, backgrounds, classes and subclasses draw from the guild’s reference data and populate level-appropriate features.
  • Expanded encounter preparation with editable encounter records and dungeon-generator-backed random content for monsters, traps, treasure and other encounter types.
  • Improved saved-map loading: the viewscreen remains covered until every layer is ready, matched grids align to map artwork, and the final locale can be deleted cleanly back to a blank adventure.
  • Refined the GM, player, layer and dice bars with rotation, close and restore controls, direct die selection, hand-tool access and responsive sizing.
  • Dice now scatter and rotate, distinguish kept and discarded results, disambiguate 6 and 9, and gently separate overlapping rolls.
  • Campaign, document, chat-room and adventure entry views received clearer layouts, deletion workflows and responsive presentation.
  • Transferred and saved maps now retain their artwork more reliably between sessions and devices.
  • Character Sheets
  • Virtual Tabletop
  • Maps
  • Encounters
  • Dice
  • Campaigns
19 August 2026

The guild gets a clearer, more personal workspace

Themes, navigation and the tabletop workspace were refreshed together, making the guild easier to read, navigate and personalize.

  • Eight themes now pair their palettes with matching artwork. Autumn Eve became Pumpkin Spice, while Modern Internet gained a clean artwork-free surface.
  • Theme selection on the account page previews colors and backgrounds live before changes are saved.
  • Navigation was reorganized around player and storyteller workflows: Tabletop became Storytellers, Workshop joined it, and Dice Roller moved into Generators.
  • Responsive navigation keeps the menu and account controls accessible on short windows and phones.
  • The tabletop Adventure panel gained a fixed heading, tool tabs and player list, with locale tiles scrolling independently.
  • Themes
  • Account
  • Navigation
  • Responsive
  • Virtual Tabletop