Fog Dungeon

Maps, fog & torchlight

Designer guide

Design studio

**Who this is for:** the Dungeon Master building a map in **Design studio** (`/campaign/:id/design`).

**Live table** (seats, sync, smash-on-the-night) is a different surface. This guide is the design environment.

Open **Tools** in the right rail. That is the designer workbench.

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Start from any important element

You do not have to build in a fixed order. Pick what matters most:

| Begin with | What it does | Then you |

|------------|----------------|----------|

| **Dragon** | Places the biggest catalog dragon (prefers “Adult”) at map center | Build the lair around the pinnacle |

| **Player start** | Drops a “Party start” token and turns on Player POV + fog HUD | Build outward from where the party enters |

| **Torch** | 20 ft light at center | Design darkness on purpose |

| **Door** | Closed door that **blocks sight** | Split two spaces; fog is black past it until it opens |

Empty hex is also fine — drag from the library as before.

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Fog rules (locked)

Players do **not** see through walls. No line of sight → **full black**.

| Ability | Role | What you see in the studio |

|---------|------|----------------------------|

| **Wisdom** | Live noticing | Passive Perception ≈ 10 + Wis mod. In darkness with no special sight, unaided radius is PP-based: PP 10 → **10 ft**, +2 ft per PP (min 5, max 60). **Green ring.** |

| **Intelligence** | Memory **distance**, not duration | How far remembered **floors/walls** still show. Int 10 → **30 ft**, +10 ft per Int mod (15–90). **Violet dashed ring.** Duration is the archetype (fleeting / steady / photographic), not Int. |

| **Strength** | Not fog | Smash, sturdiness, rubble. Closed doors block LOS; rubble does not. |

Also:

  • Torch light is **clipped to the viewer’s LOS** (orange ring = radius; corners still black).
  • Darkvision / blindsight / truesight use **feature range in feet**, not ability mods. **Blue ring.**
  • Memory **never** keeps enemy positions.
  • Live vision is **360°** until facing is easy.
  • DM is omniscient unless **Player POV** is on.
  • Code: `docs/architecture/VISION-AND-FOG.md`.

    ---

    The five designer tools

    1. Fog HUD

    Check **Rings in Player POV**. Concentric rings in feet: Wis/PP (green), darkvision (blue), Int memory (violet), each torch (orange). Turn POV on so you *feel* the keep.

    2. Eyes of the party

    Pick a token. Drag **Wis** and **Int**. Set vision mode and memory duration. Fog updates live.

    **Two-eyes compare:** **Place Aria (Wis 16) + Gronk (DV 60)**. Green rings/outline = Aria (normal eyes, PP ~13). Rose = Gronk (darkvision 60 ft, Wis 8). Same hall, different sight. Or pick any second token in the compare dropdown.

    3. LOS paint

    Check **Click walls and doors to toggle blocks sight**. Click a wall: it blocks or doesn’t. A **closed door** is black past it; **Open** in the inspector lets the torch through. Smash stays on the live table.

    4. Memory walk (Intelligence)

    With POV on, scrub **Live → Memory → Hazy → Forgotten**. Geometry fades; monsters vanish as soon as they leave live sight. Tune Int and the memory archetype.

    5. Lights

    Per-floor **daylight / no fog**. **Drop 20 ft torch**. Slider is radius in **feet**. Light only fills what the current eyes can see.

    ---

    Suggested first hour

    1. Start campaign → land in design studio.

    2. **Begin with** either Dragon or Player start.

    3. Eyes of the party + Fog HUD.

    4. Place walls; LOS paint until corridors go black.

    5. Drop torches; watch rings and corners.

    6. Memory walk once around the loop.

    7. **Open live table** only when the fog is the one you meant.

    Membership for the full studio is later. These tools are the designer product.

    ← Full DM training manual