The Virtual Tabletop

Gaze into the scrying mirror

Run Elder Realm encounters from a tactical view or step into character point of view. The multiplayer 3D scene carries the same characters, rules, terrain, weather, senses, effects, and audio as the rest of the game.

The 3D scrying-mirror battlefield
A world, not a map

28 terrain presets. Two ways to play.

Stage encounters across 28 terrain presets, then choose the view that fits the moment: overhead tactical control for the whole battlefield or character point of view at ground level.

  • 28 terrain presets for varied encounter spaces
  • Tactical 3D control for positioning and encounter flow
  • Character point of view for exploration at ground level
  • Walkable, height-mapped terrain — hills, not flat planes
  • A clean 3D dungeon-room battle mat by default
  • Opt-in walkable "splat" environments
Animated 3D creature tokens on the board
Characters in the shared scene

The sheet and battlefield stay connected

Heroes and opponents occupy the same multiplayer scene while character state, combat position, and encounter actions stay tied to the live game.

  • Animated 3D hero tokens, alive on the board
  • Characters and opponents placed in the shared 3D scene
  • Collision & wall-blocked movement — no two share a hex
  • Right-click radial menus: examine, loot, parley, attack
GM fog of war and walls over the 3D board
See through the character

Vision changes with who you play

Character point of view reflects the scene from ground level, while UltraVision and Infravision give different characters different ways to read darkness and terrain.

  • Fog of war + dynamic walls you place live
  • UltraVision and Infravision tied to character capabilities
  • Tactical and character views share the same encounter state
  • Day and night change what the scene communicates
Weather and day-night cycle in the VTT
A world that breathes

Weather you can see and hear

Move among 14 weather states, advance time through day and night, and let the soundscape respond. Biome ambience, weather layers, and state-aware music work together so the scene sounds like the world it represents.

  • 14 distinct weather states
  • Living biome soundscapes and day/night ambience
  • Weather audio layered over the current environment
  • State-aware music that follows play
Spell effects and casting-time counters in combat
SpellFX Lab

Author an effect once. Share it with the table.

Game Masters can author shared visual effects in the SpellFX Lab, preview them, and link them to spells and abilities so the same effect appears when that action is used in play.

  • GM-authored shared visual effects
  • Effects linked directly to spells and abilities
  • Preview before using an effect at the table
  • Consistent visuals across the shared encounter
A Game Master preparing an encounter
Shadow Battle

Rehearse the encounter without touching the live game

Shadow Battle gives the GM a private encounter rehearsal that preserves the live campaign. Replay the fight, test variants, and compare multi-run outcome statistics before the party arrives.

  • Private GM rehearsal separated from live state
  • Replay the same encounter and test variants
  • Run multiple simulations for outcome statistics
  • Return to the preserved live game when ready
Live character cards

Your party, brought to life

Every hero's card resolves live from their real sheet — armor, defense, hit points, spell points, fatigue and phase order — and updates the instant the sheet is saved.

Silver Draconian battle-mage character card — Vex, Level 3
And everything else in the mirror

A complete table, ready to run

Points of interest

Drop POI markers across the map — landmarks, lairs, secrets and quest hooks your players uncover as they explore.

The SpellFX Lab

Author shared visual effects, preview them, and link them directly to spells and abilities.

Encounter Builder

Filter the bestiary by terrain and type, preview the inspected creature in live 3D, and deploy a whole roster onto the board.

Props & ambient FX

Drop temple ruins, rocks, braziers and animated set-dressing; add flickering torches, shimmering water and drifting mist per hex.

Living soundscapes

Biome ambience, day/night sound, weather layers, and state-aware music respond to the scene.

In-table voice chat

A WebRTC voice mesh built right in, for remote tables that still feel like everyone's in the room.

Live character cards

Every party member's card resolves live from their real sheet — armor, defense, hit points, spell phases — and updates the instant a sheet is saved.

Shadow Battle

Privately replay encounters, compare variants, and review multi-run outcome statistics without changing the live game.

8 players + 1 GM

Real-time multiplayer sync for a full party, with persistent boards that survive a reload — or a restart.

Discovery maps

A campaign map with room-by-room reveal fog and a "you are here" — players uncover the dungeon as they explore it.

Token radial menus

Right-click to act: knowledge and action branches for your own heroes, examine / loot / parley / strike for your foes.

Maps & discovery

Whole dungeons, room by room

Hand-built battle maps your players uncover as they go — with reveal fog, a "you are here," and a path straight into the 3D mirror.

Isometric multi-room dungeon battle map