Remember that childhood game where you'd leap from cushion to cushion because the carpet was deadly molten rock? Well, now your D&D players can relive that trauma. You're welcome.
ChronicleVTT v4.5 introduces a proper terrain system. And by "proper" I mean "will absolutely ruin your barbarian's day when they charge headfirst into a pool of acid without looking."
๐ง Difficult Terrain: The Polite Kind of Awful
Some terrain just wants to slow you down. It's not trying to kill you โ it's more of a gentle inconvenience. Like queueing at the post office, but for adventurers.
With difficult terrain, every 5 feet of movement costs 10 feet from your speed. The system calculates this automatically when you're using ghost movement โ that preview mode where you can see exactly where you'll end up before committing. Try to walk 30 feet through mud? You'll make it 15. Mathematics: ruining fun since forever.
โ ๏ธ Hazardous Terrain: The Floor Actually Is Lava
And then there's the terrain that actively wants you dead.
Yes, lava really does 10d10 damage. That's not a typo. Lava is hot. Very hot. "Probably should have listened to the wizard who suggested we go around" levels of hot.
Hazardous terrain does double duty: it costs extra movement and deals damage when you enter or start your turn there. The dice roll automatically when you commit your move, and everyone sees the result. Nothing says "tactical decision" quite like watching your rogue take 47 fire damage because "the treasure room is just on the other side."
GM Controls: Be Kind (Or Don't)
GMs can toggle a few options:
- Auto Effects โ Damage and movement costs apply automatically (recommended for the full "consequences" experience)
- Damage in Combat Only โ Terrain only hurts during initiative, so exploration doesn't become a slog
You can also just turn the whole terrain system off if you want to go back to imaginary floors that don't judge you.
๐ฆ Map Sets: Your Before/After/Transition Triplets
ChronicleVTT's signature feature is the three-state map system โ Before, Transition, After. But until now, loading all three maps meant three separate clicks and hoping you remembered which dungeon collapse went with which intact floor.
No more. Map Sets let you bundle three maps together as a named group. One click loads all three to their correct layers. The tavern, the tavern mid-fight, and the tavern that is now mostly on fire? That's one Map Set. The bridge, the bridge collapsing, and the chasm where the bridge used to be? Another Map Set.
Map Sets live in your Vault under a new "Map Sets" tab. Create a set, give it a name, click the three maps you want to link, and you're done. Prep time just got a lot shorter.
๐ผ๏ธ Core Assets Library
Speaking of maps, we've started building a library of built-in battlemaps that everyone can use. Blank grids, basic taverns, dungeon floors, outdoor environments โ all free, all ready to use. No uploads required.
Think of it as the "starter pack" for GMs who want to run a game tonight without spending two hours prepping assets. The library will keep growing with each update.
๐ฎ And One More Thing...
Something Stirs in the Chronicle
Those who look carefully may find more than they expected. The observant might notice something... interactive on this very website. Something with a pulse. Something that rewards the curious.
Some secrets hide in plain sight. Others hide in the footer.
That's all we're saying about that. For now.
What's Next
v4.5 is live and ready to set your players on fire (with their consent, presumably). Here's what's cooking for the next update:
- Interactive Tutorials โ A guided first-game experience for both players and GMs
- Cinematic Mode โ Full-screen dramatic reveals for those "the dragon appears" moments
- More Core Assets โ Additional maps, tokens, and audio in the built-in library
Until then: watch where you step. The floor might be lava. Or acid. Or spikes. Really, floors in D&D are just not to be trusted.
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