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Changelog

Everything we have shipped to RollQuest, newest first. Each entry links to the feature it changed.

October 2026

Conditions change your rolls In a 5e or 5.5e game, a condition on a character's token now changes the rolls they make from their sheet, with nothing to turn on. Poisoned and Frightened give disadvantage on attack rolls, checks and Initiative. Blinded, Prone and Restrained give it on attack rolls, Invisible gives advantage on them, and Restrained, Dodging and Hasted change Dexterity saving throws. The roll says why, such as Disadvantage (Poisoned), and advantage and disadvantage cancel out as the rules say, even one you picked yourself. Conditions

Death saves that keep their own count, and instant death Click Death Save at 0 hit points and RollQuest reads the roll and moves the counters, in 5e and 5.5e, on the Form View and the Canvas. A natural 1 counts as two failures, a natural 20 brings you back with 1 hit point, a third success makes you stable, and regaining hit points clears the count. Damage taken at 0 hit points counts as a failure. And when a hit takes a character to 0 with damage left over equal to their hit point maximum, they die outright, and the hit's card says so. Hit points and rests · Damage and healing

Exhaustion is one number The Exhaustion badge on a token and the Exhaustion row on the sheet are now the same level: change either and the other follows. In 5e, levels 1, 2, 3 and 5 now apply by themselves, and level 4's halved hit point maximum reaches the token. Conditions

Encumbrance is on in new games New games enforce encumbrance from the start, and a game you already have keeps its setting. Heavily Encumbered takes 20 ft off Speed, not 30, and class features, traits and spells no longer count as unweighed. Inventory and money

Concentration saves from every hit Damage entered on a character's sheet, and an attack or spell resolved at a target, now ask for the concentration save. In 5.5e the save's DC stops at 30. Damage and healing

Attacks and spells that add up An aimed attack now uses the sheet's critical range and doubles its dice in the Form View and on the Canvas, including a die an effect adds. Eldritch Blast fires one attack for each beam, and Magic Missile sends all its darts, with one more for each slot level. Cast at starts on the lowest level you have slots for and follows a standing aim, and seven 5.5e spells now scale the right button when cast at a higher level. A missed aimed attack offers the reroll its system or feature declares, such as Ninefold's Second Swing or Ashfall's Spend Fate to reroll. Aimed attacks and spells

Class features that apply themselves Depending on the edition, more features now work with no button to press: a monk's Martial Arts and Unarmored Movement, Rage damage, Archery, Dueling, Improved Divine Smite, Radiant Strikes, Disciple of Life, Jack of All Trades, Remarkable Athlete and Draconic Resilience. Your sheet at the table

Players and their characters A player can rename their character from the sheet, and the GM's New Sheet form can create a character for a player who doesn't have one yet. Locking a game no longer freezes characters: only Freeze characters does. A player invited by email and asked to bring a character sees the request before accepting, and can start building. Who can see and change a sheet · Invite players

Hide the light icons Show light icons, a new GM-only switch in the Lights panel, takes the icons off the board while the lights keep shining. Lighting

Locked doors say so A player who clicks a locked door now sees it shake and reads Locked. Doors

Remove a whole group of tokens Select several tokens, right-click one and choose Remove from Map, with a confirmation first. A removed token stays gone for your players. The token menu

A quicker Encounter Planner Set up battle now places anything still planned on the board, hidden from players, then opens Battle Setup. Click into the creature search and the library lists before you type. Plan a balanced encounter

Optimise bigger maps · Pro The background optimiser now takes maps up to 268 megapixels, up from 60. Upload a map

Macros that follow the crit Ready-made attack macros double their damage dice on a critical hit, on every plan. In a macro of your own, on Pro, add crit-from to the damage roll, or set Double dice on a crit of in the Steps view. A macro the runner stops says why, and a macro on a token's action bar reads that token's sheet. Dice, values and outcomes · Share, run and fix

More for pack authors · Pro A game system's conditions can change rolls with rollEffects and be held at a level tied to a sheet value. A subclass can make its class cast with meta.spellcasting, and whenOption asks a choice only after one option is picked. meta.instances fires several attacks from one cast, meta.upcastActions scales one button, and meta.authoringNote keeps a note from players. A game system of your own · Choices and grants · Spells

Fixes A player joining a game that's auto-paused is told the GM is offline. A rest that restores hit points from 0 takes the Unconscious badge off the token, and the rest preview folds identical rows into one. A note in a journal entity's Mentions reads Undated and opens in Notes. Bring to a game on a character's card opens the game picker straight away. Pause the game · Campaign journal · Your account library

A character's sheet goes with the character Give a character to another player in its Edit Character window, and its sheet goes with it: the new player can open it straight away, and the player before can't. Take the character back with Unassigned and the sheet is kept for you. So you can make a character's sheet before its player joins, then hand both over together. If a player still can't open the sheet of a character they play, open that character's Edit Character and click Save Changes. Who can see and change a sheet

The Sorcerer's Metamagic In a 5.5e game, a Sorcerer now chooses two Metamagic options at levels 2, 10 and 17, such as Quickened Spell or Twinned Spell, from the ten in the rules, each with its Sorcery Point cost. Level up

Homebrew feats and spells in the built-in choices · Pro A homebrew pack can add its feats and spells to the choices the built-in rules make. Name the built-in pack in your pack's new extendsPacks list, and a background's Origin feat, a level's Ability Score Improvement or feat, and the new spells a class or a feat asks for offer your matching feats and spells beside the built-in ones. The pack file · Feats, species and backgrounds · Spells

Brightline fights, and a hit card that names its attack Battle Setup now reads each Brightline villain's and Mook's Initiative off its stat block, so Ghostlight starts on +10 without you typing it. The card that asks you to roll a hit is headed with the attack's name, such as Strike: roll it, in every game system, and in Brightline chat calls the roll a rank, not damage. A power's Build window shows its attack in the sheet's words, such as 1d20 + Marksmanship − Check Penalty vs 10 + Evade. A character no player holds, such as your own hero, now takes its initiative bonus from its sheet, and you can roll its initiative from the sheet. Playing Brightline · Start a battle

Fixes Pausing, unpausing or locking the game now stops and starts the world clock on every player's screen, not only yours. After switching scenes and coming back, you and your players see the same weather. Encounter balance counts every character's level, a multiclass character's included, instead of leaving some out as having no level. Open Character Sheet shows again on the menu of a token whose sheet is linked to it. In a scene's Music settings, Loop music lines up with the rest of the list. Pause the game · Weather · Plan a balanced encounter

Spells that stay on the board · Pro A spell that lasts now stays on the board until it ends: a shimmer on each creature Bless or Hold Person is on, a ring round the cleric that walks with Spirit Guardians, a Web filling its square. Each one counts down in rounds in a fight and on the world clock outside one, ends with its caster's concentration, and can be ended from the Spell FX panel's On the board list, or ended or given a new length from a creature's Edit window or the spell's template. Spells cast without Target, such as Fog Cloud or Mage Armor, now play their effect too and ask where or who, and Keep on the board in the Spell FX panel leaves any effect on the board. Lasting spell effects

Encounter balance and the Encounter Planner In a 5e or 5.5e game, Battle Setup now says whether a fight favours the party or the enemies before anyone rolls: a meter across the party's Low, Moderate and High XP budgets, a verdict from Heavily favours the party to Heavily favours the enemies, and who's down, hurt or short of spell slots and other uses. When the fight leans one way, one click evens it out: leave enemies out, take them off the map, or add copies of one beside it. Plan encounter, under Battle, opens the Encounter Planner: tick the party and the enemies on the map, add creatures from the library, see the same balance, then place them all and set up the battle. Plan a balanced encounter

Several characters for one player A player can now play more than one character in the same game, each with its own token and its own sheet. On a computer they get a name tab for each character; on a phone, a button for each of their other characters at the top of the sheet. Each token shows its own sheet's numbers and, when it has no picture of its own, takes the picture uploaded to its sheet. There's no Primary character to tick any more: RollQuest keeps each player's default character, the first sheet they had in the game, and hands the role on if that sheet goes. When the GM makes or edits a sheet, the list now reads Assign to Character and Assigned Character, because it names the characters on the board. Who can see and change a sheet

Change a sheet value from the command palette, or from a macro Type /set, a value and a number in the command palette to change a value on character sheets without opening them: the GM's /set Difficulty 20 sets every hero at once, /set Dinged +1 @Kade marks one, and a player's /set Shine -1 takes from their own. The palette lists the values your game's system declares, with each one's range. Macros can do the same with a new step, Change a value, and Brightline's new ready-made Set Difficulty uses it: pick a Difficulty and every hero's sheet has it. Chat and chat commands · Every step, one by one

Roll tables from the command palette /table works in the command palette as well as in chat: it suggests the tables you can roll as you type, takes a count first, such as /table 2 Treasure, and rolls with the same 3D dice. Rollable tables

A ready-made attack's type is the type that lands The ready-made Weapon attack, Spell attack and Ashfall Weapon strike now carry their damage type on the attack roll, and the damage follows it, so a sword's attack set to fire hits for fire. Copies you had already added were updated to match. A roll's Damage type list also offers an earlier roll's type, such as Attack's type. Questions, cards and buttons

Object groups in the map builder · Pro Sort a busy map's objects into named groups, such as Trees or Furniture, from the new Groups list in the map builder's Settings tab. Hide a group while you work, lock it so a stray click can't move it, fade it, or move it in front of another. New objects go into the group you pick, and the Group dropdown moves objects you've already placed, a whole box selection at once. Map builder

A tidier map builder · Pro A selected object's settings now fold into sections, such as Size & angle, Where it sits and Light, each with a one-line summary, and every slider has a box you can type a number into. A floor holds 2,000 objects, up from 500, and scatter says when a floor is full instead of quietly placing nothing. A set piece on a rug now stands on it instead of vanishing underneath. Export to background keeps the builder open, each map's picture in My maps is drawn from that map's own saved version, opening another map saves your changes first, and a floor you haven't renamed is named from its height. Map builder

Lights that light the floor, not the tokens A light's glow now brightens the map under it in its colour, the way a real torch does, instead of laying a coloured film over everything: cracks and shadows stay sharp, black stays black, and a character standing in torchlight keeps their own colours. Lighting

Block Wall Passage moves to the Walls settings The switch that makes walls and closed doors stop tokens now sits at the top of the Walls settings, beside the walls it controls, instead of in the Grid settings. It still belongs to each scene, and the scene editor's Rules still has it for any scene. Walls

Mute with a right click The speaker in the GM's view controls now opens the Volume panel with a click (Stop All, Mute All and your own Music and SFX sliders) and mutes or unmutes all audio with a right click. Muting now silences the GM's own sound too, and the panel's Mute All works again. Music

Invitations, tidied up The Invite Player window now says what a link has always done: each one lets one player in, so make a new link for each player. Email invitations reach accounts with a confirmed address, and accepting one no longer cares about capitals. A player you remove can't come back in through the invitation you emailed them, and a player who goes in from their dashboard gets your build-a-character request too. Each game can send 10 email invitations an hour, and you can send up to 30 a day across all your games. Invite players

Smaller changes Shield of Faith is now aimed with Target and gives its +2 AC on the creature's sheet until concentration ends, and Bless asks which three creatures it's on. A Spell FX effect can have an Impact sound again, which plays as it lands and fades the cast sound out, and a held action's Spell FX step can be any spell in the list, not only one cast recently. Condition badges are a quarter of the token's width, so their icons show on small-grid maps. Only the GM can lock or unlock a door, and a lock now holds even against a player who clicks the door at the same instant. Changing a scene's map from the Background Library while Phase 1 is showing changes Phase 1 too. Deleting a game takes its card off your dashboard at once. A cancelled, unpaid or paused subscription counts as Free everywhere, and a new one gives its plan once the first payment has gone through. In the Form View, long values such as 14000 XP stay on one line and a feature with many outcomes shows them as a grid. Lasting spell effects · Doors · Plan and billing

Time of day in the map builder · Pro Each floor of a map now has its own time of day, in the Settings tab. It sets how light or dark the map is and which way the shadows fall, lights cast shadows of their own, and lamps come on by themselves as it gets dark. Drag a box with Select to pick several objects at once, draw a wall one square wide whatever the brush size, hang a double oak door, and lay an object flat on the floor. Map builder

A picture for every item Every item that comes with a game system now has a painted picture beside its name on the sheet, and the starter sheets lay items out as cards you play straight from the sheet, with buttons such as ATTACK and DRINK. Give your homebrew items pictures too, from RollQuest's library or your own upload, with Item pictures in My Homebrew. The class and system sheet designs are in Choose a design. Item pictures · Inventory and money

Macros that read like the chat card A macro's pop-up now looks like its chat card, Apply damage takes its type from the roll it applies (Same as damage), the editor has its own dropdowns, and Customise opens an unsaved copy of a ready-made macro for you to change. Macros: what they are

Rules and table fixes 5.5e Exhaustion now takes 2 off every D20 Test for each level, and a Long Rest takes a level off. A natural 20 is a critical only on an attack roll. Show All Tokens and Hide All Tokens work on a selection of tokens. A door drawn over a wall lets sight through when it's open. Block Wall Passage is set for each scene. Import Adventure asks for a game system when the adventure has none, and a display name no longer has to be unique. Conditions · Doors · Import an adventure

Import an adventure · Pro Start a whole game from one adventure zip. Create Game > Import Adventure checks every map, token, track and note in the zip, shows what each scene holds, then sets up its maps, walls, doors, lights, hidden tokens, map markers, vistas, phases, music and journal notes for you. The adventure stays yours to start again from Use Content Pack. How to import, and how to build a zip

The scene editor Every scene now has its own editor, opened from the gear on its card: name and notes, its map, phases, vistas, music and rules, all in one window, for any scene and without switching the table to it. Changes save as you make them. A phase picture of another size can be resized or lined up by eye, and each phase can set the scene's lighting. The Scenes panel keeps just what you need at the table. The scene editor

Playlists that crossfade, and battle playlists A playlist can fade from one track into the next, over 3 to 15 seconds, and a scene's battle music can now be a whole playlist. Music

Doors that slide · Starter and Pro Illustrated doors can slide into the wall as well as swing: one way, the other, or split in the middle, as far and as fast as you set. Doors

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Scenes grouped by game system The Scene Library lists the scenes made for your game's system first, and marks free ones. Scenes

Held actions on a delay A held action's step can wait a few seconds, minutes or in-world hours before it fires. Held actions

A new game system: Ninefold Ninefold is a near-future heist game of our own, set in 2094 in a city sold at auction to five companies that lease everything in it, down to the implants in your body. Roll 2d10 plus an Attribute and a Skill, buy extra Edge dice with Heat and keep the best two, and read a named result from Crash to Jackpot, attacks and hacks included. The crew's hacker breaks into the doors, cameras, turrets and lights on the same board as the fight, and everything the crew loots goes back to the bench to become research and new gear. The GM calls the Difficulty by name, from Routine 10 to Extreme 26, Heat and Trace tick as boxes on the sheet, and an End scene button takes the hacks that last a scene off every token at once. Ninefold has a five-step character builder, a free PDF rulebook on the Ninefold page, linked under Game System in Create Game, and an adventure to start from, The Repo Yard. Read Playing Ninefold.

Hacking on the board A game system can now put a network on the board, and Ninefold's is the Mesh. The Mesh page of a Ninefold sheet lists the scene's door locks, cameras, turrets and lights, what a breach must meet and how far away each one is. Once one is yours, its ports are buttons: a door lock opens or seals the real door on the map, and a light grid puts out the scene's lights. Share a port with an ally on the scene, a Handshake in Ninefold, and they can run it once on their own turn, at your cost. A node the GM has hidden stays off the players' panels. Read more

Research Spend a currency, such as Ninefold's Insight, on the nodes of research trees, a little at a time. An unlocked node gives a lasting bonus, new recipes or both, and the GM can grant or revoke any node. Research works on a character's own sheet or on a sheet the party shares. Read more

The workshop Build gear from the parts you hold, from a box of rounds to a pistol that comes off the bench loaded. Pick a recipe you know, and when every part and tool is there, RollQuest rolls the check, uses the parts, adds what you made and posts a card in chat. A near miss can still build something, with a flaw, and salvage recipes break loot down into parts. Read more

Mods and upgrades In a system with mods, such as Ninefold, attach a mod to a slot on a weapon you hold, such as a sight on a pistol or a shock coil on a baton, and its bonus counts on that weapon's own rolls. A weapon's card shows its slots with Attach a mod, and Detach gives the mod back. Every Ninefold weapon also takes two upgrades. Read more

Ammunition, in every system When the box a weapon draws its ammunition from runs dry, the next box of the same rounds takes over, in every system, bows and crossbows included. A weapon that loads from a magazine or a chamber, such as a crossbow, asks you to reload first when it's empty, instead of firing straight from the box. A weapon you reload has a Reload button on its card in the Form View, as well as in the Canvas sheet drawer, greyed out when there's nothing to reload from. And in the Form View every press of a weapon's attack is a shot, as in the Canvas view, so you no longer close and reopen the weapon between shots. Read more

Vision cones and torch beams A token can now see in a cone instead of all round. Untick Full circle under Vision cone on its Vision tab, set how wide the wedge is and which way it faces, and the fog clears only inside it, like a security camera's view. A light can shine in a cone too, a torch beam or a spotlight, and a torch a character carries points where they point. Hold Ctrl and scroll over a token to turn it, and its sight and its beam turn with it, for everyone. Ninefold's Security Camera and Ceiling Turret see in a wedge, with night vision, so a player watching through a hacked camera sees exactly what it sees, even in the dark. And an adventure can now set each scene's light level and its cameras' cones, ready when you start a game from it. Read more

Keep and drop dice in macros Macros can roll dice that keep or drop some of their dice, such as 3d6kh1 for the highest of three d6 or 4d6dl1 for four d6 without the lowest, in every game system, and the card fades the dice that didn't count. Drownwake games get two ready-made macros of their own, Roll a pool and Secret pool roll, which ask how many dice and keep the highest, and Ninefold's are Roll 2d10 and Secret check. Read more

Single scenes in the marketplace One-scene adventures from the RollQuest team are now in the marketplace, marked Scene, and in the Scene Library of every game you run. Each says which game system it works best with, and New game with this scene, at the top of Add to game, starts the game on that system, its creatures ready with their stat blocks. A free scene goes into your library in one click. And a content pack you've bought stays yours when a new version of it comes out. Read more

A checkout that charges what it shows Enter your discount code and billing country, then press Continue to payment: the total shown is the amount you pay for, and the code and country stay as you set them from then on. Read more

Distances in your system's own units In Ninefold and Ashfall, the Vision tab, the light editor and the Lights panel now give distances in metres or yards, as the ruler already did, and fog of war clears to match: a Torch is 8 m and 16 m in Ninefold. Every token sees the same squares as before, and a new character sees 12 squares in bright light, 6 in dim light and 3 in darkness in any system. Ninefold's cameras keep their night vision, and a lamp keeps its beam, through a switch to another scene and back. Read more

Cards that say what landed, and tokens that show their own sheet A hit's card gives the damage the target took, and names what armour stopped, such as took 4 (2 stopped by Plate) in Ninefold or Armour in Ashfall; in 5e and 5.5e a resisted hit reads what got through. When one account plays several characters, each character's token shows its own sheet's meters, and a rest lifts conditions from the resting character's token only. In Ninefold, the damage card offers Spike only on a result that earns one, a Breach's result offers its Trace beside it as well as in chat, and the GM's private End scene card is marked GM only. A popped-out sheet asks for its own hits' damage, and a GM's pop-out sees hidden tokens. And chat's keep and drop rolls with d100s, such as /roll 2d100kh1, total right with 3D dice on. Read more

Fixes for every table The GM now hears the doors players open, as everyone else does. A press that's refused, such as a gun that says Reload first, or one you cancel, never makes the next shot or spell free: the next press spends as it should. Battle Setup starts a monster on the initiative its stat block gives and shows that number in grey in its box: its Dexterity modifier in 5e and 5.5e, and its Initiative in Ashfall and Ninefold. When a character builder ends on a pick, picking no longer finishes the character: you look it over, then press Finish. A token the GM has hidden can't be aimed at by players. A token's Open Character Sheet opens the sheet linked to that token, so a player with a character and a drone gets the right sheet from each. A new picture for an enemy or an NPC stays when the scene reloads. When you switch scenes and back, a torch a token carries keeps following it, and a light added to one phase stays in that phase. And a new character's name box reads Your character's name, whatever the game system.

Illustrated doors · Starter and Pro Draw a door on the map as a real door, painted to match the Map Builder's own doors: oak, ironbound, stone, an iron gate, a bookcase, an arcane seal, a paper screen and sci-fi hatches. It swings open to the angle you set, hinged at whichever end and opening into whichever room you choose, and the open door still blocks line of sight where it stands. Read more

See a feature before you upgrade Click a crowned feature and its pop-up now plays a short clip of it at work, from hex grids and spell effects to the Map Builder and Voice FX, above what it does and which plans include it.

Rulebooks one click away When you pick Ashfall, Brightline or Drownwake in Create Game or Game Settings, a link under Game System, such as Read the Brightline rulebook (PDF), opens the game's free rulebook in a new tab. Read more

Adventures start with the party in place In a game started from one of our adventures, the player characters land on the scene's starting spot instead of wherever the GM happens to be looking, and so does a character the GM adds later. Read more

Adventures suggest their game system Pick a campaign pack with no game system of its own in New Game and the Game System list starts on the one it was written for, with a line such as "Works best with Drownwake (d6 pool). You can pick any system, or None." Read more

Conditions and creatures in games from a content pack A game started from a content pack now has its system's conditions ready, such as Dinged and Reeling in Brightline or Hurt and Shaken in Drownwake, and the adventure's creatures arrive linked to their stat blocks. A token's Stat block offers creatures from every system. Read more

A system's own cards with + From pack, on every plan The + From pack button at the top of a sheet now offers your game system's own cards as well as your GM's homebrew: Brightline powers and Edges, Drownwake abilities, Fractures and crew cards, and spells on a 5e or 5.5e sheet. Archetypes, Callings, species and backgrounds still come from the character builder. Read more

A system's own sheet layouts, on every plan Choosing one of a game system's own sheet layouts, such as Drownwake's Crew layout for the crew's shared sheet, no longer needs a paid plan. Changing a layout and designing your own stay on Starter and Pro. Read more

Brightline fixes A hero takes one archetype, and picking another replaces it; the archetype now shows in the Form View header. A situational modifier on an attack or a check goes on the roll. A Nerve roll takes your Dinged off for you, as Durability's does. New Session takes every condition off the hero's token, and Catch Your Breath takes one off Dinged, lifting the condition with the last one. Read more

Drownwake fixes The GM makes the crew's sheet with Shared with the party ticked on the Create Sheet form, and it skips the character builder. Every player then opens it from a tab of its own beside their character's name, or from their sheet's header on a phone. Starting Gear arrives Equipped, Pressure and Fractures pips show on a new token, each piece of bracing gear steps only the status it names (the coats a Hurt, the Smelling Salts a Shaken), and a pool's chat card lists every die and the one that counts, such as 4d6 [6, 1, 6, 4], highest 6. Cancelling the character builder leaves the sheet a Draft instead of marking it Complete. Read more

The Map Builder paints · Pro The Map Builder is a painting tool: terrain, rooms, corridors, doors, windows and roofs, on as many floors as you need, sent to your scene's background or downloaded as a PNG, WebP or JPEG image. This month a room laid over earlier texture paint shows on top of it, terrain paint shows its whole texture, the toolbar no longer shifts while you drag a slider, and a saved map keeps its name and stays in My maps. The walls you paint are part of the picture: draw walls and doors on the board to block sight and movement. Rolling out to accounts. Read more

Small fixes to rolls and sheets Chat's /roll 3d6kh1 now reports the die it kept, not the total of all three. Filling a Shortcut Bar slot confirms it by name, such as Assigned "Fire Bolt". Clicking a new sheet's title selects it, so typing replaces it. In a game, a sheet's close button closes it in one click, and roll results sit below the sheet's header while it's open.

Two new game systems: Brightline and Drownwake Brightline is a modern superhero game set in Calder Bay twenty years after the Flare: roll a d20, add a rank, and build your hero from ranks and powers. Drownwake is a dice pool game in a canal city built on the back of a drowned god: gather a pool of d6s and read the highest, push yourself with Pressure, and keep the crew on one shared sheet, with clocks for everything that takes time. Both have a character builder and a free PDF rulebook, on the Brightline and Drownwake pages, and come with an adventure to start from: Checkpoint North-7 for Brightline and The Drowned Market for Drownwake. Read Playing Brightline and Playing Drownwake.

Ashfall, rebuilt Ashfall characters now have eight characteristics and 42 skills, and every test lands on a named result, from Triumph to Disaster. A failed test can be pressed, or rescued with Ember or Fate. Tempering between stories improves the skills you used, the character builder gains a Spend Skill Points step, and Ashfall's creatures join the creature library. Coalgate Bridge at the Dusk Bell is a new adventure to start from, and the rulebook is a free PDF on the Ashfall page. Read more

Homebrew · Pro Write your own weapons, armour, magic items, spells, feats, species, subclasses, a whole new class or even a game system of your own, check it, and add it to your games, with up to 20 homebrew packs. Your players don't need Pro: on any plan they take what you add in the character builder, at Level Up and from their sheet. A new Homebrew guide walks through every kind step by step. Read more

+ From pack for every player Players on any plan can now add items from the homebrew packs in their game with + From pack at the top of their sheet. Read more

The Macros guide Ten new pages cover ready-made macros, building your own, the macro language and a cookbook of recipes, including macros for Ashfall. Ready-made macros are now always one click away, the GM can press Roll damage and Apply damage on any player's card, the editor checks its limits before you save, and a Shortcut Bar slot shows the macro's current name. Read more

Fixes for sheets, homebrew and macros The card in chat after a hit now shows the damage actually taken, after resistance or vulnerability, and the hit points that went down, rather than temporary hit points the character didn't have. In 5e and 5.5e, the concentration save a hit asks for is DC 10 or half the damage actually taken. + From pack in the Form View now takes the item's price from the character's coins, as the Canvas view does. Re-stamping a homebrew pack counts only the sheets it would change, and says Nothing would change when every sheet already matches. The ready-made Weapon attack in 5e and 5.5e uses the weapon you have equipped, and asks Which weapon? only when you have more than one. Drownwake's character builder gains a Set Your Knacks step, and in Ashfall any GM, on any plan, can put a Dread horror on a sheet with + From pack and fire it.

Held actions Line up a big moment before the session, such as a roll of thunder, a pause and a fireball, then fire it one step at a time or all at once from a bar on the board. Steps can switch the scene, change a phase, play a sound, play or stop music, cast a spell effect, play a dramatic effect or wait. Press the full stop key for the next step, or keep a held action on the Shortcut Bar. For the GM, on every plan. Read more

Play a character on its own Open a character from your dashboard and roll from a full-screen sheet with no game running. A Rolls list keeps your last 20 rolls with their dice and bonuses, and nothing goes to a game's chat. Read more

Journal between sessions · Pro Turn it on in Game Settings and every player in your game can open its journal from their dashboard and keep writing between sessions, even while the game is locked, without a paid plan of their own. You can make it read-only while the game is locked. Rolling out to accounts. Read more

New-entry dots in the journal · Starter and Pro A red dot on Journal now tells you when someone else has added an entry you haven't read, and dots inside the journal show where it is. New entries say New, Mark all as read clears the lot, and reading on one device clears the dot on the others. Read more

Battle Setup ticks the party for you Only the players' characters start ticked. Monsters ticks every enemy on the map that players can see, and pointing at a name rings its token on your board, so you can tell two goblins apart. Read more

An aim bar for spell effects · Pro While a spell effect waits for your clicks, a bar at the bottom of the screen says what to click next, with Cast for a chain and × to cancel, so it works on a phone too. Read more

Pictures for your sounds, music and playlists Give a sound, a track or a playlist a picture so it stands out in the library and on the Shortcut Bar. A playing playlist shows its picture above the controls. Read more

Volume tests that sound like the real thing Each Test button in your volume settings now plays its own kind of sound: music, a fireball, dice landing, and all three together for Test master. Read more

Voice FX · Pro Give your microphone voice a character, a demon, a dragon, a ghost or a pixie, and a place such as a cathedral or a cave, each with its own strength slider. Rolling out to accounts. Read more

Sheet design mode · Starter and Pro On Free, the Canvas view's Edit and the Form View's Layout now wear a crown and say which plans include sheet design. Read more

Straight from the marketplace to a new game Get a campaign pack in the marketplace from your dashboard and Create a game opens the New Game window with it already picked. Add a dice design from your dashboard and View in Purchases shows where it went. Read more

A Potion of Healing that sloshes The Potion of Healing d4 is now a clear glass flask of glowing red draught that stays level with the table and sloshes as it rolls. A roll of several d4s has one flask, and the rest are ruby glass. Read more

Content packs on the marketplace shelves Every published content pack, free ones included, is now in the marketplace, and short shelves share a row. A dice design's page spins its dice in 3D, even before you've unlocked it. Read more

Smaller fixes A new character's text takes the colour, font and size of the sheet design it's drawn on. The character builder spells out Show details and Hide details beside each skill and keeps Cancel and Confirm in view. A popped-out sheet throws your 3D dice in its own window. A vision band a player removes stays removed, Full Color vision bands stay orange in the light theme, and props in the Map Builder no longer blink out while an upload finishes.

Spell effects and dramatic effects on the Shortcut Bar Put a spell effect you've cast, or a dramatic effect you've applied, in a Shortcut Bar slot and play it again with one click or key: on the tokens you've selected, or wherever you click. The Spell FX tool also keeps your last 10 casts under Recent. Spell FX is on Pro. Read more

A new look for the marketplace The shop opens on a shelf for each kind of product, with a featured banner above. Product pages keep their price and buttons in a bar at the top, have a picture gallery with a full-screen viewer, and Back returns you to exactly where you were. Most products have a page on rollquest.io to share. Read more

New tokens fit the grid A new player character, enemy or NPC now starts exactly one grid square across, whatever size your map's squares are. Read more

Poison gets its own flash · Starter and Pro Poison damage now splashes a deeper green than acid, on the dice and on the token it hits. Read more

Dice designs Roll in a look of your own: gold-trimmed jewels, rose felt, poured marble, or the Goblin Box, whose d6 is a goblin with long ears and a hooked nose. Designs are free on every plan. Two are yours for the asking in the marketplace and the rest unlock as you play. Everyone at the table sees your design on your rolls. Read more

Scene vistas Show your players a picture instead of the map, such as the castle on the ridge as they ride up, while you keep working on the map behind it. Swap a phase in secret, then click Back to map. Read more

Scene and phase playlists · Starter and Pro Give a scene a whole playlist as its background music, and give a phase its own playlist so the music changes with the map. Players who join late hear the track that's playing. Read more

Background optimiser · Pro Re-save your maps as smaller files that look the same, so they load faster for the table and give you back storage. Read more

Background Library search and instant upload previews Find a map by name, and watch each upload appear straight away as a tile that fills in as it arrives. Read more

Player cards Rest the pointer on a game-mate's picture in chat or the Characters panel to see their hours as GM and as a player, and their latest stickers. Turn yours off from your profile. Read more

September 2026

Spell effects on the board · Pro Spells cast at targets play their own animation for everyone, and weapon attacks swing, throw and shoot, with misses and savage critical hits. Or cast an effect straight from the Spell FX tool. Read more

Scene packs Add a scene from the marketplace to a game you already have, or start a new game from it. Read more

Achievement stickers Earn stickers for running and playing games, rolling dice and more, and keep them in your sticker book. Rolling out to accounts. Read more

Damage and healing for a whole group Select several tokens and apply damage or healing to all of them at once. Read more

GM resolves Roll every saving throw a spell asks for yourself, for when a player is away. Read more

Map marker numbers and letters · Starter and Pro Put a number or a letter on a marker in place of its icon, like a printed map key. Read more

Jump between tokens Tab moves the view from token to token, and P, E and N jump through players, enemies and NPCs. Read more

Page arrows on Canvas sheets Step through a sheet's pages with arrows at its sides. Read more

Pack credits and reporting See who made a content pack, and report a pack to the RollQuest team with Flag. Read more

Map Builder · Pro Build battle maps inside the table and use them as a scene's background. Read more

Board Layers · Pro Assets above and below tokens, for bridges, roofs and multi-level maps. Read more

Map Markers · Starter and Pro GM notes pinned to the map, hidden until revealed. Read more

Scene weather · Pro Rain, snow and fog over any scene. Read more

Music playlists and battle music Playlists on Starter and Pro; battle music that starts with Battle Mode on every plan. Read more

Rollable tables · Starter and Pro Loot, encounters, anything. Read more

Hex grids · Starter and Pro

Dice effects · Starter and Pro Animations and celebrations for crits. Read more

Calendar builder and world clock · Pro

Pregens Ready-made characters on every plan. Read more

Designed View for character sheets Lay the sheet over your own artwork. Read more

Account-level character sheets and decks Sheets and decks live on your account and go with you into any game.

GM Asset Drawer · Pro

Content packs and the marketplace Load full campaigns on any plan. Create and publish on Pro. Read more

August 2026

Spell areas and templates Cones, circles and lines sized in feet and dropped onto the scene, either from the character sheet or straight from the board. Read more

Saving throws at the table Ask the table for a save, see who failed, and play the effect on the ones who did. Rolls can be kept secret. Read more

Monster compendium Search creatures and filter by challenge rating when you add an enemy to a scene. Read more

Conditions that keep their own time A condition counts the rounds it has been running, so nobody has to remember. Read more

5.5e character sheets Sheets for 5.5e alongside the 5e ones. Read more

July 2026

Light mode The whole table in light or dark, or following whatever your computer is set to.

Help you can replay The guided tour lives in the Help menu, not just on your first game.

June 2026

Character sheets on a phone The full sheet, laid out for a small screen. Read more

Credits for the rules and art you are using Every game system and content pack says where it came from and under which licence.

May 2026

Campaign Journal A timeline, undated notes, and a wiki of the people and places in your campaign, with an in-world calendar that follows your system's own months, festivals and leap years. Read more

Game systems A game runs on the system you choose, and character sheets, enemies and NPCs all take their stats from it. Read more

April 2026

Cards and decks Build a deck, deal from it, and play a card straight onto the board. Read more

Walls and doors, rebuilt Snap walls together at shared corners, turn any wall segment into a door, and stop tokens walking through either. Read more

Walls and doors found for you Upload a map and have its walls and doorways traced automatically. Read more

Pings and path measurement Double-click to ping a spot for the table, and measure a route in as many legs as it takes. Read more

March 2026

Objects that block sight Draw a boundary around an asset and it blocks vision and movement the way a wall does. Read more

Drag tokens onto the map Take a token from the panel and drop it where you want it.

Names, HP and AC on tokens Shown under the token on the board, with the GM deciding who can see them. Read more

Invite by link Share one link to bring players into a campaign.

February 2026

Measurement tools Circle, square, cone and rectangle, in a toolbar of their own. Read more

December 2025

Secret rolls A roll only the person who made it can read. Read more

November 2025

Guided tour for new tables A walkthrough of the sidebar, the modes and the panels the first time you open a game.

Creator credits Every asset says who made it. Read more

October 2025

Dynamic lighting Light sources with their own colour and radius, and darkness that only a light can push back. Read more

Fog of war Each player sees only what their own token can see, and walls and doors block the view. Read more

Content packs A whole campaign (maps, assets and sound) loaded into a game in one go. Read more

July 2025

3D dice Dice thrown across the table, in each player's own colours. Read more

Doors, NPCs and video backgrounds Doors that open and close, NPCs alongside enemies, and scenes that move.

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