Encounters

Encounters provide the primary building block for running a D&D session. Each encounter has a location on a map, a set of monsters or non-player characters, treasure, map tokens, and optionally a link to a location in a book. In addition to having a pin on a map, the monsters and non-player characters can also be placed on the map. When a planned encounter is added to the current encounter in adventuring mode, then all of the monsters, non-player characters and map tokens are added to the combat tracker and show up on the map if they were placed on the map along with any assigned treasure. The book section is also moved to the linked book location, making the text readily available for the Gamemaster to read any details associated with running the encounter.

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Encounter builder dialog

Use this dialog to plan encounters.


The encounter builder dialog is split into three sections:

  1. Book: shows the book associated with the encounter. The book is fully editable, allowing you to add content as needed to describe the encounter, including linked images or inset text that can be show to players as handouts, or monster blocks with information about a non-player character. Note: a book connection is not required for an encounter and in some cases will not be shown.

  2. Map: shows the map for the encounter with the capabilities described above. Note: that you can change the map shown to maps other than the location assigned for the encounter. This can be necessary when you have an encounter that may start on one map but overflow to multiple, for example: multiple stories in a building.

  3. Combat Tracker: shows all of the monsters, non-player characters and map tokens assigned to the encounter.

The combat tracker generally works the same here as it does in the adventuring view. Add Monster will add a monster to the tracker. Add Token will add a map token. Add Treasure makes it easy to add treasure for the encounter. It will let you pick the treasure and a map token associated with the treasure. This can be as simple as a single treasure chest or pile of coins for the treasure or could be a token for a special container or hidden stash. The initial locations of entries and visibility will be based on the values in the combat tracker.

You can also include monsters or non-player characters that show up, but are not included in combat by setting their state to “non in combat”. This works well if you want to populate a tavern with many patrons, but some of which are not engaging with the players by default, although they could during play.

Creating Encounters

You can create and edit encounters in multiple ways. Encounters can be created from any of the map viewers, adventuring mode, map, details or book edit mode. Select or upload a new map. Click on the map where you want an encounter and select New Encounter. Select a name and then you can add monsters to the encounter. When you are finished close the encounter and you can continue to create new encounters. In this way you should be able to quickly populate a map with encounters.

To develop the story, instead of starting with the map, you want to start with a book. To start a book for an adventure, you can click New Book on the campaign page. Selecting the Adventure Template as a base book will give you the basic outline of an adventure to start your book. While you are in edit mode for the book, you can click the Show Map button to display a map side by side with the book.

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Book edit mode with map shown

This view makes it easy to edit your book and create multiple encounters on the map connected with the book.

In this mode you can write your story elements in the book, and create encounters using the map viewer. Now when you create encounters they will also be linked to the book, allowing you to describe the story and flow of the encounter.

Using this combination of books, encounters, and maps you can build complex and detailed adventures, quickly and easily in order to run exciting sessions with your players.

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Published Adventures