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13 Commits
Author SHA1 Message Date
joshuaandClaude Opus 5.5 6b466d497e V1.8.0: the fallen are hidden, and allies can revive the dead
- A dead character, or a monster or NPC at 0 HP, is out of the fight: the
  server no longer sends it to players, target marks included, and it has
  no turn. Healing or reviving brings it straight back.
- The DM's screen leaves the fallen out too until "Show dead" is ticked,
  which lists them in a group of their own, marked hidden.
- Players see dead characters by name in a Fallen box. The player whose
  character is on turn in a battle gets "Try revive" there if that
  character is on their feet and knows a spell that revives, at a level
  they can cast. The dead come back at 1 HP.
- Spells have a "Revives" tick in the campaign's spell list. Revivify and
  Raise Dead have it, in the library and in existing campaigns.
- A dead character cannot be added to an encounter until revived.
- All packages at version 1.8.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 14:25:46 +02:00
joshuaandClaude Opus 5.5 f8462a6e31 V1.7.2: the combatant on turn cannot be their own target
- In a battle under way, whoever is on turn has no Target button on their
  card, and the server refuses a target list that includes them.
- All packages at version 1.7.2.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:28:28 +02:00
joshuaandClaude Opus 5.5 754eb0ee68 V1.7.1: area attack AC penalty is a campaign setting
- The amount an area attack adds to each target's AC per extra target is
  now set per campaign, from 0 (no penalty) to 10. It starts at 2, so
  existing campaigns behave as before.
- The DM changes it in the campaign settings; the attack bar and the
  targets' cards use it.
- All packages at version 1.7.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:11:46 +02:00
joshuaandClaude Opus 5.5 f8cee43ca2 V1.7.0: area attacks on several targets
- More than one combatant can be marked as a target; the Target button now
  adds to the targets instead of moving the mark.
- Several targets make an area attack, which is harder to land: every
  target's AC counts as 2 higher for each target beyond the first. The
  attack bar shows the AC to beat, and each target's card names the penalty.
- The DM unticks any target the roll missed, then applies one total: split
  evenly between those hit (remainder to the first marked), or the full
  amount to each. Each share is shown before it is applied.
- The single target column from V1.6.0 becomes a list, carried over by the
  migration.
- All packages at version 1.7.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:01:42 +02:00
joshuaandClaude Opus 5.5 e4456b0df2 V1.6.0: targets and an attack bar in encounters
- One combatant at a time can be marked as the target with the Target
  button on its card. The DM can mark anyone at any time; a player can
  while their own character is on turn in a battle.
- The target's card is outlined for everyone and names who is going for it.
- While a target is marked the DM gets an attack bar above the list: who is
  attacking whom, the target's AC and HP, the attacker's weapons, spells or
  monster attack, and a box to apply damage or healing straight away.
- The target is cleared when the turn or round moves on, when the encounter
  begins, ends or is reopened, or when the target is removed.
- All packages at version 1.6.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:53:18 +02:00
joshuaandClaude Opus 5.5 ec48b65481 V1.5.0: death saves for characters at 0 HP
- A character at 0 HP is Dying, Stable or Dead. The tallies live on the
  character, so the sheet and the encounter card always agree.
- Death saves are typed in as the d20 showed: 10 or more succeeds, less
  fails, a 1 fails twice, a 20 puts the character back up at 1 HP. Three
  successes make them stable; three failures kill.
- Damage taken at 0 HP is a failed save and ends stable. A blow that leaves
  as much as max HP still to take after reaching 0 kills outright.
- Healing from 0 clears the tallies. The dead cannot be healed; the DM
  revives them at 1 HP.
- A player rolls and stabilises for their own character; the DM for anyone,
  and only the DM sets tallies by hand or revives.
- The party overview, campaign list and quick stats show the state.
- All packages at version 1.5.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:37:38 +02:00
joshuaandClaude Opus 5.5 4362b7423e V1.4.0: silver and copper, with automatic change
- A character's purse holds gold, silver and copper as separate coins:
  1 gold = 10 silver = 100 copper. The money log records each entry's coin.
- Spending and giving are paid from the whole purse: coins of the kind
  named go first, then the nearest bigger coin is broken (change comes back
  in as few coins as possible), then smaller coins are counted out. A
  payment is refused only when the whole purse isn't worth enough.
- Exchange converts one coin into another at the fixed worth.
- Encounter rewards and gifts between characters can be in any coin; the
  party overview shows the whole purse.
- All packages at version 1.4.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:56:24 +02:00
joshuaandClaude Opus 5.5 98a89185c1 V1.3.1: initiative in quests, tooltips no longer clipped, deploy script
- Quests take initiative rolls like battles do; each quest group lists
  highest first. The total is roll plus bonus and can exceed 20 (test added).
- Info tooltips are drawn against the viewport, so the party overview
  table (or any scrolling container) can't cut them off.
- backend: `npm run deploy` applies migrations and regenerates the Prisma
  client in one step; README explains why both are needed on a server.
- All packages at version 1.3.1.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 11:28:24 +02:00
joshuaandClaude Opus 5.5 932e755895 V1.3.0: Hollowcrown seed, player visibility rules, initiative rolls, number limits, temp HP
- Hollowcrown: The Rift Between Worlds as its own seed (npm run
  seed:hollowcrown), built from the campaign book: pools, 58 monsters,
  57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared
  seeding logic moved to prisma/seedCampaign.js.
- What players can see: only encounters their own character is in; only
  the pool entries their character holds (plus starting options while
  building); only locations their character has been to; no invite code;
  no gold, inventory or money log of other players' characters. Socket
  events carry ids only and campaign rooms are members-only.
- Encounters have a location; while one is in progress its characters are
  there, and visits are remembered.
- Campaign setting to show players a health bar only for monsters and NPCs.
- Initiative is entered as the d20 roll (1-20) and the bonus is added;
  players can enter their own character's roll.
- Number fields enforce their limits when typing, and the API enforces
  the same limits.
- Temp HP shows on HP bars and absorbs damage before real HP.
- All packages at version 1.3.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:53:48 +02:00
joshuaandClaude Opus 5.5 2637a510df Set frontend package version to 1.0.0
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 09:05:57 +02:00
joshuaandClaude Opus 5.5 28e1a84b64 V1.2.0: archive/delete campaigns and encounters, encounter sorting, change password, fuller seed
- Campaigns: DM can archive/restore; owner can delete. Archived campaigns
  move off the main list and stop accepting invite codes.
- Encounters: DM can archive/restore and delete, and arrange the campaign's
  own order; the list can also be sorted by name, status, type or date.
  Archived encounters are hidden from players' lists.
- Account page with change password (POST /auth/password).
- Seed is now additive (safe on a live database; --reset for the old wipe)
  and builds a fuller Aldenfell: earned weapons, item pool, spells, NPCs,
  and 28 battle/quest scenes with descriptions, DM notes and rewards.
- Vite preview host config for the deployed site.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 08:58:54 +02:00
joshuaandClaude Opus 5.5 4a6a09bae8 V1.1.0: gear levels, encounter overhaul, guided builder, trading, docs
Characters
- Builder: pick-then-Next on every step with live preview, Back button,
  plain-language help throughout, and "Suggest for me" for ability scores
- Motivation is picked from a list; new steps for special abilities,
  background and appearance, all composed from fixed lists and DM-only
  to edit afterwards
- Copy a character to another campaign
- Characters can give gold, weapons, items and spells to each other
- Money tracker: gold only changes through a logged ledger
- Fixes: level/XP/location are DM-only, HP stays within 0..max, physical
  dice ability rolls, every die is rolled once

Gear
- DM-managed item pool; weapons, items and spells are handed out by the DM
- Starting-option flag per pool entry
- Gear levels 1-9 per held copy with a damage ladder, growth rate and
  starting level; spells gated by spell level with a fixed damage value
- Spell library carries default damage; damage is picked from a list

Encounters
- Battle and NPC quest modes, turn tracking, scene description, DM notes
- NPCs, richer combatant cards, conditions from a list
- Rewards (gold, weapons, items) lined up and awarded, with gold splitting
- Character HP is shared between the sheet and the encounter
- Monster stat blocks and NPC secrets are never sent to players

Other
- Dice roller on every page
- Docs for characters, weapons, spells, items, encounters, monsters and
  NPCs, with full lists generated from the data (npm run docs:lists)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:47:28 +02:00
joshuaandClaude Opus 5.5 94067f1268 V1.0.1: Aldenfell campaign seed, content library, party overview
- Seed now resets the database and seeds the Aldenfell campaign from the
  campaign book: admin DM user, default weapons, locations, bestiary,
  pre-built encounters, and DM/shared notes
- Default weapon/spell/monster library, character profile fields,
  locations and dice mode (new migration)
- Party overview page, pagination, info tips, build preview calc
- Remove stale demo-login hint; notes preserve line breaks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 10:24:48 +02:00
84 changed files with 21121 additions and 969 deletions
+1
View File
@@ -6,3 +6,4 @@ build/
*.log
.DS_Store
.idea/
temp/
+45 -6
View File
@@ -5,9 +5,25 @@ together: campaign management, a guided dice-roll character builder, live
character sheets, a mid-combat "quick stats" panel, weapons/inventory/spells,
monsters, and a real-time encounter/combat tracker.
See `CLAUDE_BUILD_PROMPT.md` and `/docs` for the full spec this was built
from (`GAME_RULES_REFERENCE.md` is the authoritative rules/math reference;
`ROLL_YOUR_CHARACTER.md` is the character-builder flow spec).
## How it works
`/docs` describes the app as it currently behaves, one subject per file:
| Document | Covers |
|---|---|
| `docs/CHARACTERS.md` | Building a character, every number on the sheet, levels, money, permissions |
| `docs/WEAPONS.md` | The weapon pool, weapon levels and how damage grows |
| `docs/SPELLS.md` | The spell list, who can use which spells, the spell library |
| `docs/ITEMS.md` | The item pool and character inventory |
| `docs/ENCOUNTERS.md` | Battles and NPC quests, turns, rewards, what players see |
| `docs/MONSTERS.md` | The monster list and built-in bestiary |
| `docs/NPCS.md` | Non-player characters |
`CLAUDE_BUILD_PROMPT.md`, `docs/GAME_RULES_REFERENCE.md` and
`docs/ROLL_YOUR_CHARACTER.md` are the original specifications the first
version was built from. The app has since moved on in places (gear levels,
the builder's story steps, picking a motivation); the documents above are the
current behaviour.
## Stack
@@ -28,7 +44,7 @@ npm install # installs both workspaces (backend + frontend)
cd backend
cp .env.example .env # edit DATABASE_URL and JWT_SECRET
npx prisma migrate dev --name init
npx prisma db seed # creates a demo campaign + demo users (see output for login/invite code)
npx prisma db seed # adds the admin account + the Aldenfell campaign if missing (see output for login/invite code)
# Frontend
cd ../frontend
@@ -44,10 +60,33 @@ npm run dev:backend # Express + Socket.io on http://localhost:4000
npm run dev:frontend # Vite dev server, prints its own port (5173 by default)
```
Open the frontend URL, register an account (or log in with the seeded demo
users — see the seed script's console output for credentials and invite
Open the frontend URL, register an account (or log in with the seeded admin
account — see the seed script's console output for credentials and invite
code), and start playing.
The seed only adds: it never touches an existing account or campaign, so it is
safe to run on a server with real data. It skips the campaign if the admin
already has an active "Aldenfell"; archive or delete that one in the app
(Campaign Settings) and run it again for a fresh copy. `SEED_ADMIN_EMAIL`,
`SEED_ADMIN_PASSWORD` and `SEED_ADMIN_NAME` set the account it creates.
`npx prisma db seed -- --reset` wipes every user and campaign first.
A second campaign, Hollowcrown: The Rift Between Worlds, has its own seed and
is not part of the default one. It follows the same rules (it only adds, and
skips if the admin already has an active Hollowcrown):
```bash
cd backend
npm run seed:hollowcrown
```
On a server, after pulling a new version, run `npm run deploy` in `backend`
and then restart the backend. It applies new migrations **and** regenerates
the Prisma client; without the second half the server keeps running with the
old data model and pages that use anything new fail to load (for example
"Could not load this encounter"). Change your password from the account page
(click your name in the top bar).
## Tests
```bash
+4 -1
View File
@@ -1,6 +1,6 @@
{
"name": "backend",
"version": "1.0.0",
"version": "1.8.0",
"private": true,
"type": "commonjs",
"main": "src/index.js",
@@ -11,9 +11,12 @@
"dev": "node --watch src/index.js",
"start": "node src/index.js",
"test": "node --experimental-vm-modules node_modules/.bin/jest",
"docs:lists": "node scripts/generate-doc-lists.js",
"prisma:migrate": "prisma migrate dev",
"prisma:generate": "prisma generate",
"prisma:seed": "prisma db seed",
"deploy": "prisma migrate deploy && prisma generate",
"seed:hollowcrown": "node prisma/seed-hollowcrown.js",
"prisma:studio": "prisma studio"
},
"dependencies": {
@@ -0,0 +1,26 @@
-- CreateEnum
CREATE TYPE "DiceMode" AS ENUM ('DIGITAL', 'PHYSICAL');
-- AlterTable
ALTER TABLE "characters" ADD COLUMN "appearance" TEXT,
ADD COLUMN "background" TEXT,
ADD COLUMN "currentLocationId" TEXT,
ADD COLUMN "diceMode" "DiceMode" NOT NULL DEFAULT 'DIGITAL',
ADD COLUMN "privateNotes" TEXT;
-- CreateTable
CREATE TABLE "locations" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"name" TEXT NOT NULL,
"description" TEXT,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "locations_pkey" PRIMARY KEY ("id")
);
-- AddForeignKey
ALTER TABLE "locations" ADD CONSTRAINT "locations_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "characters" ADD CONSTRAINT "characters_currentLocationId_fkey" FOREIGN KEY ("currentLocationId") REFERENCES "locations"("id") ON DELETE SET NULL ON UPDATE CASCADE;
@@ -0,0 +1,95 @@
-- AlterTable: starting-option flags. Existing pool entries keep the previous
-- behaviour (everything was offered at character creation); new ones opt in.
ALTER TABLE "weapons" ADD COLUMN "isStartingOption" BOOLEAN NOT NULL DEFAULT false;
ALTER TABLE "spells" ADD COLUMN "isStartingOption" BOOLEAN NOT NULL DEFAULT false;
UPDATE "weapons" SET "isStartingOption" = true;
UPDATE "spells" SET "isStartingOption" = true;
-- CreateTable
CREATE TABLE "items" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"name" TEXT NOT NULL,
"description" TEXT,
"isStartingOption" BOOLEAN NOT NULL DEFAULT false,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "items_pkey" PRIMARY KEY ("id")
);
-- Move free-text inventory into the campaign item pool: one pool item per
-- distinct name (case-insensitive) per campaign, then point each row at it.
INSERT INTO "items" ("id", "campaignId", "name", "description")
SELECT DISTINCT ON (c."campaignId", lower(i."name"))
'itm_' || md5(c."campaignId" || ':' || lower(i."name")),
c."campaignId", i."name", i."description"
FROM "inventory_items" i
JOIN "characters" c ON c."id" = i."characterId"
ORDER BY c."campaignId", lower(i."name"), i."id";
ALTER TABLE "inventory_items" ADD COLUMN "itemId" TEXT;
UPDATE "inventory_items" i
SET "itemId" = 'itm_' || md5(c."campaignId" || ':' || lower(i."name"))
FROM "characters" c
WHERE c."id" = i."characterId";
-- A character that held the same item on several rows keeps one, with the
-- quantities summed.
UPDATE "inventory_items" keep
SET "quantity" = agg.total, "equipped" = agg.any_equipped
FROM (
SELECT "characterId", "itemId", min("id") AS keep_id, sum("quantity")::int AS total, bool_or("equipped") AS any_equipped
FROM "inventory_items"
GROUP BY "characterId", "itemId"
) agg
WHERE keep."id" = agg.keep_id;
DELETE FROM "inventory_items" d
USING (
SELECT "characterId", "itemId", min("id") AS keep_id
FROM "inventory_items"
GROUP BY "characterId", "itemId"
) agg
WHERE d."characterId" = agg."characterId" AND d."itemId" = agg."itemId" AND d."id" <> agg.keep_id;
ALTER TABLE "inventory_items" ALTER COLUMN "itemId" SET NOT NULL;
ALTER TABLE "inventory_items" DROP COLUMN "name";
ALTER TABLE "inventory_items" DROP COLUMN "description";
-- CreateTable
CREATE TABLE "gold_transactions" (
"id" TEXT NOT NULL,
"characterId" TEXT NOT NULL,
"amount" INTEGER NOT NULL,
"balanceAfter" INTEGER NOT NULL,
"reason" TEXT,
"createdById" TEXT,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "gold_transactions_pkey" PRIMARY KEY ("id")
);
-- Give characters that already hold gold an opening ledger entry.
INSERT INTO "gold_transactions" ("id", "characterId", "amount", "balanceAfter", "reason")
SELECT 'gtx_' || md5("id"), "id", "gold", "gold", 'Opening balance'
FROM "characters"
WHERE "gold" > 0;
-- CreateIndex
CREATE UNIQUE INDEX "inventory_items_characterId_itemId_key" ON "inventory_items"("characterId", "itemId");
-- CreateIndex
CREATE INDEX "gold_transactions_characterId_createdAt_idx" ON "gold_transactions"("characterId", "createdAt");
-- AddForeignKey
ALTER TABLE "items" ADD CONSTRAINT "items_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "inventory_items" ADD CONSTRAINT "inventory_items_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "gold_transactions" ADD CONSTRAINT "gold_transactions_characterId_fkey" FOREIGN KEY ("characterId") REFERENCES "characters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "gold_transactions" ADD CONSTRAINT "gold_transactions_createdById_fkey" FOREIGN KEY ("createdById") REFERENCES "users"("id") ON DELETE SET NULL ON UPDATE CASCADE;
@@ -0,0 +1,21 @@
-- AlterTable: how many ladder rungs a weapon climbs per level (1 standard, 2 powerful, 3 legendary)
ALTER TABLE "weapons" ADD COLUMN "damageScaling" INTEGER NOT NULL DEFAULT 1;
-- AlterTable: the level of the copy a character holds
ALTER TABLE "character_weapons" ADD COLUMN "level" INTEGER NOT NULL DEFAULT 1;
-- AlterTable: items can optionally carry dice (damage, healing, ...) that scale the same way
ALTER TABLE "items" ADD COLUMN "damageDice" TEXT,
ADD COLUMN "damageScaling" INTEGER NOT NULL DEFAULT 1;
-- AlterTable
ALTER TABLE "inventory_items" ADD COLUMN "level" INTEGER NOT NULL DEFAULT 1;
-- AlterTable: spells get a fixed damage value; their classic level is the requirement
ALTER TABLE "spells" ADD COLUMN "damageDice" TEXT;
-- A spell above its holder's level can no longer be prepared.
UPDATE "character_spells" cs
SET "prepared" = false
FROM "spells" s, "characters" c
WHERE s."id" = cs."spellId" AND c."id" = cs."characterId" AND s."level" > c."level";
@@ -0,0 +1,7 @@
-- AlterTable: the level a weapon or item starts at (its dice are the damage at this level)
ALTER TABLE "weapons" ADD COLUMN "minLevel" INTEGER NOT NULL DEFAULT 1;
ALTER TABLE "items" ADD COLUMN "minLevel" INTEGER NOT NULL DEFAULT 1;
-- Gear levels now stop at 9.
UPDATE "character_weapons" SET "level" = 9 WHERE "level" > 9;
UPDATE "inventory_items" SET "level" = 9 WHERE "level" > 9;
@@ -0,0 +1,69 @@
-- CreateEnum
CREATE TYPE "EncounterMode" AS ENUM ('BATTLE', 'QUEST');
-- CreateEnum
CREATE TYPE "NpcDisposition" AS ENUM ('FRIENDLY', 'NEUTRAL', 'HOSTILE');
-- CreateEnum
CREATE TYPE "RewardType" AS ENUM ('GOLD', 'WEAPON', 'ITEM');
-- AlterTable
ALTER TABLE "encounter_participants" ADD COLUMN "npcId" TEXT;
-- AlterTable
ALTER TABLE "encounters" ADD COLUMN "activeParticipantId" TEXT,
ADD COLUMN "description" TEXT,
ADD COLUMN "dmNotes" TEXT,
ADD COLUMN "mode" "EncounterMode" NOT NULL DEFAULT 'BATTLE';
-- CreateTable
CREATE TABLE "npcs" (
"id" TEXT NOT NULL,
"campaignId" TEXT NOT NULL,
"name" TEXT NOT NULL,
"role" TEXT,
"disposition" "NpcDisposition" NOT NULL DEFAULT 'NEUTRAL',
"description" TEXT,
"dmNotes" TEXT,
"ac" INTEGER,
"maxHp" INTEGER,
"attackBonus" INTEGER,
"damageDice" TEXT,
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "npcs_pkey" PRIMARY KEY ("id")
);
-- CreateTable
CREATE TABLE "encounter_rewards" (
"id" TEXT NOT NULL,
"encounterId" TEXT NOT NULL,
"type" "RewardType" NOT NULL,
"gold" INTEGER,
"weaponId" TEXT,
"itemId" TEXT,
"quantity" INTEGER NOT NULL DEFAULT 1,
"level" INTEGER NOT NULL DEFAULT 1,
"note" TEXT,
"awardedTo" TEXT,
"awardedAt" TIMESTAMP(3),
"createdAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "encounter_rewards_pkey" PRIMARY KEY ("id")
);
-- AddForeignKey
ALTER TABLE "npcs" ADD CONSTRAINT "npcs_campaignId_fkey" FOREIGN KEY ("campaignId") REFERENCES "campaigns"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_rewards" ADD CONSTRAINT "encounter_rewards_encounterId_fkey" FOREIGN KEY ("encounterId") REFERENCES "encounters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_rewards" ADD CONSTRAINT "encounter_rewards_weaponId_fkey" FOREIGN KEY ("weaponId") REFERENCES "weapons"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_rewards" ADD CONSTRAINT "encounter_rewards_itemId_fkey" FOREIGN KEY ("itemId") REFERENCES "items"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- AddForeignKey
ALTER TABLE "encounter_participants" ADD CONSTRAINT "encounter_participants_npcId_fkey" FOREIGN KEY ("npcId") REFERENCES "npcs"("id") ON DELETE SET NULL ON UPDATE CASCADE;
@@ -0,0 +1,4 @@
-- AlterEnum: three story steps between skills and equipment
ALTER TYPE "BuildStage" ADD VALUE 'CHOOSING_ABILITIES' BEFORE 'CHOOSING_EQUIPMENT';
ALTER TYPE "BuildStage" ADD VALUE 'CHOOSING_BACKGROUND' BEFORE 'CHOOSING_EQUIPMENT';
ALTER TYPE "BuildStage" ADD VALUE 'CHOOSING_APPEARANCE' BEFORE 'CHOOSING_EQUIPMENT';
@@ -0,0 +1,2 @@
-- AlterTable: a campaign can be put away without deleting it
ALTER TABLE "campaigns" ADD COLUMN "archivedAt" TIMESTAMP(3);
@@ -0,0 +1,12 @@
-- AlterTable: an encounter can be put away, and has a place in the campaign's own order
ALTER TABLE "encounters" ADD COLUMN "archivedAt" TIMESTAMP(3);
ALTER TABLE "encounters" ADD COLUMN "sortOrder" INTEGER NOT NULL DEFAULT 0;
-- Existing encounters keep the order the list has always shown: newest first.
UPDATE "encounters" AS e
SET "sortOrder" = r.pos
FROM (
SELECT id, ROW_NUMBER() OVER (PARTITION BY "campaignId" ORDER BY "createdAt" DESC, id) - 1 AS pos
FROM "encounters"
) AS r
WHERE e.id = r.id;
@@ -0,0 +1,23 @@
-- AlterTable: whether players see a monster's exact hit points or only its health bar
ALTER TABLE "campaigns" ADD COLUMN "showMonsterHp" BOOLEAN NOT NULL DEFAULT true;
-- AlterTable: where an encounter takes place
ALTER TABLE "encounters" ADD COLUMN "locationId" TEXT;
ALTER TABLE "encounters" ADD CONSTRAINT "encounters_locationId_fkey" FOREIGN KEY ("locationId") REFERENCES "locations"("id") ON DELETE SET NULL ON UPDATE CASCADE;
-- CreateTable: every location a character has been to
CREATE TABLE "character_location_visits" (
"id" TEXT NOT NULL,
"characterId" TEXT NOT NULL,
"locationId" TEXT NOT NULL,
"firstVisitedAt" TIMESTAMP(3) NOT NULL DEFAULT CURRENT_TIMESTAMP,
CONSTRAINT "character_location_visits_pkey" PRIMARY KEY ("id")
);
CREATE UNIQUE INDEX "character_location_visits_characterId_locationId_key" ON "character_location_visits"("characterId", "locationId");
ALTER TABLE "character_location_visits" ADD CONSTRAINT "character_location_visits_characterId_fkey" FOREIGN KEY ("characterId") REFERENCES "characters"("id") ON DELETE CASCADE ON UPDATE CASCADE;
ALTER TABLE "character_location_visits" ADD CONSTRAINT "character_location_visits_locationId_fkey" FOREIGN KEY ("locationId") REFERENCES "locations"("id") ON DELETE CASCADE ON UPDATE CASCADE;
-- Characters have been to wherever they are now.
INSERT INTO "character_location_visits" ("id", "characterId", "locationId")
SELECT 'visit_' || "id", "id", "currentLocationId" FROM "characters" WHERE "currentLocationId" IS NOT NULL;
@@ -0,0 +1,9 @@
-- AlterTable: the d20 a combatant rolled for initiative; "initiative" is now roll + bonus
ALTER TABLE "encounter_participants" ADD COLUMN "initiativeRoll" INTEGER;
-- Initiatives typed in before this were totals. Keep them as they are, and
-- treat the nearest possible die face as the roll so those combatants still
-- count as having rolled.
UPDATE "encounter_participants"
SET "initiativeRoll" = LEAST(GREATEST("initiative", 1), 20)
WHERE "initiative" <> 0;
@@ -0,0 +1,10 @@
-- CreateEnum: the three coins. Silver is worth 0.1 gold, copper 0.01 gold.
CREATE TYPE "Currency" AS ENUM ('GOLD', 'SILVER', 'COPPER');
-- AlterTable: a character's purse holds each coin separately
ALTER TABLE "characters" ADD COLUMN "silver" INTEGER NOT NULL DEFAULT 0;
ALTER TABLE "characters" ADD COLUMN "copper" INTEGER NOT NULL DEFAULT 0;
-- AlterTable: every ledger entry and coin reward is in one coin; all existing ones are gold
ALTER TABLE "gold_transactions" ADD COLUMN "currency" "Currency" NOT NULL DEFAULT 'GOLD';
ALTER TABLE "encounter_rewards" ADD COLUMN "currency" "Currency" NOT NULL DEFAULT 'GOLD';
@@ -0,0 +1,4 @@
-- AlterTable: death saves, counted while a character is at 0 HP
ALTER TABLE "characters" ADD COLUMN "deathSaveSuccesses" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "deathSaveFailures" INTEGER NOT NULL DEFAULT 0,
ADD COLUMN "stable" BOOLEAN NOT NULL DEFAULT false;
@@ -0,0 +1,2 @@
-- AlterTable: the combatant currently marked as the target
ALTER TABLE "encounters" ADD COLUMN "targetParticipantId" TEXT;
@@ -0,0 +1,9 @@
-- AlterTable: several combatants can be marked as targets at once (an area attack)
ALTER TABLE "encounters" ADD COLUMN "targetParticipantIds" TEXT[] DEFAULT ARRAY[]::TEXT[];
-- Carry over a single target marked before this.
UPDATE "encounters"
SET "targetParticipantIds" = ARRAY["targetParticipantId"]
WHERE "targetParticipantId" IS NOT NULL;
ALTER TABLE "encounters" DROP COLUMN "targetParticipantId";
@@ -0,0 +1,2 @@
-- AlterTable: how much an area attack adds to each AC per extra target
ALTER TABLE "campaigns" ADD COLUMN "areaAttackAcPenalty" INTEGER NOT NULL DEFAULT 2;
@@ -0,0 +1,5 @@
-- AlterTable: spells that bring back the dead
ALTER TABLE "spells" ADD COLUMN "revives" BOOLEAN NOT NULL DEFAULT false;
-- The library's two revival spells, wherever a campaign already has them.
UPDATE "spells" SET "revives" = true WHERE "name" IN ('Revivify', 'Raise Dead');
+241 -11
View File
@@ -86,6 +86,9 @@ enum BuildStage {
ROLLING_MOTIVATION
ASSIGNING_SCORES
ASSIGNING_PROFICIENCIES
CHOOSING_ABILITIES
CHOOSING_BACKGROUND
CHOOSING_APPEARANCE
CHOOSING_EQUIPMENT
COMPLETE
}
@@ -96,11 +99,43 @@ enum EncounterStatus {
COMPLETE
}
// What kind of scene an encounter is: a fight run in initiative order, or a
// quest scene built around NPCs and an objective.
enum EncounterMode {
BATTLE
QUEST
}
enum NpcDisposition {
FRIENDLY
NEUTRAL
HOSTILE
}
enum RewardType {
GOLD
WEAPON
ITEM
}
// The coins a character carries. Their worth is fixed in utils/grants.js:
// 1 gold = 10 silver = 100 copper.
enum Currency {
GOLD
SILVER
COPPER
}
enum NoteVisibility {
DM_ONLY
SHARED
}
enum DiceMode {
DIGITAL
PHYSICAL
}
// ---------------------------------------------------------------------------
// Identity & campaigns
// ---------------------------------------------------------------------------
@@ -117,6 +152,7 @@ model User {
charactersOwned Character[] @relation("PlayerCharacters")
charactersCreated Character[] @relation("CreatedBy")
notesAuthored Note[]
goldTransactions GoldTransaction[]
@@map("users")
}
@@ -130,7 +166,15 @@ model Campaign {
startingItemCount Int @default(0)
startingSpellCount Int @default(0)
skipMotivationRoll Boolean @default(false)
// Off: players see only a health bar for monsters and NPCs, not the numbers.
showMonsterHp Boolean @default(true)
// An attack on several targets is harder to land: each target's AC counts
// as this much higher for every target beyond the first. 0 turns it off.
areaAttackAcPenalty Int @default(2)
ownerId String
// Set while the campaign is archived: kept in full, but moved off the main
// list and closed to new members until the DM restores it.
archivedAt DateTime?
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
@@ -138,13 +182,47 @@ model Campaign {
characters Character[]
weapons Weapon[]
spells Spell[]
items Item[]
monsters Monster[]
npcs Npc[]
encounters Encounter[]
notes Note[]
locations Location[]
@@map("campaigns")
}
model Location {
id String @id @default(cuid())
campaignId String
name String
description String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
characters Character[]
encounters Encounter[]
visits CharacterLocationVisit[]
@@map("locations")
}
// A location a character has been to. Written whenever a character is put
// somewhere (by the DM, or by an encounter held there), and never removed by
// moving on: it is what decides which locations a player may see.
model CharacterLocationVisit {
id String @id @default(cuid())
characterId String
locationId String
firstVisitedAt DateTime @default(now())
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
location Location @relation(fields: [locationId], references: [id], onDelete: Cascade)
@@unique([characterId, locationId])
@@map("character_location_visits")
}
model CampaignMember {
id String @id @default(cuid())
campaignId String
@@ -189,11 +267,30 @@ model Character {
currentHp Int @default(0)
tempHp Int @default(0)
// Death saves, counted while the character is at 0 HP (utils/hp.js). Three
// failures is dead; three successes sets `stable` and clears the tallies.
deathSaveSuccesses Int @default(0)
deathSaveFailures Int @default(0)
stable Boolean @default(false) // at 0 HP but no longer rolling
armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
speedOverride Int?
specialAbilities String? // free-text list shown in the quick-stats panel
// The next three are composed by the builder from the player's picks
// (game/data/characterOptions.js). After that only the DM can edit them.
specialAbilities String? // shown in the quick-stats panel
// The purse: each coin is counted on its own and only changes through the
// money ledger (GoldTransaction).
gold Int @default(0)
silver Int @default(0)
copper Int @default(0)
background String?
appearance String?
privateNotes String? // visible to the owning player only — not even the DM
diceMode DiceMode @default(DIGITAL) // chosen once, before the first build roll
currentLocationId String?
buildStage BuildStage @default(NOT_STARTED)
buildState Json? // in-progress dice rolls / pending choices while building
@@ -201,17 +298,20 @@ model Character {
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
user User? @relation("PlayerCharacters", fields: [userId], references: [id])
createdBy User @relation("CreatedBy", fields: [createdById], references: [id])
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
user User? @relation("PlayerCharacters", fields: [userId], references: [id])
createdBy User @relation("CreatedBy", fields: [createdById], references: [id])
currentLocation Location? @relation(fields: [currentLocationId], references: [id], onDelete: SetNull)
skillProficiencies CharacterSkillProficiency[]
saveProficiencies CharacterSaveProficiency[]
inventoryItems InventoryItem[]
goldTransactions GoldTransaction[]
weapons CharacterWeapon[]
spells CharacterSpell[]
notes Note[]
encounterEntries EncounterParticipant[]
locationVisits CharacterLocationVisit[]
@@map("characters")
}
@@ -255,10 +355,20 @@ model Weapon {
properties String[] // e.g. ["finesse", "light", "thrown"]
rangeNormal Int?
rangeLong Int?
// damageDice is the level-1 damage; a held copy's dice climb the damage
// ladder (game/calculations.js) by this many rungs per level above 1.
damageScaling Int @default(1)
// The level this weapon starts at: a held copy is never below it, and
// damageDice is the damage at this level.
minLevel Int @default(1)
// Offered in the character builder's starting-equipment step. Off by default:
// the DM opts entries in, so the pool can hold gear that must be earned.
isStartingOption Boolean @default(false)
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
assigned CharacterWeapon[]
rewards EncounterReward[]
@@map("weapons")
}
@@ -269,6 +379,7 @@ model CharacterWeapon {
weaponId String
quantity Int @default(1)
equipped Boolean @default(false)
level Int @default(1) // this copy's level; the character must be at least this level to use it
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
weapon Weapon @relation(fields: [weaponId], references: [id], onDelete: Cascade)
@@ -277,19 +388,60 @@ model CharacterWeapon {
@@map("character_weapons")
}
// Campaign-level item pool, DM-managed like weapons and spells.
model Item {
id String @id @default(cuid())
campaignId String
name String
description String?
damageDice String? // optional dice (damage, healing...) at its starting level; scales like a weapon's
damageScaling Int @default(1)
minLevel Int @default(1)
isStartingOption Boolean @default(false)
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
held InventoryItem[]
rewards EncounterReward[]
@@map("items")
}
// An Item from the campaign pool held by a character.
model InventoryItem {
id String @id @default(cuid())
characterId String
name String
description String?
itemId String
quantity Int @default(1)
equipped Boolean @default(false)
level Int @default(1)
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
item Item @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@unique([characterId, itemId])
@@map("inventory_items")
}
// Ledger behind a character's purse: every change to a coin balance is one
// row here. (The name predates silver and copper.)
model GoldTransaction {
id String @id @default(cuid())
characterId String
currency Currency @default(GOLD) // which coin this entry is in
amount Int // signed: positive = gained, negative = spent
balanceAfter Int // that coin's balance afterwards
reason String?
createdById String?
createdAt DateTime @default(now())
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
createdBy User? @relation(fields: [createdById], references: [id], onDelete: SetNull)
@@index([characterId, createdAt])
@@map("gold_transactions")
}
// ---------------------------------------------------------------------------
// Spells
// ---------------------------------------------------------------------------
@@ -298,12 +450,17 @@ model Spell {
id String @id @default(cuid())
campaignId String
name String
level Int // 0 = cantrip
level Int // 0 = cantrip. Also the character level needed to use the spell.
damageDice String? // fixed; spells don't level up
school String?
castingTime String?
range String?
duration String?
description String?
isStartingOption Boolean @default(false)
// Brings back the dead: a character who can cast it may revive a dead ally
// on their turn in a battle (encounters.routes.js).
revives Boolean @default(false)
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
known CharacterSpell[]
@@ -353,31 +510,103 @@ model Monster {
@@map("monsters")
}
// A non-player character the DM runs: a quest-giver, shopkeeper, rival...
// Combat stats are optional — most NPCs are there to be talked to.
model Npc {
id String @id @default(cuid())
campaignId String
name String
role String? // e.g. "Innkeeper", "Captain of the Watch"
disposition NpcDisposition @default(NEUTRAL)
description String? // what the party can see and knows
dmNotes String? // secrets, motives — never sent to players
ac Int?
maxHp Int?
attackBonus Int?
damageDice String?
createdAt DateTime @default(now())
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
encounterAppearances EncounterParticipant[]
@@map("npcs")
}
model Encounter {
id String @id @default(cuid())
campaignId String
name String
mode EncounterMode @default(BATTLE)
status EncounterStatus @default(PLANNING)
currentRound Int @default(1)
// Whose turn it is in a battle; null until the fight starts.
activeParticipantId String?
// Who is being attacked (or healed) right now, shown to everyone, in the
// order they were picked. More than one makes it an area attack. Picked by
// the DM or by the player on turn, and cleared when the turn passes.
targetParticipantIds String[] @default([])
description String? // the scene / objective, shown to everyone
dmNotes String? // never sent to players
// Where the scene takes place. While the encounter is in progress, the
// characters in it are there too.
locationId String?
// Set while archived: kept in full, but off the campaign's list — players
// no longer see it there at all.
archivedAt DateTime?
// Place in the campaign's own order, lowest first. The DM rearranges it.
sortOrder Int @default(0)
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
campaign Campaign @relation(fields: [campaignId], references: [id], onDelete: Cascade)
location Location? @relation(fields: [locationId], references: [id], onDelete: SetNull)
participants EncounterParticipant[]
rewards EncounterReward[]
@@map("encounters")
}
// A row per combatant in an encounter — either a character or a monster.
// currentHp/maxHp are snapshotted here (not just read off Character/Monster)
// so damage tracking during a fight doesn't need to mutate the character's or
// monster's permanent record until the DM chooses to apply it back.
// Loot the DM lines up for an encounter and later hands to a character. Until
// it is awarded it is the DM's secret; awarding it is what actually changes
// the character (gold ledger entry, or the weapon/item added to what they hold).
model EncounterReward {
id String @id @default(cuid())
encounterId String
type RewardType
gold Int? // GOLD: how many coins
currency Currency @default(GOLD) // GOLD: which coin they are
weaponId String? // WEAPON
itemId String? // ITEM
quantity Int @default(1)
level Int @default(1) // gear level the weapon/item is handed over at
note String?
awardedTo String? // who received it, as display text ("Aria", "Aria, Bo")
awardedAt DateTime?
createdAt DateTime @default(now())
encounter Encounter @relation(fields: [encounterId], references: [id], onDelete: Cascade)
weapon Weapon? @relation(fields: [weaponId], references: [id], onDelete: Cascade)
item Item? @relation(fields: [itemId], references: [id], onDelete: Cascade)
@@map("encounter_rewards")
}
// A row per combatant in an encounter — a character, a monster or an NPC.
// A monster's currentHp/maxHp live here, per instance. A character's HP has
// one source of truth, the Character row: encounters read and write that, and
// the columns here only hold the last values seen (used if the character is
// later deleted and the row loses its link).
model EncounterParticipant {
id String @id @default(cuid())
encounterId String
characterId String?
monsterId String?
npcId String?
displayName String // denormalized so a monster can be renamed per-instance, e.g. "Goblin #2"
// The d20 rolled for initiative (1–20); null until it is rolled.
initiativeRoll Int?
// The roll plus the combatant's initiative bonus, worked out when the roll
// is entered. This is what the turn order sorts on.
initiative Int @default(0)
currentHp Int
maxHp Int
@@ -387,6 +616,7 @@ model EncounterParticipant {
encounter Encounter @relation(fields: [encounterId], references: [id], onDelete: Cascade)
character Character? @relation(fields: [characterId], references: [id], onDelete: SetNull)
monster Monster? @relation(fields: [monsterId], references: [id], onDelete: SetNull)
npc Npc? @relation(fields: [npcId], references: [id], onDelete: SetNull)
@@map("encounter_participants")
}
+32
View File
@@ -0,0 +1,32 @@
// Adds the Hollowcrown: The Rift Between Worlds campaign
// (seed-data/hollowcrown.js) for the admin account. Not part of the default
// seed — run it on its own:
//
// npm run seed:hollowcrown
//
// Like every seed it only adds (see seedCampaign.js): it never touches other
// campaigns, and does nothing if the admin already has an active Hollowcrown.
const { run, fromLibrary } = require('./seedCampaign');
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../src/game/data/library');
const hollowcrown = require('../seed-data/hollowcrown.js');
const startingSpells = new Set(hollowcrown.startingSpells);
for (const key of startingSpells) fromLibrary(SPELL_LIBRARY, key); // fail early on a misspelt key
run({
...hollowcrown,
// The book's starting picks come from the site library; its modern relics
// and magic weapons are never starting options.
weapons: [
...hollowcrown.libraryWeapons.map((key) => fromLibrary(WEAPON_LIBRARY, key, { isStartingOption: true })),
...hollowcrown.weapons,
],
// The whole spell library goes in, so a spell is there to hand out the
// moment a character unlocks it; only the book's Session 0 list is offered
// in the builder.
spells: [
...SPELL_LIBRARY.map(({ key }) => fromLibrary(SPELL_LIBRARY, key, { isStartingOption: startingSpells.has(key) })),
...hollowcrown.spells,
],
monsters: [...hollowcrown.libraryMonsters.map((key) => fromLibrary(MONSTER_LIBRARY, key)), ...hollowcrown.monsters],
});
+31 -69
View File
@@ -1,70 +1,32 @@
// Seeds a demo campaign for local dev. Species/classes/skills are NOT seeded
// as rows — they're fixed game-rule tables ported into src/game/data/*.js and
// used directly by the calculation engine. Weapons ARE seeded, but only into
// this demo campaign (weapons are per-campaign in the schema, since a DM can
// add homebrew weapons).
const path = require('path');
const bcrypt = require('bcrypt');
const { PrismaClient } = require('@prisma/client');
const { generateInviteCode } = require('../src/utils/inviteCode');
// The default seed: the Aldenfell campaign (seed-data/aldenfell.js) for the
// admin account. See seedCampaign.js for what a seed does and why it is safe
// to run against a live database.
//
// npx prisma db seed add what is missing
// npx prisma db seed -- --reset DESTRUCTIVE: delete every user, campaign,
// character, note, etc. first
//
// Other campaigns have their own command (npm run seed:hollowcrown).
//
// Species/classes/skills are NOT seeded as rows — they're fixed game-rule
// tables ported into src/game/data/*.js, as is the default weapon/spell/monster
// library DMs pull from. The default weapons (seed-data/weapons.json) ARE
// seeded, into the campaign, since weapons are per-campaign in the schema.
const { run, fromLibrary } = require('./seedCampaign');
const { SPELL_LIBRARY } = require('../src/game/data/library');
const defaultWeapons = require('../seed-data/weapons.json');
const aldenfell = require('../seed-data/aldenfell.js');
const prisma = new PrismaClient();
const weapons = require(path.join(__dirname, '..', 'seed-data', 'weapons.json'));
async function main() {
const passwordHash = await bcrypt.hash('password123', 12);
const dm = await prisma.user.upsert({
where: { email: 'dm@example.com' },
update: {},
create: { email: 'dm@example.com', passwordHash, displayName: 'Dungeon Master' },
});
const player = await prisma.user.upsert({
where: { email: 'player@example.com' },
update: {},
create: { email: 'player@example.com', passwordHash, displayName: 'Test Player' },
});
let campaign = await prisma.campaign.findFirst({ where: { name: 'The Sunken Reach (Demo)' } });
if (!campaign) {
campaign = await prisma.campaign.create({
data: {
name: 'The Sunken Reach (Demo)',
description: 'A demo campaign seeded for local development.',
inviteCode: generateInviteCode(),
startingGold: 15,
startingItemCount: 2,
startingSpellCount: 2,
ownerId: dm.id,
members: {
create: [
{ userId: dm.id, role: 'DM' },
{ userId: player.id, role: 'PLAYER' },
],
},
},
});
}
for (const weapon of weapons) {
const existing = await prisma.weapon.findFirst({ where: { campaignId: campaign.id, name: weapon.name } });
if (!existing) {
await prisma.weapon.create({ data: { ...weapon, campaignId: campaign.id } });
}
}
console.log('Seed complete.');
console.log(` DM login: dm@example.com / password123`);
console.log(` Player login: player@example.com / password123`);
console.log(` Campaign invite code: ${campaign.inviteCode}`);
}
main()
.catch((err) => {
console.error(err);
process.exit(1);
})
.finally(async () => {
await prisma.$disconnect();
});
run(
{
...aldenfell,
// Everyday weapons are what a new character picks from; the rest are earned.
weapons: [...defaultWeapons.map((w) => ({ ...w, isStartingOption: true })), ...aldenfell.weapons],
items: aldenfell.items.map(({ starting, ...item }) => ({ ...item, isStartingOption: Boolean(starting) })),
spells: [
...aldenfell.spells.starting.map((key) => fromLibrary(SPELL_LIBRARY, key, { isStartingOption: true })),
...aldenfell.spells.earned.map((key) => fromLibrary(SPELL_LIBRARY, key, { isStartingOption: false })),
],
},
{ reset: process.argv.includes('--reset') },
);
+210
View File
@@ -0,0 +1,210 @@
// Shared by the campaign seeds (seed.js, seed-hollowcrown.js): makes sure the
// admin account exists, then adds one fully-built campaign for it.
//
// A seed only ever ADDS, so it is safe against a live database. The admin
// account is created if it is missing (an existing one, and its password, is
// left alone), and the campaign is added unless that account already owns an
// active campaign of the same name. To get a fresh copy, archive or delete the
// old one in the app and run the seed again.
//
// SEED_ADMIN_EMAIL / SEED_ADMIN_PASSWORD / SEED_ADMIN_NAME override the
// account that is created.
//
// `content` is one campaign, with every pool as rows shaped like the Prisma
// models minus ids:
// campaign, locations, weapons, items, spells, monsters, npcs,
// sharedNotes, dmNotes (note bodies, in reading order), and
// encounters, in the order they should list:
// { name, mode, description, dmNotes,
// location: a location's name (optional) — where the scene is,
// monsters: [[monster name, count, display name?, max HP?], ...],
// npcs: [NPC name | { name, hp }, ...],
// rewards: [{ gold } | { weapon } | { item }, each with optional
// quantity, level (defaults to the entry's starting level)
// and note] }
const bcrypt = require('bcrypt');
const { PrismaClient } = require('@prisma/client');
const { generateInviteCode } = require('../src/utils/inviteCode');
const prisma = new PrismaClient();
const ADMIN_EMAIL = process.env.SEED_ADMIN_EMAIL || 'joshua@crosscode.co.za';
const ADMIN_PASSWORD = process.env.SEED_ADMIN_PASSWORD || '12345678';
const ADMIN_NAME = process.env.SEED_ADMIN_NAME || 'Joshua';
// Notes list newest-first on screen, so they are stamped a second apart,
// backwards: the first entry in the seed data is the one at the top.
function bookOrder(index) {
return new Date(Date.now() - index * 1000);
}
function byName(rows) {
return new Map(rows.map((row) => [row.name, row]));
}
function lookup(map, name, what, encounterName) {
const row = map.get(name);
if (!row) throw new Error(`Encounter "${encounterName}" references unknown ${what} "${name}"`);
return row;
}
async function createCampaign(db, admin, content) {
const campaign = await db.campaign.create({
data: {
...content.campaign,
inviteCode: generateInviteCode(),
ownerId: admin.id,
members: { create: { userId: admin.id, role: 'DM' } },
},
});
const campaignId = campaign.id;
const inCampaign = (rows) => rows.map((row) => ({ ...row, campaignId }));
await db.location.createMany({ data: inCampaign(content.locations) });
await db.weapon.createMany({ data: inCampaign(content.weapons) });
await db.item.createMany({ data: inCampaign(content.items) });
await db.spell.createMany({ data: inCampaign(content.spells) });
await db.monster.createMany({ data: inCampaign(content.monsters) });
await db.npc.createMany({ data: inCampaign(content.npcs) });
const monsters = byName(await db.monster.findMany({ where: { campaignId } }));
const npcs = byName(await db.npc.findMany({ where: { campaignId } }));
const weapons = byName(await db.weapon.findMany({ where: { campaignId } }));
const items = byName(await db.item.findMany({ where: { campaignId } }));
const locations = byName(await db.location.findMany({ where: { campaignId } }));
let rewardCount = 0;
for (const [index, enc] of content.encounters.entries()) {
const participants = [];
for (const [name, count, displayName, hp] of enc.monsters || []) {
const monster = lookup(monsters, name, 'monster', enc.name);
const label = displayName || monster.name;
const maxHp = hp ?? monster.maxHp;
for (let i = 1; i <= count; i++) {
participants.push({
monsterId: monster.id,
displayName: count > 1 ? `${label} #${i}` : label,
currentHp: maxHp,
maxHp,
isMonster: true,
});
}
}
for (const entry of enc.npcs || []) {
const { name, hp } = typeof entry === 'string' ? { name: entry } : entry;
const npc = lookup(npcs, name, 'NPC', enc.name);
// An NPC with no combat stats takes part with no hit points to track.
const maxHp = hp ?? npc.maxHp ?? 0;
participants.push({ npcId: npc.id, displayName: npc.name, currentHp: maxHp, maxHp, isMonster: false });
}
// Rewards list oldest-first, so these are stamped forwards.
const rewards = (enc.rewards || []).map(({ gold, weapon, item, quantity, level, note }, i) => {
const createdAt = new Date(Date.now() + i);
if (gold) return { type: 'GOLD', gold, note, createdAt };
const entry = weapon ? lookup(weapons, weapon, 'weapon', enc.name) : lookup(items, item, 'item', enc.name);
return {
type: weapon ? 'WEAPON' : 'ITEM',
[weapon ? 'weaponId' : 'itemId']: entry.id,
quantity: quantity ?? 1,
level: Math.max(level ?? entry.minLevel, entry.minLevel),
note,
createdAt,
};
});
rewardCount += rewards.length;
await db.encounter.create({
data: {
campaignId,
name: enc.name,
mode: enc.mode,
description: enc.description,
dmNotes: enc.dmNotes,
locationId: enc.location ? lookup(locations, enc.location, 'location', enc.name).id : null,
sortOrder: index,
participants: { create: participants },
rewards: { create: rewards },
},
});
}
const notes = [
...content.sharedNotes.map((body) => ({ body, visibility: 'SHARED' })),
...content.dmNotes.map((body) => ({ body, visibility: 'DM_ONLY' })),
];
await db.note.createMany({
data: notes.map((n, i) => ({ ...n, campaignId, authorId: admin.id, createdAt: bookOrder(i) })),
});
const starting = (rows) => rows.filter((row) => row.isStartingOption).length;
console.log(` Campaign: ${campaign.name} — invite code ${campaign.inviteCode}`);
console.log(
` ${content.weapons.length} weapons (${starting(content.weapons)} starting), ${content.items.length} items ` +
`(${starting(content.items)} starting), ${content.spells.length} spells (${starting(content.spells)} starting), ` +
`${content.locations.length} locations`,
);
console.log(
` ${content.monsters.length} monsters, ${content.npcs.length} NPCs, ${content.encounters.length} encounters ` +
`(${rewardCount} rewards lined up), ${notes.length} notes`,
);
}
async function resetDatabase() {
// Truncating the two roots cascades through every table that references them.
await prisma.$executeRawUnsafe('TRUNCATE TABLE "users", "campaigns" RESTART IDENTITY CASCADE');
}
// `reset` is DESTRUCTIVE: every user, campaign, character, note, etc. is
// deleted before anything is added.
async function seed(content, { reset = false } = {}) {
if (reset) {
await resetDatabase();
console.log('Database reset: every user and campaign was deleted.');
}
let admin = await prisma.user.findUnique({ where: { email: ADMIN_EMAIL } });
if (admin) {
console.log(`Admin account ${ADMIN_EMAIL} already exists — left as it is.`);
} else {
admin = await prisma.user.create({
data: { email: ADMIN_EMAIL, passwordHash: await bcrypt.hash(ADMIN_PASSWORD, 12), displayName: ADMIN_NAME },
});
console.log(`Admin/DM login created: ${ADMIN_EMAIL} / ${ADMIN_PASSWORD}`);
console.log(' Change that password from the account page (click your name, top right) once you are logged in.');
}
const existing = await prisma.campaign.findFirst({
where: { ownerId: admin.id, name: content.campaign.name, archivedAt: null },
});
if (existing) {
console.log(`${ADMIN_EMAIL} already has an active "${existing.name}" campaign — nothing added.`);
console.log(' For a fresh copy, archive or delete it under Campaign Settings and run the seed again.');
return;
}
// One transaction, so a failed seed doesn't leave half a campaign behind.
console.log('Seeding campaign...');
await prisma.$transaction((tx) => createCampaign(tx, admin, content), { timeout: 120000, maxWait: 20000 });
console.log('Seed complete.');
}
// Runs a seed script to completion: exit code 1 on failure, connection closed either way.
function run(content, options) {
return seed(content, options)
.catch((err) => {
console.error(err);
process.exitCode = 1;
})
.finally(() => prisma.$disconnect());
}
// A copy of a library entry as a pool row: its `key` and picker-only tags dropped.
function fromLibrary(library, key, extra = {}) {
const template = library.find((entry) => entry.key === key);
if (!template) throw new Error(`Unknown library entry "${key}"`);
const { key: _key, category, classes, ...row } = template;
return { ...row, ...extra };
}
module.exports = { run, fromLibrary };
+117
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// Writes the full lists (every library spell, weapon and monster, and every
// option the character builder offers) into the docs, straight from the data
// files the app itself uses, so the docs cannot drift from the app.
//
// npm run docs:lists (from /backend)
//
// Each list lives between a pair of markers in a doc:
// <!-- BEGIN GENERATED: name --> ... <!-- END GENERATED: name -->
// Only the text between the markers is replaced; everything else in the docs
// is written by hand.
const fs = require('fs');
const path = require('path');
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../src/game/data/library');
const options = require('../src/game/data/characterOptions');
const { SPECIES } = require('../src/game/data/species');
const { CLASSES } = require('../src/game/data/classes');
const DOCS = path.join(__dirname, '..', '..', 'docs');
const cell = (value) => (value === null || value === undefined || value === '' ? '—' : String(value).replace(/\|/g, '\\|'));
const table = (headers, rows) =>
[`| ${headers.join(' | ')} |`, `|${headers.map(() => '---').join('|')}|`, ...rows.map((r) => `| ${r.map(cell).join(' | ')} |`)].join('\n');
const signed = (n) => (n >= 0 ? `+${n}` : `${n}`);
const plural = (n, word) => `${n} ${word}${n === 1 ? '' : 's'}`;
function spellLibrary() {
const levels = [...new Set(SPELL_LIBRARY.map((s) => s.level))].sort((a, b) => a - b);
return levels
.map((level) => {
const spells = SPELL_LIBRARY.filter((s) => s.level === level).sort((a, b) => a.name.localeCompare(b.name));
const heading = level === 0 ? `### Cantrips (${spells.length})` : `### Level ${level} (${plural(spells.length, 'spell')})`;
const who = level === 0 ? 'Usable by any character.' : `Needs character level ${level}.`;
return `${heading}\n\n${who}\n\n${table(['Spell', 'School', 'Damage', 'What it does'], spells.map((s) => [s.name, s.school, s.damageDice, s.description]))}`;
})
.join('\n\n');
}
const ATTACK_WITH = { STR: 'Strength', DEX: 'Dexterity', FINESSE: 'Strength or Dexterity (finesse)' };
function weaponLibrary() {
const categories = [...new Set(WEAPON_LIBRARY.map((w) => w.category))];
return categories
.map((category) => {
const weapons = WEAPON_LIBRARY.filter((w) => w.category === category);
const rows = weapons.map((w) => [
w.name,
w.damageDice,
w.damageType,
ATTACK_WITH[w.attackAbility],
w.properties.join(', '),
w.rangeNormal ? `${w.rangeNormal}/${w.rangeLong} ft` : null,
]);
return `### ${category} (${weapons.length})\n\n${table(['Weapon', 'Base damage', 'Type', 'Attacks with', 'Properties', 'Range'], rows)}`;
})
.join('\n\n');
}
function monsterLibrary() {
const rows = MONSTER_LIBRARY.map((m) => [
m.name,
m.challengeRating,
m.ac,
m.maxHp,
m.speed,
signed(m.attackBonus),
m.damageDice,
[m.strScore, m.dexScore, m.conScore, m.intScore, m.wisScore, m.chaScore].join(' / '),
m.specialTrait,
m.notes,
]);
return table(['Monster', 'CR', 'AC', 'HP', 'Speed', 'Attack', 'Damage', 'STR / DEX / CON / INT / WIS / CHA', 'Trait', 'Notes'], rows);
}
function builderLists() {
const abilities = (list) => list.map((a) => `**${a.name}** — ${a.text}`).join('<br>');
const groups = (list) =>
list
.map((g) => {
const pick = g.min === g.max ? `pick ${g.min}` : `pick ${g.min} to ${g.max}`;
return `**${g.label}** — ${g.prompt} (${pick})\n\n${table(['Option', 'What it adds'], g.options.map((o) => [o.label, o.text]))}`;
})
.join('\n\n');
return [
`### Motivations\n\n${options.MOTIVATIONS.map((m) => `- ${m.label}`).join('\n')}`,
`### Special abilities granted by species\n\n${table(['Species', 'Abilities'], Object.keys(SPECIES).map((key) => [SPECIES[key].name, abilities(options.SPECIES_TRAITS[key])]))}`,
`### Special abilities granted by class\n\n${table(['Class', 'Abilities'], Object.keys(CLASSES).sort().map((key) => [CLASSES[key].name, abilities(options.CLASS_FEATURES[key])]))}`,
`### Talents (pick ${options.TALENT_PICKS})\n\n${table(['Talent', 'What it does'], options.TALENTS.map((t) => [t.name, t.text]))}`,
`### Background questions\n\n${groups(options.BACKGROUND_GROUPS)}`,
`### Appearance questions\n\n${groups(options.APPEARANCE_GROUPS)}`,
].join('\n\n');
}
const SECTIONS = {
'SPELLS.md': { 'spell-library': spellLibrary },
'WEAPONS.md': { 'weapon-library': weaponLibrary },
'MONSTERS.md': { 'monster-library': monsterLibrary },
'CHARACTERS.md': { 'builder-lists': builderLists },
};
for (const [file, sections] of Object.entries(SECTIONS)) {
const filePath = path.join(DOCS, file);
const original = fs.readFileSync(filePath, 'utf8');
const newline = original.includes('\r\n') ? '\r\n' : '\n';
let text = original.replace(/\r\n/g, '\n');
for (const [name, render] of Object.entries(sections)) {
const begin = `<!-- BEGIN GENERATED: ${name} -->`;
const end = `<!-- END GENERATED: ${name} -->`;
const from = text.indexOf(begin);
const to = text.indexOf(end);
if (from === -1 || to === -1 || to < from) throw new Error(`${file}: missing the "${name}" markers`);
text = `${text.slice(0, from + begin.length)}\n${render()}\n${text.slice(to)}`;
}
const output = text.replace(/\n/g, newline);
if (output !== original) fs.writeFileSync(filePath, output);
console.log(`${output === original ? 'unchanged' : 'updated '} docs/${file}`);
}
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// Aldenfell campaign content: the gazetteer, bestiary and notes are condensed
// from the Aldenfell Campaign Book; the gear, item pool, NPC list and scenes
// are built out from it to use everything a campaign can hold.
// Consumed by prisma/seed.js. Shapes match the Prisma models minus ids, except
// where a section's comment says otherwise.
const campaign = {
name: 'Aldenfell',
description:
'A kingdom of knights and dragons is standing on top of something that’s waking up — and you’re the ones who find out first. ' +
'Heroic adventure first, real consequences, and horror as a spice rather than the whole meal.',
startingGold: 15,
startingItemCount: 2,
startingSpellCount: 2,
};
// ---------------------------------------------------------------------------
// Gazetteer
// ---------------------------------------------------------------------------
const locations = [
// Highcrown
{ name: 'Highcrown — The Founding Chapel', description: 'Site of Session One’s bell mystery. Its cellar connects to the Sunken Vaults. Quiet by day, a good recurring “something’s off” location throughout Act 1.' },
{ name: 'Highcrown — The Palace of Aldenfell', description: 'King Aldric’s seat. Court is held weekly; an audience without a sponsor (a knight, a noble, a Concord representative) takes real effort. Princess Isolde keeps a smaller, more accessible private study here.' },
{ name: 'Highcrown — The Grey Dawn Hall', description: 'Order of the Grey Dawn headquarters. Recruitment, training yards, and Ser Kavan Thorne’s office. The natural starting point for a Fighter/Paladin-leaning party.' },
{ name: 'Highcrown — The Concord Exchange', description: 'The Merchant Concord’s trading hall. Job boards, contracts, and Mireille Costa’s usual haunt. Best source of quick, paying side work.' },
{ name: 'Highcrown — The Lantern Market', description: 'Highcrown’s main marketplace, busiest during the Founding Fair. Gear, rumors, and pickpockets in equal measure. The campaign opens (E1) and closes here.' },
// Greywood
{ name: 'Greywood — The Warden’s Lodge', description: 'Ashwen and the other Wardens’ base, a day’s ride from Highcrown. First place to hear rumors about the old shrines acting strangely.' },
{ name: 'Greywood — The Old Shrine Sites', description: 'Scattered pre-kingdom shrines throughout the forest; several sit almost directly above Hollow Below cracks. Livestock/crop failures (a Stage 1 omen) cluster near these. → Side Quest: The Warden’s Silence.' },
{ name: 'Greywood — The Feywild Grove', description: 'A grove where the boundary with the Feywild is thin. Home to a reclusive, capricious fey court — a “be careful what you promise” side encounter, unrelated to the main plot.' },
{ name: 'Greywood — The Sunken Library', description: 'Ruins of a pre-kingdom archive, half-collapsed and root-choked. Contains fragments of the truth about the Hollow King’s origin — a place for the party to piece the mystery together on their own terms.' },
// Spine
{ name: 'The Spine — Threndir’s Eyrie', description: 'High on the eastern peaks, reachable by a hard climb or careful flight/magic. Threndir Ashclaw grants an audience to anyone who approaches openly and unarmed-in-spirit.' },
{ name: 'The Spine — Sevrisk’s Hollow', description: 'A lower, damper cave system claimed by the young green dragon Sevrisk. Far more dangerous to simply wander into.' },
{ name: 'The Spine — Stonejaw Hold', description: 'Korgath’s clan settlement in a Spine foothill valley. Outsiders are tested, not attacked on sight. → Side Quest: Trial of Stone.' },
{ name: 'The Spine — Ironvein', description: 'A mining town at the Spine’s base, Aldenfell’s main source of iron. Practical resupply stop with its own local rumors (miners going quiet, deeper tunnels avoided).' },
// Salt Coast & Bramble Marches
{ name: 'Salt Coast — Tidewatch', description: 'The Salt Coast’s largest port town, proudly independent-minded. Good base for coastal side content. → Side Quest: What the Tide Brought In.' },
{ name: 'Salt Coast — Smuggler’s Cove', description: 'A hidden inlet south of Tidewatch, used for exactly what the name suggests. → Side Quest: The Smugglers’ Tithe.' },
{ name: 'Bramble Marches — Greyford Keep', description: 'A border fortress garrisoned by Aldenfell troops watching the disputed line. Tense, under-resourced, a pressure-cooker location (E11, E16).' },
{ name: 'Bramble Marches — The Sorrow Camp', description: 'A refugee camp just inside Aldenfell territory, swollen by people fleeing the Marches’ border tension. → Side Quest: Refugees of the Marches.' },
// Hollow Below
{ name: 'Hollow Below — The Sunken Vaults (Layer 1)', description: 'Old crypts beneath Highcrown, reached from the Founding Chapel’s cellar or three other points in the city. Low real danger, mundane-spooky. Session One’s crawl (E3) happens here.' },
{ name: 'Hollow Below — The Root (Layer 2)', description: 'Natural caves beneath the Greywood and the Spine’s lower slopes. Geography stops being reliable. Hollowed, Bellcrawlers, and the Root Stalker live here. Danger is real.' },
{ name: 'Hollow Below — The Weeping Passage', description: 'A Root landmark: a long tunnel where the walls audibly “weep” — a faint, wrong, almost-voice sound. Set-piece location for the party’s first Hollowed.' },
{ name: 'Hollow Below — The Hollow Court (Layer 3)', description: 'The seal itself. Off-limits until Act 4. Gravity, light, and memory all bend near it. The Hollow King’s Shadow operates here.' },
];
// ---------------------------------------------------------------------------
// Bestiary (Aldenfell-specific stat blocks). attackBonus/damageDice hold the
// creature's primary attack; the rest lives in specialTrait/notes.
// ---------------------------------------------------------------------------
const monsters = [
{
name: 'Threndir Ashclaw (old copper dragon)', challengeRating: '8', ac: 17, maxHp: 165, speed: 40,
strScore: 23, dexScore: 12, conScore: 17, intScore: 16, wisScore: 13, chaScore: 17, attackBonus: 11, damageDice: '2d10+6',
specialTrait: 'Legendary talker — always offers to negotiate before fighting unless attacked first. Acid breath (recharge 5–6): 60-ft line, DC 15 Dex, 10d8 acid (half on success).',
notes: 'Huge dragon, 3,900 XP. Climb 40 ft, fly 80 ft. Bite +11 (2d10+6 piercing), Claw +11 (2d6+6 slashing), Tail +11 (2d8+6 bludgeoning). Saves Dex +5, Con +7, Wis +5, Cha +7. Skills Deception +7, Insight +5, Perception +9, Stealth +5. Blindsight 60 ft, darkvision 120 ft, passive Perception 19. Wants proof the crown can still be trusted — the intended “win” is a negotiation.',
},
{
name: 'Sevrisk (young green dragon)', challengeRating: '5', ac: 18, maxHp: 136, speed: 40,
strScore: 19, dexScore: 12, conScore: 17, intScore: 16, wisScore: 13, chaScore: 15, attackBonus: 7, damageDice: '2d6+4',
specialTrait: 'Poison breath (recharge 5–6): 30-ft cone, DC 14 Con, 8d6 poison (half on success).',
notes: 'Large dragon, 1,800 XP. Swim 40 ft, fly 80 ft. Bite +7 (2d6+4 piercing +2d6 poison), Claw +7 (2d4+4 slashing). Territorial and opportunistic — a straightforward combat threat, in contrast to Threndir.',
},
{
name: 'Stonejaw Hill Giant', challengeRating: '5', ac: 13, maxHp: 105, speed: 40,
strScore: 21, dexScore: 8, conScore: 19, intScore: 5, wisScore: 9, chaScore: 6, attackBonus: 8, damageDice: '3d8+5',
specialTrait: 'Honor-bound — fights fairly and expects the same.',
notes: 'Huge giant, 1,800 XP each (Korgath Stonejaw’s Spine Clan warband). Greatclub +8 (3d8+5 bludgeoning), Rock +8, 60/240 ft (3d10+5 bludgeoning). Passive Perception 9, speaks Giant. A trial or contest (Trial of Stone) fits better than an ambush.',
},
{
name: 'Spine Wyvern', challengeRating: '3', ac: 13, maxHp: 68, speed: 20,
strScore: 19, dexScore: 10, conScore: 16, intScore: 5, wisScore: 12, chaScore: 6, attackBonus: 6, damageDice: '2d6+4',
specialTrait: 'Territorial, not evil — attacks anything lingering near a nest, ignores parties that move on.',
notes: 'Large dragon, 700 XP. Fly 80 ft. Bite +6 (2d6+4 piercing), Stinger +6 (2d6+4 piercing, DC 15 Con or poisoned 1 minute). Perception +4, darkvision 60 ft, passive Perception 14.',
},
{
name: 'Reef Terror', challengeRating: '3', ac: 13, maxHp: 68, speed: 20,
strScore: 19, dexScore: 10, conScore: 16, intScore: 5, wisScore: 12, chaScore: 6, attackBonus: 6, damageDice: '2d6+4',
specialTrait: 'Territorial — drags fishers under near its reef.',
notes: 'Reskinned Spine Wyvern for Side Quest: What the Tide Brought In — fins instead of wings, no flight, swim speed instead. Bite +6 (2d6+4 piercing), Stinger +6 (2d6+4 piercing, DC 15 Con or poisoned). NOT connected to the Hollow King.',
},
{
name: 'Greywood Direwolf', challengeRating: '1', ac: 14, maxHp: 37, speed: 50,
strScore: 17, dexScore: 15, conScore: 15, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 5, damageDice: '2d6+3',
specialTrait: 'Pack tactics — advantage if an ally is within 5 ft of the target and not incapacitated.',
notes: 'Large beast, 200 XP each. Bite +5 (2d6+3 piercing, DC 13 Str or prone). Perception +3, Stealth +4. Use 3–4 at once — the clearest Action Economy lesson for a new table.',
},
{
name: 'Highcrown Cutthroat', challengeRating: '1/8', ac: 12, maxHp: 11, speed: 30,
strScore: 11, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 3, damageDice: '1d6+1',
specialTrait: null,
notes: 'Medium humanoid, 25 XP each. Shortsword +3 (1d6+1 piercing), Dagger (thrown) +3, 20/60 (1d4+1 piercing). Ordinary desperate people — kill them, scare them off, or find out why they’re desperate?',
},
{
name: 'Bandit Captain', challengeRating: '2', ac: 15, maxHp: 65, speed: 30,
strScore: 15, dexScore: 16, conScore: 14, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 5, damageDice: '1d6+3',
specialTrait: 'Multiattack (two scimitar attacks).',
notes: 'Medium humanoid, 450 XP. Scimitar +5 (1d6+3 slashing), Dagger (thrown) +5, 20/60 (1d4+3 piercing). Leads a band of 4–6 cutthroats.',
},
{
name: 'Hollowed', challengeRating: '1', ac: 12, maxHp: 27, speed: 30,
strScore: 12, dexScore: 10, conScore: 12, intScore: 10, wisScore: 10, chaScore: 8, attackBonus: 3, damageDice: '1d6+1',
specialTrait: 'Almost right — DC 15 Insight notices the wrongness (no blink, a repeated phrase, no reflection) before it acts. Hollow whisper — 1/day speaks one sentence in Vessa Hollow’s voice to its target.',
notes: 'Medium humanoid, 200 XP. HORROR register. Slam +3 (1d6+1 bludgeoning); on a hit DC 12 Wis save or frightened 1 round. Deception +3 while passing as themselves. The horror is in the roleplay, not the numbers.',
},
{
name: 'Bellcrawler', challengeRating: '2', ac: 14, maxHp: 32, speed: 30,
strScore: 12, dexScore: 15, conScore: 16, intScore: 3, wisScore: 12, chaScore: 4, attackBonus: 5, damageDice: '2d6+2',
specialTrait: 'Mimic bell-toll — lures the curious. Stillness — motionless and silent the instant it’s observed; DC 17 Perception to spot while still.',
notes: 'Small monstrosity, 450 XP. HORROR register. Climb 30 ft. Bite +5 (2d6+2 piercing), Skitter (disengage as a bonus action). Stealth/dread, not a straight fight.',
},
{
name: 'Root Stalker', challengeRating: '4', ac: 15, maxHp: 78, speed: 30,
strScore: 17, dexScore: 14, conScore: 13, intScore: 6, wisScore: 14, chaScore: 6, attackBonus: 6, damageDice: '2d8+3',
specialTrait: 'Silent approach — advantage on its first attack each combat. Grasping roots — on a hit, target restrained (DC 14 Str to escape) until the Stalker is damaged.',
notes: 'Large aberration, 1,100 XP. HORROR register — signature Aldenfell monster. Burrow 20 ft. Multiattack (two Root Lash +6, 2d8+3 bludgeoning). Tremorsense 60 ft (blind beyond), passive Perception 12. Run as a slow, dreadful stalk.',
},
{
name: 'The Hollow King’s Shadow', challengeRating: '7', ac: 14, maxHp: 90, speed: 30,
strScore: 10, dexScore: 14, conScore: 10, intScore: 16, wisScore: 16, chaScore: 18, attackBonus: 8, damageDice: '3d8',
specialTrait: 'Not yet real — at 0 HP it disperses for the scene, never dies. Echoing dread — starting a turn within 30 ft: DC 15 Wis or frightened. Passes through walls.',
notes: 'Large undead (incorporeal), 2,900 XP but uncounted — DO NOT run as a fair fight. Fly 30 ft (hover). Chilling touch +8 (3d8 necrotic). Treat HP as a ticking clock: interrupt, banish, or outlast it (close a ritual circle, reach sunlight/a warded threshold, survive N rounds). Save its true, killable form for Act 4.',
},
{
name: 'Skeleton', challengeRating: '1/4', ac: 13, maxHp: 13, speed: 30,
strScore: 10, dexScore: 14, conScore: 15, intScore: 6, wisScore: 8, chaScore: 5, attackBonus: 4, damageDice: '1d6+2',
specialTrait: 'Undead — vulnerable to bludgeoning',
notes: 'Ordinary restless dead for the Sunken Vaults’ Restless Ossuary (Room 4). Not tied to the Hollow King; DC 12 Religion identifies that proper deconsecration would settle them.',
},
{
name: 'Feral Guard Dog', challengeRating: '1/8', ac: 12, maxHp: 5, speed: 40,
strScore: 13, dexScore: 14, conScore: 12, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 3, damageDice: '1d6+1',
specialTrait: 'Keen hearing and smell — advantage on Perception checks that rely on them.',
notes: 'Medium beast, 25 XP. Bite +3 (1d6+1 piercing, DC 11 Str or prone). A chapel mastiff gone half-wild in the Sunken Vaults’ Old Crypt Hall (Room 2). Starving, not vicious — DC 12 Animal Handling or a thrown ration ends the fight.',
},
];
// ---------------------------------------------------------------------------
// Weapons the party earns. The everyday weapons (seed-data/weapons.json) are
// seeded as starting options; these are not, so they only reach a character as
// a reward or a gift. damageDice is the damage at minLevel, and a character
// must be at least a held copy's level to use it. damageScaling: 1 standard,
// 2 powerful, 3 legendary.
// ---------------------------------------------------------------------------
const weapons = [
{ name: 'Masterwork Dagger', damageDice: '1d6', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'thrown'], rangeNormal: 20, rangeLong: 60, minLevel: 2, damageScaling: 1 },
{ name: 'Smuggler’s Cutlass', damageDice: '1d8', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse'], rangeNormal: null, rangeLong: null, minLevel: 2, damageScaling: 1 },
{ name: 'Warden’s Longbow', damageDice: '1d10', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'two-handed'], rangeNormal: 150, rangeLong: 600, minLevel: 2, damageScaling: 2 },
{ name: 'Grey Dawn Longsword', damageDice: '1d10', damageType: 'slashing', attackAbility: 'STR', properties: ['versatile (1d12)'], rangeNormal: null, rangeLong: null, minLevel: 3, damageScaling: 2 },
{ name: 'Greyford Halberd', damageDice: '1d12', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null, minLevel: 3, damageScaling: 1 },
{ name: 'Stonejaw Maul', damageDice: '2d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null, minLevel: 4, damageScaling: 2 },
{ name: 'Threndir’s Fang', damageDice: '1d8', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light'], rangeNormal: null, rangeLong: null, minLevel: 5, damageScaling: 2 },
{ name: 'Hollowbane', damageDice: '2d8', damageType: 'radiant', attackAbility: 'FINESSE', properties: ['finesse', 'versatile (2d10)'], rangeNormal: null, rangeLong: null, minLevel: 7, damageScaling: 3 },
];
// ---------------------------------------------------------------------------
// Item pool. Items are descriptive: holding one never changes a number on the
// sheet. `starting: true` offers the item in the character builder.
// ---------------------------------------------------------------------------
const items = [
// Starting kit
{ name: 'Potion of Healing', description: 'A red liquid that glimmers when shaken. Drink it (an action) to regain the hit points shown.', damageDice: '2d4+2', starting: true },
{ name: 'Traveller’s Pack', description: 'Bedroll, mess kit, tinderbox, waterskin and five days of rations.', starting: true },
{ name: 'Rope (50 ft)', description: 'Hempen rope. Holds a climber; DC 17 Strength to burst.', starting: true },
{ name: 'Torches (bundle of 5)', description: 'Each burns for an hour: bright light for 20 feet, dim for 20 more.', starting: true },
{ name: 'Healer’s Kit', description: 'Ten uses. Spend one to stabilise a creature at 0 hit points without a Medicine check.', starting: true },
{ name: 'Thieves’ Tools', description: 'Picks, a small file and a mirror on a handle. Needed to pick a lock or disarm a trap.', starting: true },
{ name: 'Shield', description: 'A wooden or steel shield, +2 Armor Class while carried. Ask the DM to add it to your armor bonus.', starting: true },
{ name: 'Leather Armor', description: 'Boiled leather, Armor Class 11 + Dexterity. Ask the DM to set your armor bonus.', starting: true },
{ name: 'Spellcasting Focus', description: 'A wand, holy symbol, crystal or carved staff that your spells are cast through.', starting: true },
{ name: 'Founding Fair Token', description: 'A stamped brass token from the Lantern Market. Good for one drink at any stall, or a small favour from whoever ran the game you won it at.', starting: true },
// Found and earned
{ name: 'Potion of Greater Healing', description: 'A deeper red than the common potion. Drink it (an action) to regain the hit points shown.', damageDice: '4d4+4', minLevel: 3 },
{ name: 'Alchemist’s Fire', description: 'A sticky flask that ignites in air. Throw it up to 20 feet: the target burns for the damage shown at the start of each of its turns until someone spends an action putting it out.', damageDice: '1d4' },
{ name: 'Silver Locket', description: 'A tarnished locket from the Old Crypt Hall, worth about 15 gp. The portrait inside has been scratched out.' },
{ name: 'Smugglers’ Ledger Page', description: 'A torn page from a crate in the Sunken Vaults, stamped with a merchant sigil nobody at the Concord Exchange recognises. Half a name survives in the margin.' },
{ name: 'Bell-Ringer’s Keepsake', description: 'A worn brass bell-clapper charm, pressed into your hand with more gratitude than its owner could put into words.' },
{ name: 'Grey Dawn Signet', description: 'An iron ring bearing the Order’s rising sun. Shown at Grey Dawn Hall or to any patrol, it marks you as someone the Order vouches for.' },
{ name: 'Concord Writ of Passage', description: 'A sealed Merchant Concord contract. Waives tolls and gate fees across Aldenfell while the Concord still considers you good for business.' },
{ name: 'Warden’s Charm', description: 'A knot of greywood bark and red thread. The Wardens will know you by it, and the forest’s paths seem a little easier to find while you carry it.' },
{ name: 'Stonejaw Oath-Token', description: 'A river stone the size of a fist, carved with the Stonejaw clan mark. Proof that your word was tested and held.' },
{ name: 'Half-Burned Letter', description: 'Found among a missing person’s belongings in the Root. Most of it is ash. What is left mentions payments, a shrine, and a family crest.' },
{ name: 'Silver Shrine Relic', description: 'A small silver figure lifted from black water beneath the Greywood, worth about 75 gp. Its style is older than the kingdom.' },
{ name: 'Sealed Letter', description: 'Heavy paper, an unbroken wax seal, and a servant’s whispered warning about who must never know you have it.' },
{ name: 'Root-Fiber Scrap', description: 'A length of pale root that is still, very slightly, moving. It is cold, and it does not rot.' },
{ name: 'Seal-Stone Fragment', description: 'A shard of worked stone from the edge of the breach. Script runs along one face. It is warm, and holding it makes the bell script easier to look at.' },
];
// ---------------------------------------------------------------------------
// Spells, pulled from the default library (src/game/data/spellsLibrary.js) by
// key. A new character can only pick starting spells of their own level or
// lower, so the starting set is cantrips and 1st level; the rest are for the
// DM to teach later.
// ---------------------------------------------------------------------------
const spells = {
starting: [
'chill-touch', 'eldritch-blast', 'fire-bolt', 'guidance', 'light', 'mage-hand', 'minor-illusion',
'prestidigitation', 'produce-flame', 'ray-of-frost', 'sacred-flame', 'shocking-grasp', 'spare-the-dying',
'thorn-whip', 'vicious-mockery',
'bless', 'burning-hands', 'charm-person', 'command', 'cure-wounds', 'detect-magic', 'entangle', 'faerie-fire',
'guiding-bolt', 'healing-word', 'mage-armor', 'magic-missile', 'shield', 'sleep', 'thunderwave',
],
earned: [
'hold-person', 'invisibility', 'lesser-restoration', 'misty-step', 'moonbeam', 'scorching-ray', 'shatter',
'spiritual-weapon',
'counterspell', 'daylight', 'dispel-magic', 'fireball', 'remove-curse', 'revivify',
'banishment',
],
};
// ---------------------------------------------------------------------------
// NPCs. `description` is what the party sees once the NPC is in a scene;
// `dmNotes` never leaves the DM's screen. Combat stats only where a fight is
// plausible.
// ---------------------------------------------------------------------------
const npcs = [
{
name: 'King Aldric Veyrmont', role: 'King of Aldenfell', disposition: 'NEUTRAL',
description: 'An aging king with a soldier’s posture and tired eyes. Courteous, proud, and quick to steer talk away from anything that sounds like bad news.',
dmNotes: 'Tired, proud, in denial — cornered, not ill. Pays well for quiet problem-solving and reacts badly to blunt truth. An audience needs a sponsor (a knight, a noble, a Concord representative). The crown fractures publicly at Stage 3.',
},
{
name: 'Princess Isolde Veyrmont', role: 'Heir to the throne', disposition: 'FRIENDLY',
description: 'Sharp, pragmatic and well liked. She keeps a small private study at the palace and has a habit of asking capable outsiders exactly the right question.',
dmNotes: 'The best long-term ally, and she recruits outsiders on purpose. Already suspects something is deeply wrong, so she is the most likely to believe the party early. Reporting to her at E10B sets up Act 3’s politics. Rumour says she will move against her father — misleading.',
},
{
name: 'Ser Kavan Thorne', role: 'Knight-Commander of the Grey Dawn', disposition: 'FRIENDLY',
description: 'Rigid, honorable and loyal to a fault. He runs Grey Dawn Hall by the book and judges people by whether they do what they said they would.',
dmNotes: 'Recruits the party (E4A → Grey Dawn track). SECRET: the Order’s founding is tied to the original sacrifice, and Thorne does not know. He struggles when evidence points at the crown; whether and how the party tells him is theirs to choose. If Ressa Vane escorted them (E9C) he already suspects by E10B.',
ac: 18, maxHp: 65, attackBonus: 6, damageDice: '1d8+4',
},
{
name: 'Mireille Costa', role: 'Merchant Concord representative', disposition: 'NEUTRAL',
description: 'Charming and transactional, usually found at the Concord Exchange with a contract already drafted. She always has a job, and she always pays what she promised.',
dmNotes: 'Source of paying side work (E4B → The Smugglers’ Tithe). The Concord is neutral and pragmatic, and drops anyone who becomes bad for business — including the party.',
},
{
name: 'Ashwen', role: 'Warden of the Greywood', disposition: 'NEUTRAL',
description: 'Terse and watchful, with a longbow that never seems to be out of reach. She answers to the forest, not to the crown.',
dmNotes: 'Suspicious, not hostile — a slow-burn ally. The first to notice the old shrines acting strangely (E4C → The Warden’s Silence). After that quest she is convinced something is deeply wrong, whatever happened to her Warden.',
ac: 15, maxHp: 44, attackBonus: 6, damageDice: '1d8+3',
},
{
name: 'Threndir Ashclaw', role: 'Old copper dragon of the Spine', disposition: 'NEUTRAL',
description: 'Vast, scarred and weary, coiled in an eyrie high on the eastern peaks. He grants an audience to anyone who approaches openly, and he prefers words to fire.',
dmNotes: 'Blunt, and wants the kingdom to survive. He wants proof the crown can still be trusted — the intended “win” is a negotiation (Persuasion DC 15–18). Always offers to talk unless attacked first. If it does come to a fight, use the “Threndir Ashclaw (old copper dragon)” monster stat block.',
},
{
name: 'Korgath Stonejaw', role: 'Chieftain of the Stonejaw clan', disposition: 'NEUTRAL',
description: 'A hill giant chieftain with a voice like a rockslide and no patience for politics. Outsiders in his hold are tested, not attacked.',
dmNotes: 'Honor-bound: trials, contests and bargains, never ambushes. Offers the Trial of Stone instead of an agreement; success is a standing alliance (Spine Clans track), failure earns a second, harder trial. Nothing sinister here — it is a genuine test of character.',
ac: 13, maxHp: 105, attackBonus: 8, damageDice: '3d8+5',
},
{
name: 'Vessa Hollow', role: 'A voice in the dark', disposition: 'NEUTRAL',
description: 'A woman’s voice — calm, patient, almost kind. She does not blink. She speaks as though she has been waiting a very long time and can wait a little longer.',
dmNotes: 'SECRET: one of the people Highcrown’s founders sacrificed, and the Hollow King’s sympathetic “face”. She believes waking the rest is justice. Unsettling, never mustache-twirling; DC 16 Insight confirms she believes what she says. Use her in dreams and omens long before she appears. Negotiating with her is a legitimate outcome. She does not fight — any combat near her uses Hollowed guardians.',
},
{
name: 'Corporal Ressa Vane', role: 'Grey Dawn warden escort', disposition: 'FRIENDLY',
description: 'A steady, plain-spoken corporal of the Grey Dawn, assigned to see you safely through the tunnels. She writes things down.',
dmNotes: 'Only appears if the party took Grey Dawn recruitment (E4A → E9C). She lets them skip to Root Room 2, and she reports everything back to Grey Dawn Hall — which matters at E10B and E15.',
ac: 16, maxHp: 27, attackBonus: 4, damageDice: '1d8+2',
},
{
name: 'The Bell-Ringer', role: 'Bell-ringer of the Founding Chapel', disposition: 'FRIENDLY',
description: 'A stooped, soft-spoken man who has rung the chapel bell every hour for most of his life. Badly shaken, and very grateful to see a friendly face.',
dmNotes: 'Found alive in Vault Room 5 (E3). He saw “someone who looked like his neighbor, except wrong”. Returns in The Bell-Ringer’s Debt: he owes a Highcrown lender who operates under the corrupted house’s protection (not knowable yet). A loyal low-key ally either way.',
},
{
name: 'A Frightened Local', role: 'Witness outside the chapel', disposition: 'NEUTRAL',
description: 'A market porter who was passing the chapel when the bell stopped. Pale, talking too fast, and not keen to go back inside.',
dmNotes: 'DC 12 Persuasion or Insight gets the account of “a woman who wasn’t blinking”. If the party talks to the crowd first (E2C) they get three witness accounts but no script lead, and their E10 Insight check is at advantage.',
},
{
name: 'The Lender', role: 'Highcrown moneylender', disposition: 'HOSTILE',
description: 'A neat, unhurried man who keeps his ledgers tidier than his conscience. He never raises his voice; he has collectors for that.',
dmNotes: 'Holds the bell-ringer’s debt. Operates under the corrupted noble house’s protection — digging into who backs him is harder but plants a clue toward the house before Act 2. Can be paid off, intimidated, or exposed.',
ac: 12, maxHp: 22, attackBonus: 3, damageDice: '1d4+1',
},
{
name: 'Greyford’s Commander', role: 'Commander of Greyford Keep', disposition: 'NEUTRAL',
description: 'An exhausted officer holding a border fortress with half the troops and a third of the supplies it needs. Blunt, overworked, and out of patience.',
dmNotes: 'Wants the Sorrow Camp “moved along” — and is not wrong about the strategic liability. No clean villain in Refugees of the Marches. Whether Greyford is supplied (The Smugglers’ Tithe outcome) decides rescue vs recovery at E11 and whether the keep holds at E16.',
ac: 17, maxHp: 52, attackBonus: 5, damageDice: '1d8+3',
},
];
// ---------------------------------------------------------------------------
// Encounters — pre-built (PLANNING) scenes for the beats of the Campaign Book,
// in book order. BATTLE scenes run in initiative order; QUEST scenes are built
// around NPCs and an objective.
// location — a location's name: where the scene is. Its characters move
// there when it begins.
// description — the scene, shown to the players in it: no spoilers.
// dmNotes — DCs, branches and secrets, DM only.
// monsters — [monster name, count, optional display name]; a count above
// one gets "#n" suffixes.
// npcs — NPC names.
// rewards — lined up unawarded, so they stay the DM's secret until
// handed out. { gold } | { weapon } | { item }, with optional
// quantity, level (defaults to the entry's starting level) and
// note.
// ---------------------------------------------------------------------------
const encounters = [
{
name: 'E1 — The Founding Fair', mode: 'QUEST', location: 'Highcrown — The Lantern Market',
description: 'Highcrown’s Lantern Market at the height of the Founding Fair: lantern-strung stalls, contests of strength and skill, minstrels, and strangers from every corner of the kingdom. This is where you meet.',
dmNotes: 'Character creation happens here (Roll-Your-Character System) — it can be the whole first half of session one. No combat. Let each PC win or lose something small at a stall, and introduce Mireille and Ser Kavan in passing so they are familiar faces by E4. Ends when the chapel bell fails to ring → E2.',
npcs: ['Mireille Costa', 'Ser Kavan Thorne'],
},
{
name: 'E2 — The Bell That Wasn’t Ringing', mode: 'QUEST', location: 'Highcrown — The Founding Chapel',
description: 'The Founding Chapel’s bell has rung every hour for as long as anyone remembers. It has stopped. A crowd is gathering outside, and someone is asking for volunteers to go in and look.',
dmNotes: 'No break-in. The bell rope is neatly cut and left coiled; the bell-ringer is missing, not dead; a line of unfamiliar script is scratched inside the bell (Hollow King iconography). DC 13 Investigation finds the rope and script; DC 12 Persuasion/Insight gets the “woman who wasn’t blinking”.\n• E2A investigate immediately: full clues; skip Vault Room 1.\n• E2B distracted first: the guard missed the script; DC 13 Investigation to find it; start at Room 1.\n• E2C talk to the crowd first: three witness accounts, no script lead; E10 Insight later at advantage.\nThe trail leads to the cellar → E3.',
npcs: ['Ser Kavan Thorne', 'A Frightened Local'],
},
{
name: 'E3 — Sunken Vaults: The Old Crypt Hall', mode: 'BATTLE', location: 'Hollow Below — The Sunken Vaults (Layer 1)',
description: 'A long hall of burial niches beneath the chapel, some sealed, some broken open. Something is growling in the dark between the pillars.',
dmNotes: 'Vault Room 2, the hub (→ Rooms 3, 4, stair to 6). The dog is starving, not vicious: DC 12 Animal Handling or a thrown ration ends it. DC 13 Investigation: the open niches are just old theft. DC 12 Perception finds the locket.',
monsters: [['Feral Guard Dog', 1]],
rewards: [{ item: 'Silver Locket', note: 'Room 2 — DC 12 Perception' }],
},
{
name: 'E3 — Sunken Vaults: The Restless Ossuary', mode: 'BATTLE', location: 'Hollow Below — The Sunken Vaults (Layer 1)',
description: 'Bones stacked floor to ceiling, and an offering box furred with dust. The air is still. Then it isn’t.',
dmNotes: 'Vault Room 4, a dead end. One or two skeletons rise halfway through the room — ordinary restless dead, not tied to the Hollow King. DC 12 Religion: proper deconsecration would settle them without a fight. DC 13 to open the offering box.',
monsters: [['Skeleton', 2]],
rewards: [{ gold: 25, note: 'Offering box — DC 13 to open' }],
},
{
name: 'E3 — Sunken Vaults: The Bell-Ringer’s Refuge', mode: 'QUEST', location: 'Hollow Below — The Sunken Vaults (Layer 1)',
description: 'A side chamber with a bedroll, a cold lantern, and a frightened old man who very much hopes you are who you look like.',
dmNotes: 'Vault Room 5. The bell-ringer is alive but shaken: he saw “someone who looked like his neighbor, except wrong”. Getting him out is the win — the bell rings again, the fair goes on, nothing is solved.\nRoom 3 (Smugglers’ Cache) is on the way: DC 14 Investigation ties the crates’ sigil to a lender linked to the corrupted house.\nRoom 6 (The Descent) leads to the Root: wrong, cold air. Signal the tone shift; the party can always turn back. → E4.',
npcs: ['The Bell-Ringer'],
rewards: [
{ gold: 40, note: 'Room 3 — trade goods from the smugglers’ cache' },
{ item: 'Smugglers’ Ledger Page', note: 'Room 3 — DC 14 Investigation' },
],
},
{
name: 'E4 — Aftermath & Faction Hooks', mode: 'QUEST',
description: 'Word travels fast in Highcrown. By the next morning three different people have sent for you, and each of them has work.',
dmNotes: 'All open doors; they can run in parallel.\n• E4A Grey Dawn recruitment (Kavan) → Grey Dawn ending track; unlocks Ressa Vane at E9C.\n• E4B Concord job board (Mireille) → The Smugglers’ Tithe.\n• E4C Warden contact (Ashwen) → The Warden’s Silence.\n• E4D Caravan to the Spine → Trial of Stone → Spine Clans track.\n• E4E Investigate independently (DC 15 Investigation) → Independent track.\nAfter two or more threads and one E5 omen, advance the clock to Stage 2 (E8).',
npcs: ['Ser Kavan Thorne', 'Mireille Costa', 'Ashwen'],
rewards: [
{ item: 'Grey Dawn Signet', note: 'E4A — if they accept recruitment' },
{ item: 'Concord Writ of Passage', note: 'E4B — on taking Mireille’s contract' },
],
},
{
name: 'E6 — The Bell-Ringer’s Debt: Collectors', mode: 'BATTLE',
description: 'Three hard-faced men are waiting outside the bell-ringer’s door when you arrive. They are not here to hear him ring.',
dmNotes: 'Optional side quest, Lv 1–2. The collectors are ordinary desperate people: kill them, scare them off, or find out why they are desperate. Beats: hear the bell-ringer out → track the collectors → pay the debt, intimidate the lender, or dig into who backs him (harder, more rewarding — a clue toward the corrupted house before Act 2).',
monsters: [['Highcrown Cutthroat', 3]],
npcs: ['The Bell-Ringer', 'The Lender'],
rewards: [
{ gold: 30, note: 'The collectors’ take for the week' },
{ item: 'Bell-Ringer’s Keepsake', note: 'Given once the debt is dealt with' },
],
},
{
name: 'Side Quest — The Smugglers’ Tithe: Tidewatch', mode: 'QUEST', location: 'Salt Coast — Tidewatch',
description: 'Tidewatch, the Salt Coast’s largest port: proud, salt-stained, and suspicious of anyone asking questions. Someone is skimming the town’s quiet trade, and the Concord wants to know who.',
dmNotes: 'Lv 1–3. Mireille hires the party to learn why a cut of Tidewatch’s smuggled goods vanishes before reaching buyers. TRUTH: a Bandit Captain is extorting the smugglers and funnelling the “tithe” to arm one side of the Bramble Marches conflict. Smugglers distrust outsiders. Track a shipment to Smuggler’s Cove → next scene.\nOutcome decides whether Greyford is supplied at E11/E16.',
npcs: ['Mireille Costa'],
rewards: [{ gold: 100, note: 'Mireille’s fee — paid in full if it ends quietly' }],
},
{
name: 'Side Quest — The Smugglers’ Tithe: Smuggler’s Cove', mode: 'BATTLE', location: 'Salt Coast — Smuggler’s Cove',
description: 'A hidden inlet south of Tidewatch. Lanterns hooded, a longboat drawn up on the shingle, and a crew that was not expecting company.',
dmNotes: 'Fight, negotiate, or both. The Captain leads from the front (multiattack) and bolts for the boat below half HP. End it quietly (Mireille pays well) or expose where the tithe was headed (pulls the Marches plot forward).',
monsters: [['Bandit Captain', 1], ['Highcrown Cutthroat', 4]],
rewards: [
{ gold: 60, note: 'The tithe chest' },
{ weapon: 'Smuggler’s Cutlass', note: 'The Captain’s own blade' },
],
},
{
name: 'Side Quest — The Warden’s Silence: Direwolf Pack', mode: 'BATTLE', location: 'Greywood — The Old Shrine Sites',
description: 'The trail to the shrine runs through old growth where the light barely reaches the ground. The forest has gone quiet, and there are eyes between the trees.',
dmNotes: 'Lv 1–2. The pack is agitated by the shrine, not evil — DC 13 Animal Handling or Nature to back away without a fight. Pack tactics make three wolves the clearest action-economy lesson for a new table.',
monsters: [['Greywood Direwolf', 3]],
},
{
name: 'Side Quest — The Warden’s Silence: The Shrine', mode: 'BATTLE', location: 'Greywood — The Old Shrine Sites',
description: 'A mossed-over shrine older than the kingdom, split by a crack you could lose an arm in. The missing Warden is standing in front of it. She turns and greets you by name.',
dmNotes: 'HORROR register — signal it. The Warden was Hollowed after investigating the crack alone: the party’s first, sympathetic Hollowed. DC 15 Insight notices the wrongness (no blink, a repeated phrase) before it acts. Fight, restrain and bring back to Ashwen (hard questions), or it escapes to report back. Either way Ashwen is convinced.',
monsters: [['Hollowed', 1, 'The Missing Warden']],
rewards: [
{ item: 'Warden’s Charm', note: 'From Ashwen, whatever the outcome' },
{ weapon: 'Warden’s Longbow', note: 'The missing Warden’s bow — Ashwen says it should be used' },
],
},
{
name: 'Side Quest — Trial of Stone', mode: 'QUEST', location: 'The Spine — Stonejaw Hold',
description: 'Stonejaw Hold, a giant clan’s valley in the Spine foothills. The chieftain has heard you out. He does not offer agreement. He offers a trial.',
dmNotes: 'Lv 2–4. A genuine test of character, nothing sinister. Trials (per PC or shared): non-lethal wrestling with a giant (the Hill Giant here — HP is a “pin” clock, nobody dies); a test of honesty; proving their word is good (retrieve something, deliver a message honestly). Beats: arrive → formal challenge → trial → feast.\nSuccess = standing alliance (Spine Clans track, unlocks E9D and E11C). Failure is not fatal: Korgath offers a second, harder trial.',
monsters: [['Stonejaw Hill Giant', 1, 'Stonejaw Champion']],
npcs: ['Korgath Stonejaw'],
rewards: [
{ item: 'Stonejaw Oath-Token', note: 'On passing the trial' },
{ weapon: 'Stonejaw Maul', note: 'Feast-gift for whoever wrestled the champion' },
],
},
{
name: 'Side Quest — Refugees of the Marches', mode: 'QUEST', location: 'Bramble Marches — The Sorrow Camp',
description: 'The Sorrow Camp: hundreds of people under canvas just inside the border, and a garrison at Greyford Keep that wants them gone. Food sent for the camp is not all arriving.',
dmNotes: 'Lv 2–4, the clearest moral-choice quest. No clean villain: the commander is not wrong about the strategic liability, and the refugees have nowhere else to go. Beats: tension between camp and garrison → find who is skimming aid (the Captain’s crew) → confront them → broker, or fail to broker, an arrangement.\nIntroduce a named refugee NPC here — they are at risk at E16B.',
monsters: [['Bandit Captain', 1, 'Aid-Skimmer Boss'], ['Highcrown Cutthroat', 2]],
npcs: ['Greyford’s Commander'],
rewards: [{ gold: 50, note: 'Recovered aid money — keeping it is a choice the camp will notice' }],
},
{
name: 'Side Quest — What the Tide Brought In: The Reef', mode: 'BATTLE', location: 'Salt Coast — Tidewatch',
description: 'A fishing boat washed up empty this morning: sails intact, catch in the hold, crew gone. The fishers will point out the reef. None of them will row you there.',
dmNotes: 'Lv 2–3, horror-lite. NOT connected to the Hollow King — a deliberate palate-cleanser. DC 13 Investigation on the boat finds claw marks, not violence. Confront it at sea (it swims, the party does not) or lure it to the shallows. Outcome: safe fishing reopens and real goodwill in Tidewatch.',
monsters: [['Reef Terror', 1]],
rewards: [
{ gold: 80, note: 'Tidewatch’s collection for whoever cleared the reef' },
{ item: 'Potion of Healing', quantity: 2, note: 'From the harbour apothecary' },
],
},
{
name: 'Audience — Threndir’s Eyrie', mode: 'QUEST', location: 'The Spine — Threndir’s Eyrie',
description: 'A hard climb above the snow line, and a cave mouth wide enough to sail a ship into. The dragon inside already knows you are here. He has not moved, and he has not told you to leave.',
dmNotes: 'A negotiation, not a fight: Threndir wants proof the crown can still be trusted (Persuasion DC 15–18; real evidence from E10 lowers it). He talks first unless attacked. If it goes wrong, add the “Threndir Ashclaw (old copper dragon)” monster to this scene — and remember he is far beyond a low-level party.',
npcs: ['Threndir Ashclaw'],
rewards: [{ weapon: 'Threndir’s Fang', note: 'A shed tooth, set in a hilt — given only if he comes to respect them' }],
},
{
name: 'E9 — The Root: Weeping Passage', mode: 'BATTLE', location: 'Hollow Below — The Weeping Passage',
description: 'A long tunnel beneath the Greywood where the walls weep, and the sound they make is almost a voice. Somewhere ahead, very faintly, a bell tolls.',
dmNotes: 'HORROR register — signal the tone shift. Root Room 2. DC 14 Survival: the dripping is a Hollowed’s footsteps. The Bellcrawler uses Stillness (DC 17 Perception to spot) and mimics the bell to lure the curious.\n• E9A retreat: keep what they learned, full rest before re-entry.\n• E9B push through: the marking here matches the bell script (DC 16 Arcana/Religion).\n• E9C (took E4A): Ressa Vane escorts and reports back — remove her from the scene otherwise.\n• E9D (won Trial of Stone): a Spine guide enters via Room 4.',
monsters: [['Bellcrawler', 1]],
npcs: ['Corporal Ressa Vane'],
},
{
name: 'E9 — The Root: Hollowed Nest', mode: 'BATTLE', location: 'Hollow Below — The Root (Layer 2)',
description: 'A cavern kept unnervingly tidy: bedrolls squared away, boots in a row. Two people sit facing the wall. They stand when you enter, and smile at exactly the same moment.',
dmNotes: 'Root Room 3. DC 15 Insight before combat. Consider making one a named missing person. Slam hits force DC 12 Wis or frightened for a round; each can whisper one sentence in Vessa’s voice. The letter (DC 14) hints at the corrupted house.',
monsters: [['Hollowed', 2]],
rewards: [
{ gold: 20, note: 'Personal effects' },
{ item: 'Half-Burned Letter', note: 'DC 14 Investigation' },
],
},
{
name: 'E9 — The Root: Root Stalker’s Warren', mode: 'BATTLE', location: 'Hollow Below — The Root (Layer 2)',
description: 'The roots in this chamber are as thick as a man’s waist, and they are not growing from anything. One of them shifts when your light touches it.',
dmNotes: 'Root Room 4, a dead end (optional secret passage to Room 6). DC 14 Perception or its first attack has advantage. Run it as a slow, dreadful stalk: tremorsense, burrow, grasping roots (restrained, DC 14 Str). E9D: DC 13 Survival or it wakes at the entrance.',
monsters: [['Root Stalker', 1]],
rewards: [
{ gold: 60, note: 'From what the roots grew around' },
{ weapon: 'Masterwork Dagger', note: 'Still in a dead hand' },
],
},
{
name: 'E9 — The Root: Bellcrawler Gallery', mode: 'BATTLE', location: 'Hollow Below — The Root (Layer 2)',
description: 'Narrow ledges over a drop your torch cannot find the bottom of. From three different directions at once, a bell begins to toll.',
dmNotes: 'Root Room 6. DC 15 Perception to place them; DC 13 Dex on the ledges or fall 2d6. They skitter (bonus-action disengage) and freeze when watched — stealth and dread, not a straight fight. → Room 7, the stair to the Hollow Court: let them see it and turn back.',
monsters: [['Bellcrawler', 3]],
rewards: [
{ gold: 90, note: 'Scattered along the ledges' },
{ item: 'Potion of Healing', note: 'In a fallen pack' },
],
},
{
name: 'E10 — The House Unmasked', mode: 'QUEST', location: 'Highcrown — The Palace of Aldenfell',
description: 'Back in Highcrown with a name, a ledger, and a question nobody at court wants asked out loud: what do you do with it?',
dmNotes: 'The ledger: every shrine “donation” falls three days after a livestock death.\n• E10A confront the house directly: DC 16 Persuasion/Intimidation with proof, DC 20 without.\n• E10B report to the crown, Isolde or Kavan: sets up Act 3 politics; if E9C, Kavan already suspected (trust bump).\n• E10C (E2C + the servant thread): private DC 13 check at advantage → confession and the sealed letter; the house never learns it is suspected. Best route into Act 3.',
npcs: ['Princess Isolde Veyrmont', 'Ser Kavan Thorne'],
rewards: [{ item: 'Sealed Letter', note: 'E10C only' }],
},
{
name: 'E11 — Silence on the Border', mode: 'QUEST', location: 'Bramble Marches — Greyford Keep',
description: 'Greyford Keep. The gate stands open. No smoke from the chimneys, no one on the walls, no bodies. A kettle is still warm on a guardroom stove.',
dmNotes: 'DC 13 Perception: drag marks — the defenders left. The Smugglers’ Tithe outcome decides rescue vs recovery. E11C (Spine allied): the clans are already here and share Root Stalker migration intel. Remove the Commander from the scene if this is a recovery.',
npcs: ['Greyford’s Commander'],
rewards: [
{ gold: 70, note: 'Trade goods in the keep’s stores (2d6×10 gp)' },
{ weapon: 'Greyford Halberd', note: 'From the armoury' },
],
},
{
name: 'E12 — A Line Thins', mode: 'BATTLE',
description: 'The ground splits somewhere you thought was safe, and something comes up through it that should have stayed far below.',
dmNotes: 'A Root Stalker surfaces near a location the party did not secure — pick it from what they left undone. DC 15 Arcana/Religion: this is deliberate erosion from below. The root-fiber scrap is a key item (needed at E14/E18/E19). Then E13: the clock turns to Stage 3.',
monsters: [['Root Stalker', 1]],
rewards: [{ item: 'Root-Fiber Scrap', note: 'Key item — cut from the Stalker' }],
},
{
name: 'E14 — The Break', mode: 'BATTLE',
description: 'The crack has become a breach. People are coming out of it — neighbours, guards, people you have met — walking calmly, smiling, and not blinking.',
dmNotes: 'Two to four Hollowed (scale to the party). DC 15 Arcana: the breach is shaped for something to come through.\n• E14A seal it (DC 17 Arcana or the chapel ritual): closes, but a debt comes due at E17.\n• E14B evacuate instead: no deaths, but the breach stays open, worsening omens until E18.\nThe seal-stone fragment is a key item (needed at E19).',
monsters: [['Hollowed', 4]],
rewards: [{ item: 'Seal-Stone Fragment', note: 'Key item — from the breach’s edge' }],
},
{
name: 'Mid-campaign scare — The Hollow King’s Shadow', mode: 'BATTLE',
description: 'The light goes thin and the air goes cold. Something tall is standing where the wall should be, and the wall does not seem to mind.',
dmNotes: 'DO NOT run as a fair fight. At 0 HP it disperses for the scene and never dies; treat its HP as a ticking clock. Give the party a way out: close a ritual circle, reach sunlight or a warded threshold, or survive N rounds. Echoing dread: DC 15 Wis or frightened within 30 ft. Save its true, killable form for Act 4.',
monsters: [['The Hollow King’s Shadow', 1]],
},
{
name: 'E19 — Vessa’s Seat', mode: 'QUEST', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'A single worn stone seat at the heart of the Hollow Court, and a woman who has been expecting you. She asks you to sit. She says she would like to explain.',
dmNotes: 'Court Room 4. The party learns the Hollow King’s true nature from Vessa: the imprisoned will of everyone the founders sacrificed — a suppression of many, not a prison for one. DC 16 Insight: she believes what she says. A strong candidate for a negotiated outcome.\nRoot-fiber + seal-stone (DC 15 Arcana, automatic with a Religion-proficient caster) → advantage on the first check at E22. Then E20: the clock turns to Stage 4.',
npcs: ['Vessa Hollow'],
},
{
name: 'E21 — Rally Point', mode: 'QUEST',
description: 'One last gathering before the descent. Whoever is going to stand with you is here now — and they do not all agree about what happens next.',
dmNotes: 'Who shows up depends on the branch list — remove anyone the party lost or alienated.\n• E21A Grey Dawn track: Kavan and his wardens, by the book.\n• E21B Spine Clans track: Korgath’s war-band; advantage on the first Survival check at E22.\n• E21C Independent: no reinforcements; every choice stays theirs.\n• Several tracks: the groups arrive and disagree — the party mediates.',
npcs: ['Princess Isolde Veyrmont', 'Ser Kavan Thorne', 'Korgath Stonejaw', 'Ashwen'],
rewards: [{ item: 'Potion of Greater Healing', quantity: 2, note: 'Going-away gift from whoever stands with them' }],
},
{
name: 'E22 — The Seal Chamber', mode: 'QUEST', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'A wound in the world, stitched shut long ago, and coming undone one thread at a time. Whatever you came here to decide, this is where you decide it.',
dmNotes: 'Court Room 5 — the key branch. DC 18 Arcana/Religion reveals the seal is a suppression of many. Optional DC 14 Wis saves vs disorientation.\n• E22A reinforce (DC 18 Arcana/Religion): the Sealed Ending — time bought.\n• E22B break it deliberately: E23 on the party’s terms — the only path to true victory.\n• E22C do nothing: the seal fails anyway; E24–E25 are harder.\nHollowbane is the campaign’s single most significant magic item: legendary growth, starts at level 7.',
npcs: ['Vessa Hollow'],
rewards: [{ weapon: 'Hollowbane', note: 'Drawn from the seal itself' }],
},
{
name: 'E25 — The Last Approach', mode: 'BATTLE', location: 'Hollow Below — The Hollow Court (Layer 3)',
description: 'The final stretch of the Hollow Court, where gravity, light and memory have all stopped agreeing with one another. The things that live here know you are coming.',
dmNotes: 'A gauntlet of horror-register creatures; whichever faction the party rallied fights alongside them (add those NPCs). Grey Dawn = a disciplined line; Spine Clans = terrain and ritual (collapse passages); Independent = hardest, and entirely theirs. → E26, the Hollow King: build that stat block from DM Secrets, scaled to the party.',
monsters: [['Root Stalker', 1], ['Bellcrawler', 2]],
},
];
// ---------------------------------------------------------------------------
// Notes. Listed in reading order; the seed timestamps them so the first entry
// shows at the top of the campaign's note list.
// ---------------------------------------------------------------------------
const sharedNotes = [
`Welcome to Aldenfell — Player Primer
You’re a stranger arriving in Highcrown, the capital, right as the yearly Founding Fair kicks off — a good excuse for adventurers from every corner of the kingdom to cross paths in one place.
The setting: Aldenfell is a kingdom of knightly orders, old noble houses, and a royal court that’s held things together for generations. To the west, the ancient Greywood forest keeps its own secrets and its own guardians. To the north and east, the mountains of the Spine are home to giant clans and dragons who are neighbors and political players, not just monsters to slay. The Salt Coast to the south is full of independent-minded fishing towns and rumors of things in the water. A world built for classic adventure — quests, courts, monsters, treasure — with real weight behind the choices you make.
A note on tone: most of this campaign plays like a bright, exciting fantasy adventure. Every so often, especially if you go looking underground, it gets genuinely unsettling. You’ll always get a clear signal before things turn scary, so lean in when it happens.
Building your character: we’ll roll to discover your species and class, then roll your ability scores. Knights, wandering scholars, forest-raised rangers, self-taught spellcasters — everything has a place here.`,
];
const dmNotes = [
`Overview & Tone
Aldenfell looks whole from the road and is rotting from underneath. Knights ride under bright banners, dragons nest in the high peaks, the court still feasts — but something old and hungry is stirring beneath the capital, and every faction is maneuvering around that fact instead of dealing with it. The party arrives as the cracks start showing.
Tone pillars (in priority order):
• Heroic adventure first — the classic fantasy toybox, played straight and fun.
• Real consequences — choices stick; burned bridges stay burned; stalling on the central threat visibly worsens the world. Not punishing, just earned.
• Horror as a spice — surface world plays bright; horror spikes in telegraphed places (the Hollow Below). Always signal before a scene turns scary.
Tone dial (out of 5): Heroism 5 · Intrigue 3 · Combat 4 · Horror 3 (5 in the Underworld) · Comedy 2.
Regions: Highcrown (capital, home base) · The Greywood (old forest, fey, Wardens) · The Spine (dragons & giants) · The Salt Coast (smuggling, sea monsters) · The Bramble Marches (contested border) · The Hollow Below (underneath everything).`,
`The Central Conflict — Campaign Clock
Something sealed beneath the capital centuries ago — the Hollow King — is waking. It doesn’t attack at first; it corrupts. Use this as a VISIBLE clock; it advances only between major story beats.
Stage 1 — Omens: livestock/crops fail near old shrines; shared identical nightmares in Highcrown; minor nobles acting strangely loyal to no one. (Session One sits here.)
Stage 2 — Cracks: the boundary thins in mappable places; monsters surface near cracks; a Bramble Marches faction goes quiet; the corrupted noble house is revealed.
Stage 3 — Open wound: a crack becomes a breach; a town/district is lost or quarantined; the crown publicly acknowledges it and fractures; factions jockey for power.
Stage 4 — The Hollow King wakes: endgame, shaped by what the party did in stages 1–3.
Real consequences: an ally lost in stage 2 stays lost; a faction alienated in stage 1 won’t help in stage 3; a region left to fall stays changed.
Branch points to track: faction(s) sided with · named NPCs alive/allied/dead/estranged · regions with lasting damage · how much the public knows by Act 3.`,
`Factions
• The Crown — King Aldric Veyrmont, aging, cornered, in denial. Heir Princess Isolde Veyrmont: capable, well-liked, quietly building her own circle — a strong ally for the party.
• Order of the Grey Dawn — premier knightly order sworn to the crown. Split between traditionalists and a faction that thinks the court is hiding something. “You’re recruited” is a clean session-one hook.
• The Merchant Concord — trade coalition running Highcrown’s economy. Neutral, pragmatic, pays for side quests, quick to abandon anyone bad for business.
• Wardens of the Greywood — rangers/druids who answer to no crown. Suspicious, not hostile; first to notice the cracks near the old shrines.
• Spine Clans & dragon eyries — several giant clans and named dragons treating Aldenfell as a neighboring power. “Talk your way out of this” and “earn an ally” scenes.
• A corrupted noble house — pick a minor house NOW; don’t reveal until Stage 2. Let their behavior be subtly off from session one.`,
`Notable NPCs
• King Aldric Veyrmont — ruler. Tired, proud, in denial. Pays well for quiet problem-solving; reacts badly to blunt truth.
• Princess Isolde Veyrmont — heir. Sharp, pragmatic. Best long-term ally; recruits capable outsiders on purpose.
• Ser Kavan Thorne — Grey Dawn knight-commander. Rigid, honorable, loyal to a fault. Recruits the party; struggles when evidence points at the crown.
• Mireille Costa — Merchant Concord rep. Charming, transactional, always has a job.
• Ashwen — Warden of the Greywood. Terse, watchful. First to notice the shrines; a slow-burn ally.
• Threndir Ashclaw — old, weary copper dragon of the Spine. Blunt, wants the kingdom to survive. Talks before fighting.
• Korgath Stonejaw — giant clan chieftain. Honor-bound, no patience for politics. Trials, contests, bargains.
• Vessa Hollow — a voice, not yet a face. Calm, almost kind, wrong. Use in dreams/omens long before she appears.
• Corporal Ressa Vane — Grey Dawn warden escort (E9C); reports everything back to Grey Dawn Hall.
• The bell-ringer — rescued in Session One; returns in The Bell-Ringer’s Debt.`,
`DM SECRETS & TWISTS (eyes only)
• What the Hollow King is: the accumulated, imprisoned will of everyone Highcrown’s founders sacrificed to secure their claim to the land. The seal is a suppression of many, not a prison for one. The resolution is about what the party does with that truth (bury it, expose it, make amends) — not just a sword fight.
• Vessa Hollow: one of the sacrificed, the Hollow King’s sympathetic “face.” She believes waking the rest is justice. Unsettling, never mustache-twirling. Negotiating with her is a legitimate outcome.
• The corrupted noble house: choose whichever minor house you introduced most casually in Act 1. Their head bargained with Vessa years ago for prosperity and believes they’re managing the influence rather than being used.
• Ser Kavan Thorne: the Grey Dawn’s founding is tied to the original sacrifice. Thorne doesn’t know. Whether/how the party tells him is theirs to choose.
• Princess Isolde: already suspects something is deeply wrong; most likely to believe the party early.`,
`Session One — The Bell That Wasn’t Ringing
Setup: all PCs are in Highcrown for the Founding Fair. Build characters at the table (Roll-Your-Character System) — can be session one’s first half.
Hook: the old chapel bell, which has rung every hour for as long as anyone remembers, stops. A city guard (or Ser Kavan Thorne) gathers volunteers to check the chapel.
What they find: no break-in. The bell rope is neatly cut and left coiled. The bell-ringer is missing, not dead. A line of unfamiliar script is scratched inside the bell (Hollow King iconography). A frightened local saw “a woman who wasn’t blinking.” The trail leads to the Sunken Vaults beneath the chapel.
Light dungeon crawl: 2–4 easy/medium encounters (feral guard dog, low-level undead) — nothing horror-register yet. The bell-ringer is found alive but shaken, having seen “someone who looked like his neighbor, except wrong.”
Ending: the bell rings again, the fair goes on, nothing is solved. They leave with a taste of combat, one unanswered mystery, and at least one NPC connection.`,
`Act 1: Omens — E1–E8
E1 Founding Fair (Lantern Market): character creation, no combat → E2.
E2 The Bell That Wasn’t Ringing (Founding Chapel): DC 13 Investigation finds the cut rope & script; DC 12 Persuasion/Insight gets the “woman who wasn’t blinking.”
• E2A investigate immediately: full clues; skip Vault Room 1.
• E2B distracted first: guard missed the script; DC 13 Investigation to find it; start Room 1.
• E2C talk to the crowd first: 3 witness accounts, no script lead; E10 Insight later at advantage.
E3 The Sunken Vaults: run Vault Rooms 1–6; bell-ringer found in Room 5 → E4.
E4 Aftermath & Faction Hooks (all open doors, can run in parallel):
• E4A Grey Dawn recruitment → Grey Dawn ending track.
• E4B Concord job board → The Smugglers’ Tithe.
• E4C Warden contact → The Warden’s Silence.
• E4D Caravan to the Spine → Trial of Stone → Spine Clans track.
• E4E Investigate independently (DC 15 Investigation) → Independent track.
E5 Omens Montage: 2–3 short scenes across sessions (shrine livestock, shared nightmares — DC 12 Insight, the odd noble).
E6 The Bell-Ringer’s Debt (optional side quest).
E7 A Closer Look: investigating the noble house hits dead ends — unless E2C, then DC 13 Insight catches a servant who flinched.
E8 Turning the Page: after 2+ E4 threads and one E5 omen, advance clock to Stage 2 → E9.`,
`Act 2: Cracks — E9–E13
E9 First Descent (The Root, Weeping Passage). Signal the tone shift. DC 14 Survival notices the dripping is a Hollowed’s footsteps.
• E9A retreat: keep what they learned, full rest before re-entry.
• E9B push through alone: Root Rooms 1–4; Weeping Passage marking matches the bell script.
• E9C (took E4A): Corporal Ressa Vane escorts, skips to Room 2 — but reports back (matters at E10B, E15).
• E9D (won Trial of Stone): Spine guide enters via Room 4; hears the legend of “the sleeper under the hollow crown”; DC 13 Survival or wake the Root Stalker at the entrance.
E10 The House Unmasked (Highcrown). Ledger: every shrine “donation” falls three days after a livestock death.
• E10A confront directly: DC 16 Persuasion/Intimidation with proof, DC 20 without.
• E10B report to crown/Isolde/Kavan: sets up Act 3 politics; if E9C, Kavan already suspected (trust bump).
• E10C (E2C + servant thread): private DC 13 check at advantage → confession + sealed letter; the house never learns it’s suspected. Best route into Act 3.
E11 Silence on the Border (Greyford Keep): gate open, no bodies. DC 13 Perception: drag marks — the defenders left. Smugglers’ Tithe outcome decides rescue vs recovery. E11C (Spine allied): clans already there, share Root Stalker migration intel. Treasure: 2d6×10 gp trade goods + masterwork weapon.
E12 A Line Thins: a Root Stalker surfaces near a location the party didn’t secure. DC 15 Arcana/Religion: deliberate erosion from below. Key item: root-fiber scrap (needed for E14/E18).
E13 The Clock Turns → Stage 3.`,
`Act 3: Open Wound — E14–E20
E14 The Break: the E12 crack becomes a breach; 2–4 Hollowed pour out. DC 15 Arcana: shaped for something to come through.
• E14A seal it (DC 17 Arcana or chapel ritual): closes, but a debt comes due at E17.
• E14B evacuate instead: no deaths, but the breach stays open, worsening omens until E18.
Key item: seal-stone fragment (needed at E19).
E15 The House Falls (or Doesn’t):
• E15A (after E10A): house prepared — DC 18 to break the cover story, or fight guards + a Hollowed retainer.
• E15B (after E10B): public tribunal — DC 16 Persuasion/Insight for exile over execution.
• E15C (after E10C): strike the cult infrastructure directly → E15C-1 capture a cult lieutenant who reveals the Hollow Court’s surface entrance.
E16 What the Marches Cost (Greyford Keep):
• E16A reinforced (E11C): the keep holds; Spine standing rises.
• E16B under-supplied: the keep falls; a named refugee NPC dies unless DC 16 Athletics/Survival rescue.
E17 The Debt Comes Due: pay off E14A, unresolved side quests, or ignored omens — or a quiet breather.
E18 Into the Hollow Court: Court Rooms 1–3. E18A standard entry via the Root’s Descent; E18B (lieutenant captured) skip to Room 2.
E19 Vessa’s Seat (Court Room 4): the party learns the Hollow King’s true nature from Vessa. Root-fiber + seal-stone (DC 15 Arcana, auto with a Religion-proficient caster) → advantage on the first check at E22.
E20 The Clock Turns Again → Stage 4.`,
`Act 4: The Hollow King Wakes — E21–E27
E21 Rally Point (Highcrown or Greyford): who shows up depends on the branch list.
• E21A Grey Dawn track: Kavan + wardens, by-the-book.
• E21B Spine Clans track: war-band; advantage on the first Survival check at E22.
• E21C Independent: no reinforcements; every choice stays theirs.
• Multiple tracks: groups arrive and disagree — the party mediates.
Treasure: a minor magic item as a going-away gift.
E22 The Seal Chamber (Court Room 5) — the key branch:
• E22A reinforce (DC 18 Arcana/Religion): Sealed Ending; the seal-stone becomes a unique magic item.
• E22B break it deliberately: E23 on the party’s terms — the only path to true victory.
• E22C do nothing: seal fails anyway; E24–E25 are harder.
E23 The Waking Begins (Court Room 6): E22B = no surprise, full resources; E22C = apply one escalation stage first.
E24 What the Court Remembers: vision encounter; DC 14 Insight recognizes manipulation vs truth.
E25 The Last Approach: gauntlet of 2–3 horror-register creatures; allied faction fights alongside.
E26 The Hollow King: build the stat block from DM Secrets, scaled to party. Grey Dawn = disciplined line; Spine Clans = terrain & ritual (collapse passages, the Memory Pool); Independent = hardest, entirely theirs.
E27 Endings: Sealed (bought time) · Grey Dawn (institution absorbs the heroes) · Spine Clans (credit finally given) · Independent (their own story). Close back at the Lantern Market, a year later.`,
`Side Quest — The Smugglers’ Tithe
Salt Coast (Tidewatch, Smuggler’s Cove) · Lv 1–3 · Highcrown Cutthroats, Bandit Captain
Hook: Mireille Costa hires the party to learn why a cut of Tidewatch’s smuggled goods is vanishing before reaching buyers.
Truth: a Bandit Captain is extorting the smugglers and funneling the “tithe” to arm one side of the Bramble Marches conflict.
Beats: investigate Tidewatch (smugglers distrust outsiders) → track a shipment to Smuggler’s Cove → confront the crew (fight, negotiate, or both).
Outcomes: end it quietly (Mireille pays well) or expose where the tithe was headed (pulls the Marches plot forward). Decides whether Greyford is supplied at E11/E16.`,
`Side Quest — The Warden’s Silence
The Greywood (Warden’s Lodge, an Old Shrine) · Lv 1–2 · Greywood Direwolves, one Hollowed
Hook: Ashwen asks the party to check on a Warden who stopped reporting in from a shrine site.
Truth: the Warden was Hollowed after investigating the shrine’s crack alone — the party’s first, sympathetic Hollowed.
Beats: track the Warden → direwolf pack on the way (agitated, not evil) → the Hollowed Warden at the shrine; DC 15 Insight reveals the wrongness.
Outcomes: fight, or restrain and bring back to Ashwen (hard questions), or it escapes to report back. Either way Ashwen is convinced something is deeply wrong.`,
`Side Quest — Trial of Stone
The Spine (Stonejaw Hold) · Lv 2–4 · Korgath Stonejaw’s Hill Giants
Hook: the party needs Korgath’s clan as an ally; he offers a trial instead of agreement.
Truth: nothing sinister — a genuine test of character.
Trials (per PC or shared): non-lethal wrestling with a giant; a test of honesty; proving their word is good (retrieve something, deliver a message honestly).
Beats: arrive → formal challenge → trial → feast on success.
Outcomes: success = standing alliance (Spine Clans track). Failure isn’t fatal — Korgath offers a second, harder trial.`,
`Side Quest — The Bell-Ringer’s Debt
Highcrown · Lv 1–2 · Highcrown Cutthroats · Follows Session One
Hook: the rescued bell-ringer owes a Highcrown underworld lender; interest is compounding fast.
Truth: the lender operates under the corrupted noble house’s protection (not knowable yet).
Beats: hear him out → track the collectors → pay the debt, intimidate the lender, or dig into who backs the lender (harder, more rewarding).
Outcomes: a loyal low-key ally either way. Digging plants a connect-the-dots clue toward the corrupted house before Act 2.`,
`Side Quest — Refugees of the Marches
Bramble Marches (Greyford Keep, the Sorrow Camp) · Lv 2–4 · Cutthroats or a Bandit Captain · The clearest moral-choice quest
Hook: the Sorrow Camp is overwhelmed and preyed on by aid-skimmers; Greyford’s commander wants the camp “moved along.”
Truth: no clean villain — the commander isn’t wrong about the strategic liability; the refugees have nowhere else to go.
Beats: tension between camp and garrison → find who’s skimming aid → confront them → broker (or fail to broker) an arrangement.
Outcomes: genuinely branching — lasting goodwill, or a hardened Marches conflict. Introduce a named refugee NPC here (at risk at E16B).`,
`Side Quest — What the Tide Brought In
Salt Coast (Tidewatch) · Lv 2–3 · Reef Terror (reskinned Spine Wyvern) · Horror-lite
Hook: a fishing boat washes up empty — sails intact, catch in the hold, crew gone.
Truth: NOT connected to the Hollow King (a deliberate palate-cleanser). A territorial sea creature drags fishers under near a reef.
Beats: DC 13 Investigation finds claw marks, not violence → spooked fishers give the reef’s location → confront at sea or lure to shallows.
Outcomes: safe fishing reopens and real goodwill in Tidewatch — an uncomplicated “you helped real people” win.`,
`Dungeon — Sunken Vaults (Layer 1)
1. The Collapsed Stair (entry) — spiral stair, rusted gate on one hinge. No monster. DC 12 Perception: fresh footprints (the bell-ringer’s). → Room 2.
2. The Old Crypt Hall — hub; sealed niches, some open. DC 13 Investigation: just old theft. Good spot for a feral dog or low undead. Treasure: silver locket 15 gp (DC 12). → 3, 4, stair to 6.
3. Smugglers’ Cache — crates with an unknown merchant sigil. DC 14 Investigation ties it to a lender linked to the corrupted house. Treasure: ~40 gp trade goods + ledger page with partial name. Dead end.
4. The Restless Ossuary — 1–2 skeletons rise halfway through (ordinary dead). DC 12 Religion: deconsecration would settle them. Treasure: offering box (DC 13) with 25 gp. Dead end.
5. The Bell-Ringer’s Refuge — bedroll, cold lantern. The bell-ringer is found here in E3; otherwise a squatter’s camp. Branch off Room 2 or 6.
6. The Descent — ragged hole, wrong cold air. Transition to the Root; signal the tone shift. The party can always turn back. → Root Room 1.`,
`Dungeon — The Root (Layer 2)
1. The Threshold — almost-regular dripping. Nothing attacks. DC 15 Perception: the rhythm changes when someone speaks. Retreat always safe. → 2.
2. The Weeping Passage — walls “weep.” E9B: marking matches the bell script (DC 16 Arcana/Religion). Maybe one Bellcrawler using Stillness (DC 17 Perception). → 3 (east), 4 (south).
3. Hollowed Nest — tidy cavern, bedrolls. 1–2 Hollowed; DC 15 Insight before combat. Maybe a named missing person. Treasure: ~20 gp effects + (DC 14) half-burned letter hinting at the corrupted house. → 2, 5.
4. Root Stalker’s Warren — moving roots. Root Stalker lair; DC 14 Perception or its first attack has advantage. Treasure: 60 gp + masterwork dagger (50 gp). Dead end (optional secret passage to 6).
5. The Drowned Shrine — pre-kingdom altar in black water. DC 16 History/Religion: older than Aldenfell. Treasure: silver relic 75 gp (DC 13 Athletics/Investigation). → 2, crawl to 6.
6. Bellcrawler Gallery — ledges over a drop; bell-toll lure. 2–3 Bellcrawlers; DC 15 Perception; DC 13 Dex or fall 2d6. Treasure: 90 gp + potion of healing. → 2, 7.
7. The Descent to the Hollow Court — a stair too regular to exist. Off-limits before Act 4; let them see it and turn back. → Court Room 1.`,
`Dungeon — The Hollow Court (Layer 3)
1. The Bent Stair — the stair disagrees with itself. DC 15 Wis save or lose track of time (optionally lose 10 minutes). No monster. → 2.
2. The Memory Pool — each PC sees a personal vision tied to their backstory/choices (payoff for the branch list). No damage; can choose not to look. DC 17 Insight to understand it. → 3.
3. The Court of Whispers — overlapping voices; Vessa may speak plainly here. DC 16 Insight: she believes what she says. Any combat uses Hollowed guardians, not Vessa. → 4.
4. Vessa’s Seat — a single worn stone seat. Meet or confront Vessa; strong candidate for a negotiated outcome. → 5.
5. The Seal Chamber — a wound stitched shut, coming undone. DC 18 Arcana/Religion reveals the seal is a suppression of many. Optional DC 14 Wis saves vs disorientation. Treasure: the campaign’s single most significant magic item. → 6.
6. The Waking — the end of the dungeon. Don’t decide its contents until Act 3 is complete.`,
`DM Tables — Skill DCs, Treasure, Downtime
DCs: Very Easy 5 · Easy 10 · Medium 15 · Hard 20 · Very Hard 25 · Nearly Impossible 30.
Recurring: spot a Hollowed (Insight 15) · Hollow Below wrongness (Perception 14–17) · Hollow King iconography (Religion/Arcana 16) · read a political room (Insight 13) · talk down a dragon/giant (Persuasion 15–18) · track (Survival 13) · simple lock/trap (12) · recall lore (History 14) · haggle (Persuasion 12) · resist horror fear (Wis save 14–15).
Treasure Lv 1–4 (d10): 1 2d10×5 sp · 2 1d6×10 gp · 3 trade good 10–30 gp · 4 masterwork weapon/tool 50 gp · 5 2d6×10 gp · 6 NPC keepsake · 7 potion of healing · 8 1d4×25 gp gems · 9 1st-level scroll · 10 minor magic item.
Treasure Lv 5–8 (d10): 1 2d6×25 gp · 2 art object 50–150 gp · 3 masterwork armor · 4 1d6×50 gp gems · 5 greater healing · 6 2nd/3rd-level scroll · 7 uncommon magic item · 8 3d6×25 gp · 9 faction reward · 10 rare magic item.
Treasure Lv 9+ (d8): 1 3d6×50 gp · 2 rare item · 3 very rare item · 4 relic 500+ gp · 5 4th/5th-level scroll · 6 faction favor · 7 supreme healing · 8 DM’s choice.
Downtime (~1 week each): Carousing (1d6×10 gp, DC 12 Persuasion for a rumor/contact) · Crafting (half price in materials) · Training (~25 gp/week) · Faction work (standing, not gold) · Research (Sunken Library or faction records, DC 15 Investigation/History for one clue) · Recuperation (roleplay closure).`,
`DM Tables — Rumors
Act 1 (d8): 1 “The bell stopped once before, generations back.” (Misleading — never happened) · 2 “Old man Farrow’s cows went dry past the shrine road.” (True) · 3 “Princess Isolde’s been asking sharp questions of the temple scholars.” (True) · 4 “Ser Kavan turned away a recruit for asking about the crown.” (False) · 5 “There’s gold in the old crypts under the city.” (Misleading — modest and dangerous) · 6 “A noble house has been paying off debts all over the city.” (True — the corrupted house) · 7 “The Wardens haven’t been seen at the eastern shrine in weeks.” (True) · 8 “Something’s wrong with the water past Tidewatch.” (True — What the Tide Brought In)
Act 2 (d8): 1 “Salt Coast smugglers work for someone bigger now.” (True) · 2 “A Warden went missing near the shrines.” (True/resolved) · 3 “Something down there talked back.” (True) · 4 “That noble house is buying property near the docks.” (Misleading — the reason is worse than greed) · 5 “The King’s been ill.” (False — cornered, in denial) · 6 “The Spine dragons are stirring — war’s coming.” (False) · 7 “Refugees are pouring into the Marches.” (True) · 8 “A missing person was seen acting strange, then vanished.” (True — Hollowed)
Act 3–4 (d6): 1 “The crown’s lost control of [district].” (True) · 2 “Isolde will move against her father.” (Misleading) · 3 “The old families always knew what’s under the city.” (True) · 4 “A faction says the party caused all this.” (Depends on reputation) · 5 “The sky over Highcrown is different at night.” (True) · 6 “It’s almost over, one way or another.” (True)`,
`DM Tables — Random Encounters by Region (d6)
Highcrown: 1 Cutthroat pickpocket (DC 13 Perception) · 2 Grey Dawn patrol · 3 Concord merchant with a small job · 4 street preacher of omens (free rumor) · 5 quiet day · 6 a noble retinue — DC 12 Insight notices something off if it’s the corrupted house.
The Greywood: 1 1d3 Greywood Direwolves · 2 Warden patrol · 3 unmarked old shrine · 4 harmless fey mischief · 5 traveler in trouble · 6 quiet — chance for a long rest.
The Spine: 1 Spine Wyvern (avoidable) · 2 Stonejaw trading party · 3 signs of dragons · 4 treacherous pass (DC 14 Athletics or detour) · 5 a curious lone giant · 6 empty country.
The Salt Coast: 1 smugglers wary of witnesses · 2 short-handed fishing crew · 3 storm (DC 12 Survival for shelter) · 4 rumor of something in the water · 5 petty lord’s toll collector · 6 calm seas.
The Bramble Marches: 1 Bandit Captain’s crew · 2 refugees on the road · 3 tense border patrol · 4 signs of the neighboring power · 5 a skirmish in progress · 6 watchful quiet.`,
];
module.exports = { campaign, locations, monsters, weapons, items, spells, npcs, encounters, sharedNotes, dmNotes };
+12 -12
View File
@@ -1,14 +1,14 @@
[
{ "key": "FIGHTER", "name": "Fighter", "hitDie": 10, "primaryAbility": "Str/Dex", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null },
{ "key": "BARBARIAN", "name": "Barbarian", "hitDie": 12, "primaryAbility": "Str", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null },
{ "key": "ROGUE", "name": "Rogue", "hitDie": 8, "primaryAbility": "Dex", "saveProficiencies": ["DEX", "INT"], "spellcastingAbility": null },
{ "key": "RANGER", "name": "Ranger", "hitDie": 10, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": "WIS" },
{ "key": "WIZARD", "name": "Wizard", "hitDie": 6, "primaryAbility": "Int", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "INT" },
{ "key": "SORCERER", "name": "Sorcerer", "hitDie": 6, "primaryAbility": "Cha", "saveProficiencies": ["CON", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "CLERIC", "name": "Cleric", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "WIS" },
{ "key": "PALADIN", "name": "Paladin", "hitDie": 10, "primaryAbility": "Str/Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "BARD", "name": "Bard", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["DEX", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "WARLOCK", "name": "Warlock", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA" },
{ "key": "DRUID", "name": "Druid", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "WIS" },
{ "key": "MONK", "name": "Monk", "hitDie": 8, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": null }
{ "key": "FIGHTER", "name": "Fighter", "hitDie": 10, "primaryAbility": "Str/Dex", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ACROBATICS", "ANIMAL_HANDLING", "ATHLETICS", "HISTORY", "INSIGHT", "INTIMIDATION", "PERCEPTION", "SURVIVAL"] } },
{ "key": "BARBARIAN", "name": "Barbarian", "hitDie": 12, "primaryAbility": "Str", "saveProficiencies": ["STR", "CON"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ANIMAL_HANDLING", "ATHLETICS", "INTIMIDATION", "NATURE", "PERCEPTION", "SURVIVAL"] } },
{ "key": "ROGUE", "name": "Rogue", "hitDie": 8, "primaryAbility": "Dex", "saveProficiencies": ["DEX", "INT"], "spellcastingAbility": null, "skillChoices": { "count": 4, "options": ["ACROBATICS", "ATHLETICS", "DECEPTION", "INSIGHT", "INTIMIDATION", "INVESTIGATION", "PERCEPTION", "PERFORMANCE", "PERSUASION", "SLEIGHT_OF_HAND", "STEALTH"] } },
{ "key": "RANGER", "name": "Ranger", "hitDie": 10, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": "WIS", "skillChoices": { "count": 3, "options": ["ANIMAL_HANDLING", "ATHLETICS", "INSIGHT", "INVESTIGATION", "NATURE", "PERCEPTION", "STEALTH", "SURVIVAL"] } },
{ "key": "WIZARD", "name": "Wizard", "hitDie": 6, "primaryAbility": "Int", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "INT", "skillChoices": { "count": 2, "options": ["ARCANA", "HISTORY", "INSIGHT", "INVESTIGATION", "MEDICINE", "RELIGION"] } },
{ "key": "SORCERER", "name": "Sorcerer", "hitDie": 6, "primaryAbility": "Cha", "saveProficiencies": ["CON", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ARCANA", "DECEPTION", "INSIGHT", "INTIMIDATION", "PERSUASION", "RELIGION"] } },
{ "key": "CLERIC", "name": "Cleric", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "WIS", "skillChoices": { "count": 2, "options": ["HISTORY", "INSIGHT", "MEDICINE", "PERSUASION", "RELIGION"] } },
{ "key": "PALADIN", "name": "Paladin", "hitDie": 10, "primaryAbility": "Str/Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ATHLETICS", "INSIGHT", "INTIMIDATION", "MEDICINE", "PERSUASION", "RELIGION"] } },
{ "key": "BARD", "name": "Bard", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["DEX", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 3, "options": ["ACROBATICS", "ANIMAL_HANDLING", "ARCANA", "ATHLETICS", "DECEPTION", "HISTORY", "INSIGHT", "INTIMIDATION", "INVESTIGATION", "MEDICINE", "NATURE", "PERCEPTION", "PERFORMANCE", "PERSUASION", "RELIGION", "SLEIGHT_OF_HAND", "STEALTH", "SURVIVAL"] } },
{ "key": "WARLOCK", "name": "Warlock", "hitDie": 8, "primaryAbility": "Cha", "saveProficiencies": ["WIS", "CHA"], "spellcastingAbility": "CHA", "skillChoices": { "count": 2, "options": ["ARCANA", "DECEPTION", "HISTORY", "INTIMIDATION", "INVESTIGATION", "NATURE", "RELIGION"] } },
{ "key": "DRUID", "name": "Druid", "hitDie": 8, "primaryAbility": "Wis", "saveProficiencies": ["INT", "WIS"], "spellcastingAbility": "WIS", "skillChoices": { "count": 2, "options": ["ARCANA", "ANIMAL_HANDLING", "INSIGHT", "MEDICINE", "NATURE", "PERCEPTION", "RELIGION", "SURVIVAL"] } },
{ "key": "MONK", "name": "Monk", "hitDie": 8, "primaryAbility": "Dex/Wis", "saveProficiencies": ["STR", "DEX"], "spellcastingAbility": null, "skillChoices": { "count": 2, "options": ["ACROBATICS", "ATHLETICS", "HISTORY", "INSIGHT", "RELIGION", "STEALTH"] } }
]
File diff suppressed because one or more lines are too long
+103 -13
View File
@@ -4,6 +4,7 @@
const crypto = require('crypto');
const { SPECIES } = require('./data/species');
const { CLASSES } = require('./data/classes');
const { SPECIES_TRAITS, CLASS_FEATURES, TALENTS, TALENT_PICKS } = require('./data/characterOptions');
const ALL_SPECIES = Object.keys(SPECIES);
const ALL_CLASSES = Object.keys(CLASSES);
@@ -28,28 +29,110 @@ const CLASS_ROLL_TABLE = {
8: 'WILDCARD',
};
const MOTIVATION_TABLE = {
1: 'Revenge for a past wrong',
2: 'Seeking fortune or wealth',
3: 'Protecting someone they love',
4: 'Redemption for a past mistake',
5: 'Driven by curiosity or knowledge',
6: 'Duty or oath to a cause or order',
};
function rollDie(sides) {
return crypto.randomInt(1, sides + 1);
}
// Standard method: 4d6, drop the lowest, sum the rest.
function rollAbilityScore() {
const dice = Array.from({ length: 4 }, () => rollDie(6));
// Standard method: 4d6, drop the lowest, sum the rest. Shared by both the
// digital path (dice rolled here) and the physical path (dice typed in by
// the roller, validated by validateManualRoll and passed in already-rolled).
function abilityScoreFromDice(dice) {
const sorted = [...dice].sort((a, b) => a - b);
const dropped = sorted[0];
const total = sorted.slice(1).reduce((a, b) => a + b, 0);
return { dice, dropped, total };
}
function rollAbilityScore() {
const dice = Array.from({ length: 4 }, () => rollDie(6));
return abilityScoreFromDice(dice);
}
// Fisher-Yates-ish random pick of `count` distinct items from `options`,
// using the same crypto RNG as dice rolls (never Math.random for anything
// that ends up on a character sheet).
function randomSample(options, count) {
const pool = [...options];
const picked = [];
for (let i = 0; i < count && pool.length > 0; i++) {
const idx = crypto.randomInt(0, pool.length);
picked.push(pool.splice(idx, 1)[0]);
}
return picked;
}
// Auto-generates skill proficiencies for a class per its SRD "choose N from
// this list" rule (classes.js `skillChoices`) — replaces the manual
// checkbox pick the builder used to require.
function autoSelectSkills(characterClass) {
const data = characterClass ? CLASSES[characterClass] : null;
const choices = data ? data.skillChoices : null;
if (!choices) return [];
const picked = randomSample(choices.options, choices.count);
return picked.map((skill) => ({ skill, proficient: true, expertise: false }));
}
// Validates a physically-rolled die value a player types in against the
// step's real die range — physical-dice-mode's equivalent of trusting
// crypto.randomInt's output range for the digital path.
function validateManualRoll(sides, value) {
return Number.isInteger(value) && value >= 1 && value <= sides;
}
// ---------------------------------------------------------------------------
// Story steps: background, appearance and special abilities are composed from
// picks out of fixed lists, never typed in.
// ---------------------------------------------------------------------------
// `picks` maps each group's key to the option keys chosen in it. Returns a
// message describing the first problem, or null if the picks are valid.
function validatePicks(groups, picks) {
for (const group of groups) {
const chosen = picks[group.key] || [];
if (!Array.isArray(chosen) || new Set(chosen).size !== chosen.length) return `${group.label}: pick each option once.`;
if (chosen.some((key) => !group.options.some((o) => o.key === key))) return `${group.label}: that is not one of the options.`;
if (chosen.length < group.min || chosen.length > group.max) {
const range = group.min === group.max ? `${group.min}` : `${group.min} to ${group.max}`;
return `${group.label}: pick ${range}.`;
}
}
return null;
}
// One line per group, in the groups' order: "Upbringing: Soldier — Served in
// an army…" or, for several picks, "Personality: Brave, Curious".
function composeFromPicks(groups, picks) {
const lines = [];
for (const group of groups) {
const chosen = group.options.filter((o) => (picks[group.key] || []).includes(o.key));
if (chosen.length === 0) continue;
const detail = chosen.length === 1 && chosen[0].text ? ` — ${chosen[0].text}` : '';
lines.push(`${group.label}: ${chosen.map((o) => o.label).join(', ')}${detail}`);
}
return lines.join('\n');
}
function validateTalents(talentKeys) {
const valid = new Set(talentKeys).size === talentKeys.length && talentKeys.every((key) => TALENTS.some((t) => t.key === key));
return valid && talentKeys.length === TALENT_PICKS ? null : `Pick ${TALENT_PICKS} different talents from the list.`;
}
// Everything a new character can do beyond the numbers: what its species and
// class grant automatically, then the talents the player picked.
function composeSpecialAbilities(species, characterClass, talentKeys = []) {
const abilities = [
...(SPECIES_TRAITS[species] || []),
...(CLASS_FEATURES[characterClass] || []),
...TALENTS.filter((t) => talentKeys.includes(t.key)),
];
// A trait granted twice over (two sources of Darkvision, say) is listed once.
const seen = new Set();
return abilities
.filter((a) => !seen.has(a.name) && seen.add(a.name))
.map((a) => `${a.name} — ${a.text}`)
.join('\n');
}
function speciesChoicesForRoll(roll) {
const entry = SPECIES_ROLL_TABLE[roll];
if (entry === 'WILDCARD') return { type: 'wildcard', options: ALL_SPECIES };
@@ -66,11 +149,18 @@ function classChoicesForRoll(roll) {
module.exports = {
SPECIES_ROLL_TABLE,
CLASS_ROLL_TABLE,
MOTIVATION_TABLE,
ALL_SPECIES,
ALL_CLASSES,
rollDie,
rollAbilityScore,
abilityScoreFromDice,
speciesChoicesForRoll,
classChoicesForRoll,
randomSample,
autoSelectSkills,
validateManualRoll,
validatePicks,
composeFromPicks,
validateTalents,
composeSpecialAbilities,
};
+114 -3
View File
@@ -207,17 +207,122 @@ function computeCharacterSheet(character, skillProficiencies = [], saveProficien
};
}
// ---------------------------------------------------------------------------
// Gear levels (house rule, not SRD). A held weapon or item has its own level,
// 1-9 (the same span as spell levels), and its dice climb a fixed ladder as it
// levels:
//
// 1d4 1d6 1d8 1d10 1d12 2d6 1d6+1d8 2d8 1d8+1d10 2d10 ...
//
// Each rung is the smallest possible step up in average damage: +1, or +0.5
// where the ladder has to add a die (1d12 -> 2d6, 2d12 -> 3d8, ...).
// ---------------------------------------------------------------------------
const MAX_GEAR_LEVEL = 9;
const DIE_SIZES = [4, 6, 8, 10, 12];
// Rungs a piece of gear climbs per level: 1 = standard, 2 = powerful, 3 = legendary.
const MAX_DAMAGE_SCALING = 3;
function formatDice(sizes) {
const counts = new Map();
for (const size of sizes) counts.set(size, (counts.get(size) || 0) + 1);
return [...counts].map(([size, count]) => `${count}d${size}`).join('+');
}
// k dice whose sizes are as even as possible, `steps` die-size steps above k d4s.
function evenDice(k, steps) {
const sizes = [];
for (let i = 0; i < k; i++) {
const share = Math.floor(steps / k) + (i >= k - (steps % k) ? 1 : 0);
sizes.push(DIE_SIZES[share]);
}
return sizes;
}
function buildDamageLadder(rungs) {
const ladder = [];
let k = 1;
let steps = 0;
while (ladder.length < rungs) {
const maxSteps = k * (DIE_SIZES.length - 1);
if (steps > maxSteps) {
// Out of room at this many dice: add one, landing just above the last rung.
const previousAverage = ladder[ladder.length - 1].average;
k += 1;
steps = Math.floor(previousAverage - k * 2.5) + 1;
continue;
}
ladder.push({ dice: formatDice(evenDice(k, steps)), average: k * 2.5 + steps });
steps += 1;
}
return ladder;
}
// Far longer than max level at legendary scaling needs, so heavy base dice
// (a "10d6" item, say) still have room to climb.
const DAMAGE_LADDER = buildDamageLadder(120);
// Average roll of a dice expression like "1d8", "2d6", "1d6+1d8" or "2d4+2".
// Returns null for anything else (free text is allowed in the pool).
function diceAverage(expression) {
if (typeof expression !== 'string' || !expression.trim()) return null;
let total = 0;
for (const term of expression.replace(/\s+/g, '').toLowerCase().replace(/-/g, '+-').split('+')) {
if (!term) continue;
const die = /^(-?)(\d*)d(\d+)$/.exec(term);
if (die) {
total += (die[1] ? -1 : 1) * (Number(die[2]) || 1) * ((Number(die[3]) + 1) / 2);
} else if (/^-?\d+$/.test(term)) {
total += Number(term);
} else {
return null;
}
}
return total;
}
function clampGearLevel(level) {
return Math.min(Math.max(Math.round(Number(level) || 1), 1), MAX_GEAR_LEVEL);
}
// Dice for a piece of gear at a given level. `minLevel` is the level the gear
// starts at (most gear: 1; a greatsword might only exist from level 3). At its
// starting level it is always the base dice exactly as the DM wrote them;
// above that it climbs `scaling` rungs per level, starting from the highest
// rung that doesn't beat the base (so "1d4+1" starts from 1d6, and a flat "1"
// starts below the ladder). Dice the ladder can't read (free text) never scale.
function scaledDamageDice(baseDice, level = 1, scaling = 1, minLevel = 1) {
const levelsGained = clampGearLevel(level) - clampGearLevel(minLevel);
if (levelsGained <= 0) return baseDice;
const baseAverage = diceAverage(baseDice);
if (baseAverage === null) return baseDice;
let baseRung = -1;
while (baseRung + 1 < DAMAGE_LADDER.length && DAMAGE_LADDER[baseRung + 1].average <= baseAverage) baseRung += 1;
const rungsPerLevel = Math.min(Math.max(Math.round(Number(scaling) || 1), 1), MAX_DAMAGE_SCALING);
const rung = Math.min(baseRung + levelsGained * rungsPerLevel, DAMAGE_LADDER.length - 1);
return DAMAGE_LADDER[rung].dice;
}
// A character can use gear and spells of their own level or lower. For
// weapons and items the required level is the held copy's level; for spells
// it is the classic spell level (cantrips, level 0, are open to everyone).
function canUseGear(characterLevel, requiredLevel) {
return characterLevel >= requiredLevel;
}
/**
* Attack/damage bonus for a specific weapon against a character's abilities —
* used by the quick-stats panel and weapon list.
* used by the quick-stats panel and weapon list. `gearLevel` is the level of
* the copy the character holds.
*/
function computeWeaponStats(weapon, abilities, profBonus, proficient = true) {
function computeWeaponStats(weapon, abilities, profBonus, proficient = true, gearLevel = 1) {
const strMod = abilities.STR.modifier;
const dexMod = abilities.DEX.modifier;
return {
attackBonus: weaponAttackBonus({ attackAbility: weapon.attackAbility, strMod, dexMod, proficient, profBonus }),
damageBonus: weaponDamageBonus({ attackAbility: weapon.attackAbility, strMod, dexMod }),
damageDice: weapon.damageDice,
damageDice: scaledDamageDice(weapon.damageDice, gearLevel, weapon.damageScaling, weapon.minLevel),
damageType: weapon.damageType,
};
}
@@ -247,4 +352,10 @@ module.exports = {
getClassSpellcastingAbility,
computeCharacterSheet,
computeWeaponStats,
MAX_GEAR_LEVEL,
MAX_DAMAGE_SCALING,
DAMAGE_LADDER,
diceAverage,
scaledDamageDice,
canUseGear,
};
+110
View File
@@ -14,6 +14,10 @@ const {
weaponDamageBonus,
computeCharacterSheet,
computeWeaponStats,
DAMAGE_LADDER,
diceAverage,
scaledDamageDice,
canUseGear,
} = require('./calculations');
describe('abilityModifier', () => {
@@ -211,4 +215,110 @@ describe('computeWeaponStats', () => {
expect(stats.damageBonus).toBe(sheet.abilities.STR.modifier);
expect(stats.damageDice).toBe('1d8');
});
test('uses the dice for the level of the copy the character holds', () => {
const sheet = computeCharacterSheet({ level: 5, strScore: 16 });
const spear = { attackAbility: 'STR', damageDice: '1d6', damageType: 'piercing', damageScaling: 1 };
expect(computeWeaponStats(spear, sheet.abilities, sheet.proficiencyBonus, true, 3).damageDice).toBe('1d10');
// The level changes the dice only, never the bonuses.
expect(computeWeaponStats(spear, sheet.abilities, sheet.proficiencyBonus, true, 3).damageBonus).toBe(sheet.abilities.STR.modifier);
});
});
describe('gear levels — the damage ladder', () => {
test('starts with single dice, then pairs, in the smallest possible steps', () => {
expect(DAMAGE_LADDER.slice(0, 13).map((r) => r.dice)).toEqual([
'1d4', '1d6', '1d8', '1d10', '1d12',
'2d6', '1d6+1d8', '2d8', '1d8+1d10', '2d10', '1d10+1d12', '2d12',
'3d8',
]);
});
test('every rung is stronger than the last by 1 average damage, or 0.5 where a die is added', () => {
for (let i = 1; i < DAMAGE_LADDER.length; i++) {
const step = DAMAGE_LADDER[i].average - DAMAGE_LADDER[i - 1].average;
expect([0.5, 1]).toContain(step);
// The stated average really is the average of the dice shown.
expect(diceAverage(DAMAGE_LADDER[i].dice)).toBe(DAMAGE_LADDER[i].average);
}
});
test('diceAverage reads the expressions DMs type, and rejects free text', () => {
expect(diceAverage('1d8')).toBe(4.5);
expect(diceAverage('d8')).toBe(4.5);
expect(diceAverage('2d6')).toBe(7);
expect(diceAverage('1d6 + 1d8')).toBe(8);
expect(diceAverage('2d4+2')).toBe(7);
expect(diceAverage('1d6-1')).toBe(2.5);
expect(diceAverage('3')).toBe(3);
expect(diceAverage('special')).toBeNull();
expect(diceAverage('')).toBeNull();
expect(diceAverage(null)).toBeNull();
});
});
describe('scaledDamageDice', () => {
const byLevel = (base, scaling, levels) => levels.map((level) => scaledDamageDice(base, level, scaling));
test('standard gear climbs one rung per level', () => {
expect(byLevel('1d4', 1, [1, 2, 3, 4, 5, 6])).toEqual(['1d4', '1d6', '1d8', '1d10', '1d12', '2d6']);
expect(byLevel('1d8', 1, [1, 2, 3])).toEqual(['1d8', '1d10', '1d12']);
});
test('powerful and legendary gear climb two and three rungs per level', () => {
expect(byLevel('1d6', 2, [1, 2, 3, 4])).toEqual(['1d6', '1d10', '2d6', '2d8']);
expect(byLevel('1d8', 3, [1, 2, 3])).toEqual(['1d8', '2d6', '1d8+1d10']);
});
test('level 1 is always the base dice exactly as written', () => {
expect(scaledDamageDice('2d4+2', 1, 1)).toBe('2d4+2');
expect(scaledDamageDice('special', 1, 3)).toBe('special');
});
test('dice that are not on the ladder start from the highest rung that does not beat them', () => {
expect(scaledDamageDice('2d4+2', 2, 1)).toBe('1d6+1d8'); // avg 7 sits on 2d6
expect(scaledDamageDice('1d4+1', 2, 1)).toBe('1d8'); // avg 3.5 sits on 1d6
expect(scaledDamageDice('1', 2, 1)).toBe('1d4'); // below the ladder
});
test('free text never scales, and levels and scaling are clamped to their ranges', () => {
expect(scaledDamageDice('special', 9, 3)).toBe('special');
expect(scaledDamageDice('1d4', 99, 1)).toBe(scaledDamageDice('1d4', 9, 1));
expect(scaledDamageDice('1d4', 9, 1)).toBe('1d8+1d10');
expect(scaledDamageDice('1d4', 0, 1)).toBe('1d4');
expect(scaledDamageDice('1d4', 2, 99)).toBe(scaledDamageDice('1d4', 2, 3));
expect(scaledDamageDice('1d4', 2, undefined)).toBe('1d6');
});
test('gear with a starting level shows its base dice there and climbs from it', () => {
// A greatsword that only exists from level 3: 2d6 at 3, then one rung per level.
expect([3, 4, 5].map((level) => scaledDamageDice('2d6', level, 1, 3))).toEqual(['2d6', '1d6+1d8', '2d8']);
expect(scaledDamageDice('2d6', 1, 1, 3)).toBe('2d6'); // never below its base
expect(scaledDamageDice('2d4+2', 3, 2, 3)).toBe('2d4+2'); // as written at its starting level
const sheet = computeCharacterSheet({ level: 5, strScore: 16 });
const greatsword = { attackAbility: 'STR', damageDice: '2d6', damageType: 'slashing', damageScaling: 1, minLevel: 3 };
expect(computeWeaponStats(greatsword, sheet.abilities, sheet.proficiencyBonus, true, 4).damageDice).toBe('1d6+1d8');
});
test('a higher level is never weaker', () => {
for (const base of ['1d4', '1d12', '2d6', '2d4+2']) {
for (const scaling of [1, 2, 3]) {
for (let level = 2; level <= 9; level++) {
expect(diceAverage(scaledDamageDice(base, level, scaling))).toBeGreaterThan(
diceAverage(scaledDamageDice(base, level - 1, scaling))
);
}
}
}
});
});
describe('canUseGear', () => {
test('a character can use gear of their own level or lower', () => {
expect(canUseGear(1, 1)).toBe(true);
expect(canUseGear(3, 1)).toBe(true);
expect(canUseGear(3, 3)).toBe(true);
expect(canUseGear(2, 3)).toBe(false);
expect(canUseGear(1, 0)).toBe(true); // cantrips
});
});
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// What a player picks from in the story steps of the character builder:
// motivation, special abilities, background and appearance. A character's
// text for these is always composed from the entries below (see buildFlow.js),
// never typed freely, so the builder page fetches this file's contents rather
// than keeping its own copy.
//
// None of this feeds the calculation engine. Special abilities are written as
// table rules for the DM to apply, in plain words.
const MOTIVATIONS = [
{ key: 1, label: 'Revenge for a past wrong' },
{ key: 2, label: 'Seeking fortune or wealth' },
{ key: 3, label: 'Protecting someone they love' },
{ key: 4, label: 'Redemption for a past mistake' },
{ key: 5, label: 'Driven by curiosity or knowledge' },
{ key: 6, label: 'Duty or oath to a cause or order' },
];
// ---------------------------------------------------------------------------
// Special abilities
// ---------------------------------------------------------------------------
// Granted automatically by species.
const SPECIES_TRAITS = {
HUMAN: [{ name: 'Versatile', text: 'Once per day, reroll one skill check you just failed and keep the new result.' }],
HALF_ELF: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Fey Ancestry', text: 'Advantage on saves against being charmed, and magic cannot put you to sleep.' },
],
ELF: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Fey Ancestry', text: 'Advantage on saves against being charmed, and magic cannot put you to sleep.' },
{ name: 'Trance', text: 'You do not sleep. Four hours of meditation rests you as well as a full night.' },
],
GNOME: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Gnome Cunning', text: 'Advantage on Intelligence, Wisdom and Charisma saves against magic.' },
],
DWARF: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Dwarven Resilience', text: 'Advantage on saves against poison, and poison damage against you is halved.' },
],
HALFLING: [
{ name: 'Lucky', text: 'When you roll a 1 on a d20 for an attack, check or save, reroll it and use the new roll.' },
{ name: 'Brave', text: 'Advantage on saves against being frightened.' },
],
DRAGONBORN: [
{ name: 'Breath Weapon', text: 'Once per rest, exhale destructive energy: creatures in a 15-foot cone take 2d6 damage (Dexterity save for half).' },
{ name: 'Draconic Resistance', text: 'Damage of your breath weapon’s type against you is halved.' },
],
TIEFLING: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Hellish Resistance', text: 'Fire damage against you is halved.' },
],
HALF_ORC: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Relentless Endurance', text: 'Once per day, when you would drop to 0 hit points, drop to 1 instead.' },
],
ORC: [
{ name: 'Darkvision', text: 'See in dim light within 60 feet as if it were bright, and in darkness as if it were dim.' },
{ name: 'Aggressive', text: 'As a bonus action, move up to your speed toward an enemy you can see.' },
],
};
// Granted automatically by class, at level 1.
const CLASS_FEATURES = {
FIGHTER: [
{ name: 'Second Wind', text: 'Once per rest, as a bonus action, recover 1d10 + your level hit points.' },
{ name: 'Fighting Style', text: 'Choose one with your DM: +2 to ranged attacks, +1 AC in armor, or +2 damage with a one-handed weapon.' },
],
BARBARIAN: [
{ name: 'Rage', text: 'Twice per day, for one minute: +2 melee damage, advantage on Strength checks and saves, and physical damage against you is halved.' },
{ name: 'Unarmored Defense', text: 'Without armor, add your Constitution modifier to your AC (ask your DM to set your armor bonus).' },
],
ROGUE: [
{ name: 'Sneak Attack', text: 'Once per turn, deal an extra 1d6 damage to a target you have advantage against, or that has one of your allies next to it.' },
{ name: 'Thieves’ Cant', text: 'You know the secret slang and signs of the criminal underworld.' },
],
RANGER: [
{ name: 'Favored Enemy', text: 'Choose a kind of creature with your DM. Advantage on checks to track them and to recall what you know about them.' },
{ name: 'Natural Explorer', text: 'In the wild you cannot get lost, you find twice as much food, and difficult terrain does not slow your group.' },
],
WIZARD: [
{ name: 'Spellbook', text: 'Your spells are written in a book. You can copy new spells into it when you find them.' },
{ name: 'Arcane Recovery', text: 'Once per day, after a short rest, regain some of your spent magic.' },
],
SORCERER: [
{ name: 'Innate Magic', text: 'Your magic comes from within: you need no spellbook and no prayers.' },
{ name: 'Wild Talent', text: 'Once per day, reroll the damage dice of one spell and keep the better result.' },
],
CLERIC: [
{ name: 'Divine Domain', text: 'Choose with your DM what your god stands for (life, light, war, knowledge…). It shapes the favours you can ask.' },
{ name: 'Healing Hands', text: 'Once per rest, touch a creature to restore 1d8 + your Wisdom modifier hit points.' },
],
PALADIN: [
{ name: 'Divine Sense', text: 'A few times per day, sense any celestial, fiend or undead within 60 feet.' },
{ name: 'Lay on Hands', text: 'A pool of healing equal to 5 × your level per day, spent by touch however you like.' },
],
BARD: [
{ name: 'Bardic Inspiration', text: 'A few times per day, as a bonus action, give an ally a d6 to add to one attack, check or save.' },
{ name: 'Jack of Many Tales', text: 'You have heard a story about nearly everything: ask your DM for one useful rumour per session.' },
],
WARLOCK: [
{ name: 'Otherworldly Patron', text: 'Choose with your DM who granted your power, and what they want in return.' },
{ name: 'Pact Magic', text: 'Your magic returns after a short rest, not only a long one.' },
],
DRUID: [
{ name: 'Druidic', text: 'You know the secret language of druids and can leave hidden messages in it.' },
{ name: 'Nature’s Voice', text: 'You can calm and make simple requests of ordinary animals.' },
],
MONK: [
{ name: 'Martial Arts', text: 'Your unarmed strikes deal 1d4 damage and can use Dexterity. After attacking, make one unarmed strike as a bonus action.' },
{ name: 'Unarmored Defense', text: 'Without armor, add your Wisdom modifier to your AC (ask your DM to set your armor bonus).' },
],
};
// The player picks TALENT_PICKS of these.
const TALENT_PICKS = 2;
const TALENTS = [
{ key: 'ALERT', name: 'Alert', text: 'You cannot be surprised while you are awake.' },
{ key: 'KEEN_EYE', name: 'Keen Eye', text: 'Advantage on checks to spot hidden doors, traps and things out of place.' },
{ key: 'SILVER_TONGUE', name: 'Silver Tongue', text: 'Once per day, reroll a Persuasion or Deception check and keep the better result.' },
{ key: 'LIGHT_SLEEPER', name: 'Light Sleeper', text: 'You wake at the slightest sound, and keeping watch does not tire you.' },
{ key: 'IRON_STOMACH', name: 'Iron Stomach', text: 'Advantage on saves against spoiled food, strong drink and swallowed poisons.' },
{ key: 'ANIMAL_FRIEND', name: 'Animal Friend', text: 'Ordinary animals are calm around you unless provoked.' },
{ key: 'QUICK_HANDS', name: 'Quick Hands', text: 'Once per turn, draw, stow or pick up an object without using your action.' },
{ key: 'SURE_FOOTED', name: 'Sure-Footed', text: 'Advantage on checks to keep your balance or avoid being knocked down.' },
{ key: 'LINGUIST', name: 'Linguist', text: 'You speak two extra languages of your choice, agreed with your DM.' },
{ key: 'FIELD_MEDIC', name: 'Field Medic', text: 'Steadying a dying creature is automatic for you; no roll needed.' },
{ key: 'STRONG_BACK', name: 'Strong Back', text: 'You can carry, lift and drag twice as much as your size suggests.' },
{ key: 'GOOD_MEMORY', name: 'Good Memory', text: 'You recall exactly anything you have seen or heard in the last month.' },
{ key: 'STREETWISE', name: 'Streetwise', text: 'In any town you can find a place to sleep, a rumour, and someone who buys things without asking questions.' },
{ key: 'TOUGH_AS_NAILS', name: 'Tough as Nails', text: 'Once per day, shrug off a blow: reduce one instance of damage by 1d6.' },
];
// ---------------------------------------------------------------------------
// Background and appearance — groups of options. `min`/`max` say how many a
// player picks in each group.
// ---------------------------------------------------------------------------
const BACKGROUND_GROUPS = [
{
key: 'upbringing',
label: 'Upbringing',
prompt: 'What were you before you became an adventurer?',
min: 1,
max: 1,
options: [
{ key: 'SOLDIER', label: 'Soldier', text: 'Served in an army or militia, and still thinks in terms of orders and watches.' },
{ key: 'ACOLYTE', label: 'Acolyte', text: 'Raised in a temple, tending shrines and copying scripture.' },
{ key: 'CRIMINAL', label: 'Criminal', text: 'Made a living outside the law, and knows who to ask for what.' },
{ key: 'NOBLE', label: 'Noble', text: 'Born to wealth and a family name that opens doors — and makes enemies.' },
{ key: 'SCHOLAR', label: 'Scholar', text: 'Spent years among books, chasing answers to old questions.' },
{ key: 'FARMER', label: 'Farmer', text: 'Worked the land from dawn to dusk, and knows the value of a good harvest.' },
{ key: 'SAILOR', label: 'Sailor', text: 'Grew up on deck, at home with rope, salt and bad weather.' },
{ key: 'ARTISAN', label: 'Guild artisan', text: 'Learned a craft in a workshop and takes pride in good work.' },
{ key: 'ENTERTAINER', label: 'Entertainer', text: 'Sang, juggled or acted for coin in taverns and market squares.' },
{ key: 'OUTLANDER', label: 'Outlander', text: 'Raised far from towns, among hunters, herders or nomads.' },
{ key: 'URCHIN', label: 'Urchin', text: 'Grew up alone on city streets, surviving on wits and quick feet.' },
{ key: 'HERMIT', label: 'Hermit', text: 'Lived apart from the world for years, with only thoughts for company.' },
{ key: 'MERCHANT', label: 'Merchant', text: 'Travelled the trade roads buying low and selling high.' },
{ key: 'HEALER', label: 'Village healer', text: 'Set bones, brewed remedies and sat with the sick.' },
],
},
{
key: 'home',
label: 'Home',
prompt: 'Where did you grow up?',
min: 1,
max: 1,
options: [
{ key: 'CITY', label: 'A crowded city', text: 'Noise, alleys and a thousand strangers.' },
{ key: 'VILLAGE', label: 'A small village', text: 'Everyone knew everyone, and nothing stayed secret.' },
{ key: 'PORT', label: 'A harbour town', text: 'Ships, gulls and news from far away.' },
{ key: 'MOUNTAIN', label: 'A mountain hold', text: 'Thin air, stone halls and long winters.' },
{ key: 'FOREST', label: 'Deep in the forest', text: 'Under old trees, far from any road.' },
{ key: 'FRONTIER', label: 'A frontier fort', text: 'The last wall before the wild.' },
{ key: 'ROAD', label: 'On the road', text: 'Never in one place long enough to call it home.' },
{ key: 'MONASTERY', label: 'A remote monastery', text: 'Bells, silence and routine.' },
],
},
{
key: 'turningPoint',
label: 'Turning point',
prompt: 'What set you on the road?',
min: 1,
max: 1,
options: [
{ key: 'LOSS', label: 'Lost someone dear', text: 'And have not been the same since.' },
{ key: 'BETRAYED', label: 'Was betrayed', text: 'By someone they trusted completely.' },
{ key: 'DISASTER', label: 'Survived a disaster', text: 'Fire, flood, plague or war — and walked away when others did not.' },
{ key: 'SECRET', label: 'Found a secret', text: 'Something they were never meant to see.' },
{ key: 'DEBT', label: 'Owes a debt', text: 'One that cannot be repaid by staying home.' },
{ key: 'EXILED', label: 'Was cast out', text: 'Rightly or wrongly, there is no going back.' },
{ key: 'RESCUED', label: 'Was saved by a stranger', text: 'And means to pass the favour on.' },
{ key: 'CALLING', label: 'Heard a calling', text: 'A dream, a sign or a voice that would not let them rest.' },
{ key: 'BOREDOM', label: 'Could not stand the quiet', text: 'An ordinary life was never going to be enough.' },
],
},
{
key: 'personality',
label: 'Personality',
prompt: 'How do others describe you? Pick one or two.',
min: 1,
max: 2,
options: [
{ key: 'BRAVE', label: 'Brave' },
{ key: 'CAUTIOUS', label: 'Cautious' },
{ key: 'CURIOUS', label: 'Curious' },
{ key: 'KIND', label: 'Kind' },
{ key: 'HOT_HEADED', label: 'Hot-headed' },
{ key: 'SARCASTIC', label: 'Sarcastic' },
{ key: 'LOYAL', label: 'Loyal' },
{ key: 'HONEST', label: 'Honest to a fault' },
{ key: 'CHEERFUL', label: 'Cheerful' },
{ key: 'QUIET', label: 'Quiet' },
{ key: 'PROUD', label: 'Proud' },
{ key: 'SUPERSTITIOUS', label: 'Superstitious' },
{ key: 'GENEROUS', label: 'Generous' },
{ key: 'STUBBORN', label: 'Stubborn' },
],
},
{
key: 'flaw',
label: 'Flaw',
prompt: 'What gets you into trouble?',
min: 1,
max: 1,
options: [
{ key: 'GREEDY', label: 'Greedy', text: 'Cannot walk past treasure.' },
{ key: 'RECKLESS', label: 'Reckless', text: 'Acts first and thinks later.' },
{ key: 'VENGEFUL', label: 'Holds grudges', text: 'Never forgets a slight.' },
{ key: 'GULLIBLE', label: 'Too trusting', text: 'Believes a good story.' },
{ key: 'COWARDLY', label: 'Loses their nerve', text: 'When it matters most.' },
{ key: 'BOASTFUL', label: 'Boastful', text: 'Promises more than they can deliver.' },
{ key: 'SECRETIVE', label: 'Secretive', text: 'Keeps things even from friends.' },
{ key: 'SOFT_HEARTED', label: 'Soft-hearted', text: 'Cannot refuse someone in need.' },
{ key: 'TEMPER', label: 'Short temper', text: 'Easily provoked.' },
],
},
];
const APPEARANCE_GROUPS = [
{
key: 'build',
label: 'Build',
prompt: 'What shape are you?',
min: 1,
max: 1,
options: [
{ key: 'SLIGHT', label: 'Slight' },
{ key: 'LEAN', label: 'Lean' },
{ key: 'AVERAGE', label: 'Average' },
{ key: 'STOCKY', label: 'Stocky' },
{ key: 'MUSCULAR', label: 'Muscular' },
{ key: 'HEAVYSET', label: 'Heavyset' },
],
},
{
key: 'height',
label: 'Height',
prompt: 'For your species, are you…',
min: 1,
max: 1,
options: [
{ key: 'SHORT', label: 'Short' },
{ key: 'AVERAGE', label: 'Average height' },
{ key: 'TALL', label: 'Tall' },
{ key: 'TOWERING', label: 'Towering' },
],
},
{
key: 'hair',
label: 'Hair',
prompt: 'Hair (or what you have instead).',
min: 1,
max: 1,
options: [
{ key: 'BLACK', label: 'Black' },
{ key: 'BROWN', label: 'Brown' },
{ key: 'BLONDE', label: 'Blonde' },
{ key: 'RED', label: 'Red' },
{ key: 'GREY', label: 'Grey' },
{ key: 'WHITE', label: 'White' },
{ key: 'UNUSUAL', label: 'An unusual colour' },
{ key: 'BALD', label: 'Bald' },
{ key: 'NONE', label: 'None — scales, horns or crest' },
],
},
{
key: 'eyes',
label: 'Eyes',
prompt: 'Eye colour.',
min: 1,
max: 1,
options: [
{ key: 'BROWN', label: 'Brown' },
{ key: 'BLUE', label: 'Blue' },
{ key: 'GREEN', label: 'Green' },
{ key: 'GREY', label: 'Grey' },
{ key: 'AMBER', label: 'Amber' },
{ key: 'BLACK', label: 'Black' },
{ key: 'VIOLET', label: 'Violet' },
{ key: 'MISMATCHED', label: 'Mismatched' },
],
},
{
key: 'complexion',
label: 'Skin',
prompt: 'Skin or scales.',
min: 1,
max: 1,
options: [
{ key: 'PALE', label: 'Pale' },
{ key: 'FAIR', label: 'Fair' },
{ key: 'TANNED', label: 'Tanned' },
{ key: 'BROWN', label: 'Brown' },
{ key: 'DARK', label: 'Dark' },
{ key: 'WEATHERED', label: 'Weathered' },
{ key: 'ASHEN', label: 'Ashen grey' },
{ key: 'GREEN', label: 'Green-tinged' },
{ key: 'RED', label: 'Deep red' },
{ key: 'SCALED', label: 'Scaled' },
],
},
{
key: 'features',
label: 'Distinguishing features',
prompt: 'What would a stranger remember? Pick up to two, or none.',
min: 0,
max: 2,
options: [
{ key: 'SCAR', label: 'A scar across the face' },
{ key: 'TATTOO', label: 'A tattoo' },
{ key: 'FRECKLES', label: 'Freckles' },
{ key: 'BROKEN_NOSE', label: 'A broken nose' },
{ key: 'EYEPATCH', label: 'An eyepatch' },
{ key: 'BEARD', label: 'A braided beard' },
{ key: 'PIERCINGS', label: 'Piercings' },
{ key: 'BIRTHMARK', label: 'A birthmark' },
{ key: 'BURN', label: 'An old burn' },
{ key: 'MISSING_FINGER', label: 'A missing finger' },
{ key: 'LIMP', label: 'A slight limp' },
{ key: 'BIG_GRIN', label: 'An easy grin' },
],
},
{
key: 'style',
label: 'Usually wears',
prompt: 'What are you usually seen in?',
min: 1,
max: 1,
options: [
{ key: 'LEATHERS', label: 'Travel-worn leathers' },
{ key: 'ARMOR', label: 'Well-kept armor' },
{ key: 'CLOAK', label: 'A hooded cloak' },
{ key: 'FINE', label: 'Fine clothes' },
{ key: 'PATCHED', label: 'Patched and mended clothes' },
{ key: 'ROBES', label: 'Long robes' },
{ key: 'FURS', label: 'Furs and hides' },
{ key: 'BRIGHT', label: 'Bright colours' },
{ key: 'PLAIN', label: 'Plain, practical clothes' },
],
},
];
module.exports = {
MOTIVATIONS,
SPECIES_TRAITS,
CLASS_FEATURES,
TALENT_PICKS,
TALENTS,
BACKGROUND_GROUPS,
APPEARANCE_GROUPS,
};
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// Generated from /seed-data/classes.json — keep in sync by hand if that file changes.
// See docs/GAME_RULES_REFERENCE.md "Class Quick Facts".
// skillChoices is the SRD "choose N from this list" skill-proficiency rule per
// class, used by buildFlow.js's autoSelectSkills() to auto-generate skill
// proficiencies during the character builder instead of a manual checkbox pick.
const ALL_SKILLS = [
'ACROBATICS', 'ANIMAL_HANDLING', 'ARCANA', 'ATHLETICS', 'DECEPTION', 'HISTORY',
'INSIGHT', 'INTIMIDATION', 'INVESTIGATION', 'MEDICINE', 'NATURE', 'PERCEPTION',
'PERFORMANCE', 'PERSUASION', 'RELIGION', 'SLEIGHT_OF_HAND', 'STEALTH', 'SURVIVAL',
];
const CLASSES = {
FIGHTER: { key: 'FIGHTER', name: 'Fighter', hitDie: 10, primaryAbility: 'Str/Dex', saveProficiencies: ['STR', 'CON'], spellcastingAbility: null },
BARBARIAN: { key: 'BARBARIAN', name: 'Barbarian', hitDie: 12, primaryAbility: 'Str', saveProficiencies: ['STR', 'CON'], spellcastingAbility: null },
ROGUE: { key: 'ROGUE', name: 'Rogue', hitDie: 8, primaryAbility: 'Dex', saveProficiencies: ['DEX', 'INT'], spellcastingAbility: null },
RANGER: { key: 'RANGER', name: 'Ranger', hitDie: 10, primaryAbility: 'Dex/Wis', saveProficiencies: ['STR', 'DEX'], spellcastingAbility: 'WIS' },
WIZARD: { key: 'WIZARD', name: 'Wizard', hitDie: 6, primaryAbility: 'Int', saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'INT' },
SORCERER: { key: 'SORCERER', name: 'Sorcerer', hitDie: 6, primaryAbility: 'Cha', saveProficiencies: ['CON', 'CHA'], spellcastingAbility: 'CHA' },
CLERIC: { key: 'CLERIC', name: 'Cleric', hitDie: 8, primaryAbility: 'Wis', saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'WIS' },
PALADIN: { key: 'PALADIN', name: 'Paladin', hitDie: 10, primaryAbility: 'Str/Cha', saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA' },
BARD: { key: 'BARD', name: 'Bard', hitDie: 8, primaryAbility: 'Cha', saveProficiencies: ['DEX', 'CHA'], spellcastingAbility: 'CHA' },
WARLOCK: { key: 'WARLOCK', name: 'Warlock', hitDie: 8, primaryAbility: 'Cha', saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA' },
DRUID: { key: 'DRUID', name: 'Druid', hitDie: 8, primaryAbility: 'Wis', saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'WIS' },
MONK: { key: 'MONK', name: 'Monk', hitDie: 8, primaryAbility: 'Dex/Wis', saveProficiencies: ['STR', 'DEX'], spellcastingAbility: null },
FIGHTER: {
key: 'FIGHTER', name: 'Fighter', hitDie: 10, primaryAbility: 'Str/Dex',
saveProficiencies: ['STR', 'CON'], spellcastingAbility: null,
skillChoices: { count: 2, options: ['ACROBATICS', 'ANIMAL_HANDLING', 'ATHLETICS', 'HISTORY', 'INSIGHT', 'INTIMIDATION', 'PERCEPTION', 'SURVIVAL'] },
},
BARBARIAN: {
key: 'BARBARIAN', name: 'Barbarian', hitDie: 12, primaryAbility: 'Str',
saveProficiencies: ['STR', 'CON'], spellcastingAbility: null,
skillChoices: { count: 2, options: ['ANIMAL_HANDLING', 'ATHLETICS', 'INTIMIDATION', 'NATURE', 'PERCEPTION', 'SURVIVAL'] },
},
ROGUE: {
key: 'ROGUE', name: 'Rogue', hitDie: 8, primaryAbility: 'Dex',
saveProficiencies: ['DEX', 'INT'], spellcastingAbility: null,
skillChoices: { count: 4, options: ['ACROBATICS', 'ATHLETICS', 'DECEPTION', 'INSIGHT', 'INTIMIDATION', 'INVESTIGATION', 'PERCEPTION', 'PERFORMANCE', 'PERSUASION', 'SLEIGHT_OF_HAND', 'STEALTH'] },
},
RANGER: {
key: 'RANGER', name: 'Ranger', hitDie: 10, primaryAbility: 'Dex/Wis',
saveProficiencies: ['STR', 'DEX'], spellcastingAbility: 'WIS',
skillChoices: { count: 3, options: ['ANIMAL_HANDLING', 'ATHLETICS', 'INSIGHT', 'INVESTIGATION', 'NATURE', 'PERCEPTION', 'STEALTH', 'SURVIVAL'] },
},
WIZARD: {
key: 'WIZARD', name: 'Wizard', hitDie: 6, primaryAbility: 'Int',
saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'INT',
skillChoices: { count: 2, options: ['ARCANA', 'HISTORY', 'INSIGHT', 'INVESTIGATION', 'MEDICINE', 'RELIGION'] },
},
SORCERER: {
key: 'SORCERER', name: 'Sorcerer', hitDie: 6, primaryAbility: 'Cha',
saveProficiencies: ['CON', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 2, options: ['ARCANA', 'DECEPTION', 'INSIGHT', 'INTIMIDATION', 'PERSUASION', 'RELIGION'] },
},
CLERIC: {
key: 'CLERIC', name: 'Cleric', hitDie: 8, primaryAbility: 'Wis',
saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'WIS',
skillChoices: { count: 2, options: ['HISTORY', 'INSIGHT', 'MEDICINE', 'PERSUASION', 'RELIGION'] },
},
PALADIN: {
key: 'PALADIN', name: 'Paladin', hitDie: 10, primaryAbility: 'Str/Cha',
saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 2, options: ['ATHLETICS', 'INSIGHT', 'INTIMIDATION', 'MEDICINE', 'PERSUASION', 'RELIGION'] },
},
BARD: {
key: 'BARD', name: 'Bard', hitDie: 8, primaryAbility: 'Cha',
saveProficiencies: ['DEX', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 3, options: ALL_SKILLS },
},
WARLOCK: {
key: 'WARLOCK', name: 'Warlock', hitDie: 8, primaryAbility: 'Cha',
saveProficiencies: ['WIS', 'CHA'], spellcastingAbility: 'CHA',
skillChoices: { count: 2, options: ['ARCANA', 'DECEPTION', 'HISTORY', 'INTIMIDATION', 'INVESTIGATION', 'NATURE', 'RELIGION'] },
},
DRUID: {
key: 'DRUID', name: 'Druid', hitDie: 8, primaryAbility: 'Wis',
saveProficiencies: ['INT', 'WIS'], spellcastingAbility: 'WIS',
skillChoices: { count: 2, options: ['ARCANA', 'ANIMAL_HANDLING', 'INSIGHT', 'MEDICINE', 'NATURE', 'PERCEPTION', 'RELIGION', 'SURVIVAL'] },
},
MONK: {
key: 'MONK', name: 'Monk', hitDie: 8, primaryAbility: 'Dex/Wis',
saveProficiencies: ['STR', 'DEX'], spellcastingAbility: null,
skillChoices: { count: 2, options: ['ACROBATICS', 'ATHLETICS', 'HISTORY', 'INSIGHT', 'RELIGION', 'STEALTH'] },
},
};
module.exports = { CLASSES };
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// Combined default-content library — see weaponsLibrary.js / spellsLibrary.js
// / monstersLibrary.js for the individual sets and their shape.
const { WEAPON_LIBRARY } = require('./weaponsLibrary');
const { SPELL_LIBRARY } = require('./spellsLibrary');
const { MONSTER_LIBRARY } = require('./monstersLibrary');
module.exports = { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY };
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// Default monster library — a starter bestiary spanning CR 0 to CR 5,
// offered to any campaign so a DM isn't hand-typing common enemies from
// scratch. Shape matches the `Monster` Prisma model minus `id`/`campaignId`,
// plus a stable `key` for "add to campaign" lookups.
const MONSTER_LIBRARY = [
{ key: 'commoner', name: 'Commoner', challengeRating: '0', ac: 10, maxHp: 4, speed: 30, strScore: 10, dexScore: 10, conScore: 10, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 2, damageDice: '1d4', specialTrait: null, notes: 'An ordinary villager, armed with a club.' },
{ key: 'giant-rat', name: 'Giant Rat', challengeRating: '1/8', ac: 12, maxHp: 7, speed: 30, strScore: 7, dexScore: 15, conScore: 11, intScore: 2, wisScore: 10, chaScore: 4, attackBonus: 4, damageDice: '1d4+2', specialTrait: 'Pack Tactics', notes: 'Bite, piercing damage.' },
{ key: 'kobold', name: 'Kobold', challengeRating: '1/8', ac: 12, maxHp: 5, speed: 30, strScore: 7, dexScore: 15, conScore: 9, intScore: 8, wisScore: 7, chaScore: 8, attackBonus: 4, damageDice: '1d4+2', specialTrait: 'Pack Tactics, Sunlight Sensitivity', notes: 'Dagger, piercing damage.' },
{ key: 'bandit', name: 'Bandit', challengeRating: '1/8', ac: 12, maxHp: 11, speed: 30, strScore: 11, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 10, attackBonus: 3, damageDice: '1d6+1', specialTrait: null, notes: 'Scimitar, slashing damage.' },
{ key: 'cultist', name: 'Cultist', challengeRating: '1/8', ac: 12, maxHp: 9, speed: 30, strScore: 11, dexScore: 12, conScore: 10, intScore: 10, wisScore: 11, chaScore: 10, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Dark Devotion', notes: 'Scimitar, slashing damage.' },
{ key: 'stirge', name: 'Stirge', challengeRating: '1/8', ac: 12, maxHp: 2, speed: 10, strScore: 4, dexScore: 16, conScore: 11, intScore: 2, wisScore: 8, chaScore: 6, attackBonus: 5, damageDice: '1d4', specialTrait: 'Blood Drain', notes: 'Proboscis; attaches and drains hp on a hit.' },
{ key: 'goblin', name: 'Goblin', challengeRating: '1/4', ac: 15, maxHp: 7, speed: 30, strScore: 8, dexScore: 14, conScore: 10, intScore: 10, wisScore: 8, chaScore: 8, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Nimble Escape', notes: 'Scimitar, slashing damage.' },
{ key: 'skeleton', name: 'Skeleton', challengeRating: '1/4', ac: 13, maxHp: 13, speed: 30, strScore: 10, dexScore: 14, conScore: 15, intScore: 6, wisScore: 8, chaScore: 5, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Undead — vulnerable to bludgeoning', notes: 'Shortsword, piercing damage.' },
{ key: 'zombie', name: 'Zombie', challengeRating: '1/4', ac: 8, maxHp: 22, speed: 20, strScore: 13, dexScore: 6, conScore: 16, intScore: 3, wisScore: 6, chaScore: 5, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Undead Fortitude', notes: 'Slam, bludgeoning damage.' },
{ key: 'wolf', name: 'Wolf', challengeRating: '1/4', ac: 13, maxHp: 11, speed: 40, strScore: 12, dexScore: 15, conScore: 12, intScore: 3, wisScore: 12, chaScore: 6, attackBonus: 4, damageDice: '2d4+2', specialTrait: 'Pack Tactics', notes: 'Bite; can knock prone on a hit.' },
{ key: 'giant-wolf-spider', name: 'Giant Wolf Spider', challengeRating: '1/4', ac: 13, maxHp: 11, speed: 40, strScore: 12, dexScore: 16, conScore: 13, intScore: 3, wisScore: 12, chaScore: 4, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Poison bite', notes: 'Spider climb; bite deals poison damage.' },
{ key: 'scout', name: 'Scout', challengeRating: '1/2', ac: 13, maxHp: 16, speed: 30, strScore: 11, dexScore: 14, conScore: 12, intScore: 11, wisScore: 13, chaScore: 11, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Keen Hearing and Sight', notes: 'Shortsword or longbow.' },
{ key: 'orc', name: 'Orc', challengeRating: '1/2', ac: 13, maxHp: 15, speed: 30, strScore: 16, dexScore: 12, conScore: 16, intScore: 7, wisScore: 11, chaScore: 10, attackBonus: 5, damageDice: '1d12+3', specialTrait: 'Aggressive', notes: 'Greataxe, slashing damage.' },
{ key: 'hobgoblin', name: 'Hobgoblin', challengeRating: '1/2', ac: 18, maxHp: 11, speed: 30, strScore: 13, dexScore: 12, conScore: 12, intScore: 10, wisScore: 10, chaScore: 9, attackBonus: 3, damageDice: '1d8+1', specialTrait: 'Martial Advantage', notes: 'Longsword, slashing damage.' },
{ key: 'thug', name: 'Thug', challengeRating: '1/2', ac: 11, maxHp: 32, speed: 30, strScore: 15, dexScore: 11, conScore: 14, intScore: 10, wisScore: 10, chaScore: 11, attackBonus: 4, damageDice: '1d6+2', specialTrait: 'Pack Tactics', notes: 'Mace, bludgeoning damage.' },
{ key: 'gnoll', name: 'Gnoll', challengeRating: '1/2', ac: 15, maxHp: 22, speed: 30, strScore: 14, dexScore: 12, conScore: 11, intScore: 6, wisScore: 10, chaScore: 7, attackBonus: 3, damageDice: '1d8+1', specialTrait: 'Rampage', notes: 'Spear, piercing damage.' },
{ key: 'lizardfolk', name: 'Lizardfolk', challengeRating: '1/2', ac: 15, maxHp: 22, speed: 30, strScore: 15, dexScore: 10, conScore: 13, intScore: 7, wisScore: 12, chaScore: 7, attackBonus: 3, damageDice: '1d6+1', specialTrait: 'Hold Breath', notes: 'Club or spear, piercing damage.' },
{ key: 'black-bear', name: 'Black Bear', challengeRating: '1/2', ac: 11, maxHp: 19, speed: 40, strScore: 15, dexScore: 10, conScore: 14, intScore: 2, wisScore: 12, chaScore: 7, attackBonus: 3, damageDice: '1d6+2', specialTrait: 'Keen Smell', notes: 'Bite and claw attacks.' },
{ key: 'giant-spider', name: 'Giant Spider', challengeRating: '1', ac: 14, maxHp: 26, speed: 30, strScore: 14, dexScore: 16, conScore: 12, intScore: 2, wisScore: 11, chaScore: 4, attackBonus: 5, damageDice: '1d8+3', specialTrait: 'Web, poison bite', notes: 'Bite deals piercing plus poison damage.' },
{ key: 'ghoul', name: 'Ghoul', challengeRating: '1', ac: 12, maxHp: 22, speed: 30, strScore: 13, dexScore: 15, conScore: 10, intScore: 7, wisScore: 10, chaScore: 6, attackBonus: 2, damageDice: '2d6+2', specialTrait: 'Claws paralyze on a hit', notes: 'Undead.' },
{ key: 'dire-wolf', name: 'Dire Wolf', challengeRating: '1', ac: 14, maxHp: 37, speed: 50, strScore: 17, dexScore: 15, conScore: 15, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 5, damageDice: '2d6+3', specialTrait: 'Pack Tactics', notes: 'Bite; can knock prone on a hit.' },
{ key: 'brown-bear', name: 'Brown Bear', challengeRating: '1', ac: 11, maxHp: 34, speed: 40, strScore: 19, dexScore: 10, conScore: 16, intScore: 2, wisScore: 13, chaScore: 7, attackBonus: 5, damageDice: '1d8+5', specialTrait: 'Keen Smell', notes: 'Multiattack: bite and claws.' },
{ key: 'harpy', name: 'Harpy', challengeRating: '1', ac: 11, maxHp: 38, speed: 20, strScore: 12, dexScore: 13, conScore: 12, intScore: 7, wisScore: 10, chaScore: 13, attackBonus: 4, damageDice: '2d4+2', specialTrait: 'Luring Song', notes: 'Flying speed 40 ft; claws deal slashing damage.' },
{ key: 'ochre-jelly', name: 'Ochre Jelly', challengeRating: '2', ac: 8, maxHp: 45, speed: 10, strScore: 15, dexScore: 6, conScore: 14, intScore: 2, wisScore: 6, chaScore: 1, attackBonus: 5, damageDice: '2d6+3', specialTrait: 'Amorphous, splits when damaged by slashing', notes: 'Pseudopod, bludgeoning plus acid damage.' },
{ key: 'ogre', name: 'Ogre', challengeRating: '2', ac: 11, maxHp: 59, speed: 40, strScore: 19, dexScore: 8, conScore: 16, intScore: 5, wisScore: 7, chaScore: 7, attackBonus: 6, damageDice: '2d8+4', specialTrait: null, notes: 'Greatclub, bludgeoning damage.' },
{ key: 'griffon', name: 'Griffon', challengeRating: '2', ac: 12, maxHp: 59, speed: 30, strScore: 18, dexScore: 15, conScore: 16, intScore: 2, wisScore: 13, chaScore: 8, attackBonus: 6, damageDice: '2d6+4', specialTrait: 'Keen Sight', notes: 'Flying speed 80 ft; multiattack beak and claws.' },
{ key: 'ankheg', name: 'Ankheg', challengeRating: '2', ac: 14, maxHp: 39, speed: 30, strScore: 17, dexScore: 11, conScore: 13, intScore: 1, wisScore: 13, chaScore: 6, attackBonus: 6, damageDice: '2d6+4', specialTrait: 'Burrow speed 10 ft; can spit acid', notes: 'Bite, piercing plus acid damage.' },
{ key: 'manticore', name: 'Manticore', challengeRating: '3', ac: 14, maxHp: 68, speed: 30, strScore: 17, dexScore: 16, conScore: 17, intScore: 7, wisScore: 12, chaScore: 8, attackBonus: 5, damageDice: '1d8+3', specialTrait: 'Tail spikes (ranged)', notes: 'Flying speed 50 ft; multiattack claws or tail spikes.' },
{ key: 'basilisk', name: 'Basilisk', challengeRating: '3', ac: 15, maxHp: 52, speed: 20, strScore: 16, dexScore: 8, conScore: 15, intScore: 2, wisScore: 8, chaScore: 7, attackBonus: 5, damageDice: '2d6+3', specialTrait: 'Petrifying Gaze', notes: 'Bite, piercing damage.' },
{ key: 'owlbear', name: 'Owlbear', challengeRating: '3', ac: 13, maxHp: 59, speed: 40, strScore: 20, dexScore: 12, conScore: 17, intScore: 3, wisScore: 12, chaScore: 7, attackBonus: 7, damageDice: '1d10+5', specialTrait: 'Keen Sight and Smell', notes: 'Multiattack: beak and claws.' },
{ key: 'wight', name: 'Wight', challengeRating: '3', ac: 14, maxHp: 45, speed: 30, strScore: 15, dexScore: 14, conScore: 16, intScore: 10, wisScore: 13, chaScore: 15, attackBonus: 4, damageDice: '1d8+2', specialTrait: 'Life Drain, Sunlight Sensitivity', notes: 'Longsword or life-draining touch.' },
{ key: 'werewolf', name: 'Werewolf', challengeRating: '3', ac: 12, maxHp: 58, speed: 30, strScore: 15, dexScore: 13, conScore: 14, intScore: 10, wisScore: 11, chaScore: 10, attackBonus: 4, damageDice: '1d8+2', specialTrait: 'Shapechanger, regeneration', notes: 'Bite (hybrid/wolf form) or multiattack claws + bite.' },
{ key: 'doppelganger', name: 'Doppelganger', challengeRating: '3', ac: 14, maxHp: 52, speed: 30, strScore: 11, dexScore: 18, conScore: 14, intScore: 11, wisScore: 12, chaScore: 14, attackBonus: 4, damageDice: '2d4+2', specialTrait: 'Shapechanger, Ambusher', notes: 'Multiattack slam.' },
{ key: 'displacer-beast', name: 'Displacer Beast', challengeRating: '3', ac: 13, maxHp: 85, speed: 40, strScore: 18, dexScore: 15, conScore: 16, intScore: 6, wisScore: 12, chaScore: 8, attackBonus: 7, damageDice: '2d6+4', specialTrait: 'Displacement (attacks vs. it have disadvantage)', notes: 'Multiattack: two tentacles.' },
{ key: 'ettin', name: 'Ettin', challengeRating: '4', ac: 12, maxHp: 85, speed: 40, strScore: 21, dexScore: 8, conScore: 17, intScore: 6, wisScore: 10, chaScore: 8, attackBonus: 7, damageDice: '2d8+4', specialTrait: 'Two heads — advantage on Perception, can’t be surprised easily', notes: 'Multiattack: battleaxe and morningstar.' },
{ key: 'hill-giant', name: 'Hill Giant', challengeRating: '5', ac: 13, maxHp: 105, speed: 40, strScore: 21, dexScore: 8, conScore: 19, intScore: 5, wisScore: 9, chaScore: 6, attackBonus: 8, damageDice: '3d8+5', specialTrait: null, notes: 'Greatclub, bludgeoning damage.' },
{ key: 'troll', name: 'Troll', challengeRating: '5', ac: 15, maxHp: 84, speed: 30, strScore: 18, dexScore: 13, conScore: 20, intScore: 7, wisScore: 9, chaScore: 7, attackBonus: 7, damageDice: '2d6+4', specialTrait: 'Regeneration (vulnerable to fire/acid)', notes: 'Multiattack: bite and two claws.' },
{ key: 'wraith', name: 'Wraith', challengeRating: '5', ac: 13, maxHp: 67, speed: 0, strScore: 6, dexScore: 16, conScore: 16, intScore: 12, wisScore: 14, chaScore: 15, attackBonus: 6, damageDice: '4d8+4', specialTrait: 'Incorporeal, life drain, flying 60 ft', notes: 'Undead; life drain touch attack.' },
];
module.exports = { MONSTER_LIBRARY };
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// Default spell library — a broad SRD-style spell list (cantrips through 5th
// level) spanning every spellcasting class, offered to any campaign so a DM
// isn't hand-typing spells from scratch. Shape matches the `Spell` Prisma
// model minus `id`/`campaignId`, plus a stable `key` for "add to campaign"
// lookups and a `classes` tag array the library picker can filter by.
//
// `level` is the classic spell level, which in this app is also the character
// level needed to use the spell. `damageDice` is a default for spells that
// deal damage — the dice at the spell's own level, per the SRD (per ray for
// Scorching Ray, total for Magic Missile's three darts). Spells that only
// heal, protect or control have none. A DM can change either after adding.
const SPELL_LIBRARY = [
// ---- Cantrips (level 0) ----
{ key: 'acid-splash', name: 'Acid Splash', level: 0, school: 'Conjuration', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Hurl a bubble of acid at one or two creatures within 5 feet of each other.', damageDice: '1d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'blade-ward', name: 'Blade Ward', level: 0, school: 'Abjuration', castingTime: '1 action', range: 'Self', duration: '1 round', description: 'Resist bludgeoning, piercing, and slashing damage until your next turn.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'chill-touch', name: 'Chill Touch', level: 0, school: 'Necromancy', castingTime: '1 action', range: '120 feet', duration: '1 round', description: 'A ghostly hand deals necrotic damage and prevents healing.', damageDice: '1d8', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'dancing-lights', name: 'Dancing Lights', level: 0, school: 'Illusion', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Create up to four torch-sized lights that you can move.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'druidcraft', name: 'Druidcraft', level: 0, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Instantaneous', description: 'A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like.', classes: ['DRUID'] },
{ key: 'eldritch-blast', name: 'Eldritch Blast', level: 0, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'A beam of crackling energy strikes one creature for force damage.', damageDice: '1d10', classes: ['WARLOCK'] },
{ key: 'fire-bolt', name: 'Fire Bolt', level: 0, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'Hurl a mote of fire that deals fire damage on a hit.', damageDice: '1d10', classes: ['SORCERER', 'WIZARD'] },
{ key: 'friends', name: 'Friends', level: 0, school: 'Enchantment', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 minute', description: 'Advantage on Charisma checks against one creature for the duration.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'guidance', name: 'Guidance', level: 0, school: 'Divination', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 minute', description: 'Add 1d4 to one ability check of your choice.', classes: ['CLERIC', 'DRUID'] },
{ key: 'light', name: 'Light', level: 0, school: 'Evocation', castingTime: '1 action', range: 'Touch', duration: '1 hour', description: 'An object sheds bright light in a 20-foot radius.', classes: ['BARD', 'CLERIC', 'SORCERER', 'WIZARD'] },
{ key: 'mage-hand', name: 'Mage Hand', level: 0, school: 'Conjuration', castingTime: '1 action', range: '30 feet', duration: '1 minute', description: 'A spectral hand manipulates objects, opens doors, and carries small items.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'mending', name: 'Mending', level: 0, school: 'Transmutation', castingTime: '1 minute', range: 'Touch', duration: 'Instantaneous', description: 'Repairs a single break or tear in an object.', classes: ['BARD', 'CLERIC', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'message', name: 'Message', level: 0, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: '1 round', description: 'Whisper a message to a target that only they can hear, with a whispered reply.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'minor-illusion', name: 'Minor Illusion', level: 0, school: 'Illusion', castingTime: '1 action', range: '30 feet', duration: '1 minute', description: 'Create a sound or an image of an object for the duration.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'poison-spray', name: 'Poison Spray', level: 0, school: 'Conjuration', castingTime: '1 action', range: '10 feet', duration: 'Instantaneous', description: 'Project a puff of noxious gas that deals poison damage.', damageDice: '1d12', classes: ['DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'prestidigitation', name: 'Prestidigitation', level: 0, school: 'Transmutation', castingTime: '1 action', range: '10 feet', duration: 'Up to 1 hour', description: 'A minor magical trick — light a candle, clean an object, chill or warm food, and the like.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'produce-flame', name: 'Produce Flame', level: 0, school: 'Conjuration', castingTime: '1 action', range: 'Self', duration: '10 minutes', description: 'A flickering flame in your hand sheds light and can be hurled for fire damage.', damageDice: '1d8', classes: ['DRUID'] },
{ key: 'ray-of-frost', name: 'Ray of Frost', level: 0, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A ray of freezing energy deals cold damage and slows the target.', damageDice: '1d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'resistance', name: 'Resistance', level: 0, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 minute', description: 'The target adds 1d4 to one saving throw of its choice.', classes: ['CLERIC', 'DRUID'] },
{ key: 'sacred-flame', name: 'Sacred Flame', level: 0, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Radiant flame descends on a creature that must succeed a Dexterity save or take damage.', damageDice: '1d8', classes: ['CLERIC'] },
{ key: 'shillelagh', name: 'Shillelagh', level: 0, school: 'Transmutation', castingTime: '1 bonus action', range: 'Touch', duration: '1 minute', description: 'Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage.', classes: ['DRUID'] },
{ key: 'shocking-grasp', name: 'Shocking Grasp', level: 0, school: 'Evocation', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Lightning springs from your hand, dealing damage and preventing reactions.', damageDice: '1d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'spare-the-dying', name: 'Spare the Dying', level: 0, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature you touch that has 0 hit points becomes stable.', classes: ['CLERIC'] },
{ key: 'thorn-whip', name: 'Thorn Whip', level: 0, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Instantaneous', description: 'A vine-like whip deals damage and drags the target closer.', damageDice: '1d6', classes: ['DRUID'] },
{ key: 'true-strike', name: 'True Strike', level: 0, school: 'Divination', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 round', description: 'Gain advantage on your next attack roll against the target.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'vicious-mockery', name: 'Vicious Mockery', level: 0, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A string of insults deals psychic damage and imposes disadvantage on the target’s next attack.', damageDice: '1d4', classes: ['BARD'] },
// ---- Level 1 ----
{ key: 'alarm', name: 'Alarm', level: 1, school: 'Abjuration', castingTime: '1 minute', range: '30 feet', duration: '8 hours', description: 'Set an audible or mental alarm against intruders.', classes: ['RANGER', 'WIZARD'] },
{ key: 'animal-friendship', name: 'Animal Friendship', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: '24 hours', description: 'Convince a beast that you mean it no harm.', classes: ['BARD', 'DRUID', 'RANGER'] },
{ key: 'bane', name: 'Bane', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Up to three creatures subtract 1d4 from attack rolls and saves.', classes: ['BARD', 'CLERIC'] },
{ key: 'bless', name: 'Bless', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Up to three creatures add 1d4 to attack rolls and saves.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'burning-hands', name: 'Burning Hands', level: 1, school: 'Evocation', castingTime: '1 action', range: 'Self (15-foot cone)', duration: 'Instantaneous', description: 'A thin sheet of flame sweeps out from your hands.', damageDice: '3d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'charm-person', name: 'Charm Person', level: 1, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: '1 hour', description: 'A humanoid you can see regards you as a friendly acquaintance.', classes: ['BARD', 'DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'color-spray', name: 'Color Spray', level: 1, school: 'Illusion', castingTime: '1 action', range: 'Self (15-foot cone)', duration: '1 round', description: 'A dazzling array of flashing colors can blind weak creatures.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'command', name: 'Command', level: 1, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: '1 round', description: 'Speak a one-word command a creature must obey.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'comprehend-languages', name: 'Comprehend Languages', level: 1, school: 'Divination', castingTime: '1 action', range: 'Self', duration: '1 hour', description: 'Understand any spoken or written language.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'cure-wounds', name: 'Cure Wounds', level: 1, school: 'Evocation', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature you touch regains hit points.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'RANGER'] },
{ key: 'detect-magic', name: 'Detect Magic', level: 1, school: 'Divination', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 10 minutes', description: 'Sense the presence of magic within 30 feet.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'disguise-self', name: 'Disguise Self', level: 1, school: 'Illusion', castingTime: '1 action', range: 'Self', duration: '1 hour', description: 'Change your appearance, including clothing and gear.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'entangle', name: 'Entangle', level: 1, school: 'Conjuration', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'Grasping weeds and vines sprout in a 20-foot square.', classes: ['DRUID', 'RANGER'] },
{ key: 'faerie-fire', name: 'Faerie Fire', level: 1, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Objects in a 20-foot cube are outlined in light, granting attackers advantage.', classes: ['DRUID'] },
{ key: 'feather-fall', name: 'Feather Fall', level: 1, school: 'Transmutation', castingTime: '1 reaction', range: '60 feet', duration: '1 minute', description: 'Falling creatures slow to a gentle descent.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'fog-cloud', name: 'Fog Cloud', level: 1, school: 'Conjuration', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 hour', description: 'A 20-foot-radius sphere of fog heavily obscures the area.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'guiding-bolt', name: 'Guiding Bolt', level: 1, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: '1 round', description: 'A flash of light streaks to a target, dealing radiant damage.', damageDice: '4d6', classes: ['CLERIC'] },
{ key: 'healing-word', name: 'Healing Word', level: 1, school: 'Evocation', castingTime: '1 bonus action', range: '60 feet', duration: 'Instantaneous', description: 'A creature you can see regains hit points.', classes: ['BARD', 'CLERIC', 'DRUID'] },
{ key: 'hunters-mark', name: "Hunter's Mark", level: 1, school: 'Divination', castingTime: '1 bonus action', range: '90 feet', duration: 'Concentration, up to 1 hour', description: 'Deal extra damage to a marked target and track it magically.', damageDice: '1d6', classes: ['RANGER'] },
{ key: 'identify', name: 'Identify', level: 1, school: 'Divination', castingTime: '1 minute', range: 'Touch', duration: 'Instantaneous', description: 'Learn the properties of a magic item or the nature of a spell affecting a creature.', classes: ['BARD', 'WIZARD'] },
{ key: 'jump', name: 'Jump', level: 1, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: '1 minute', description: "A creature's jump distance triples.", classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'longstrider', name: 'Longstrider', level: 1, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: '1 hour', description: "A creature's speed increases by 10 feet.", classes: ['BARD', 'DRUID', 'RANGER', 'WIZARD'] },
{ key: 'mage-armor', name: 'Mage Armor', level: 1, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: "A protective magical force gives the target a base AC of 13 + Dex modifier.", classes: ['SORCERER', 'WIZARD'] },
{ key: 'magic-missile', name: 'Magic Missile', level: 1, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'Three darts of magical force each strike a target unerringly.', damageDice: '3d4+3', classes: ['SORCERER', 'WIZARD'] },
{ key: 'protection-from-evil-and-good', name: 'Protection from Evil and Good', level: 1, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 10 minutes', description: 'Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead.', classes: ['CLERIC', 'PALADIN', 'WARLOCK', 'WIZARD'] },
{ key: 'shield', name: 'Shield', level: 1, school: 'Abjuration', castingTime: '1 reaction', range: 'Self', duration: '1 round', description: 'An invisible barrier grants +5 AC until the start of your next turn.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'sleep', name: 'Sleep', level: 1, school: 'Enchantment', castingTime: '1 action', range: '90 feet', duration: '1 minute', description: 'Creatures in a 20-foot radius fall unconscious, weakest hit points first.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'speak-with-animals', name: 'Speak with Animals', level: 1, school: 'Divination', castingTime: '1 action', range: 'Self', duration: '10 minutes', description: 'Comprehend and verbally communicate with beasts.', classes: ['BARD', 'DRUID', 'RANGER'] },
{ key: 'thunderwave', name: 'Thunderwave', level: 1, school: 'Evocation', castingTime: '1 action', range: 'Self (15-foot cube)', duration: 'Instantaneous', description: 'A wave of thunderous force sweeps out, damaging and pushing creatures.', damageDice: '2d8', classes: ['BARD', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'witch-bolt', name: 'Witch Bolt', level: 1, school: 'Evocation', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'A beam of lightning forms a sustained arc that damages the target each turn.', damageDice: '1d12', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
// ---- Level 2 ----
{ key: 'aid', name: 'Aid', level: 2, school: 'Abjuration', castingTime: '1 action', range: '30 feet', duration: '8 hours', description: 'Bolster allies with additional hit points.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'alter-self', name: 'Alter Self', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 hour', description: 'Assume a variety of minor physical changes.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'animal-messenger', name: 'Animal Messenger', level: 2, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: '24 hours', description: 'Send a tiny animal to deliver a short message.', classes: ['BARD', 'DRUID', 'RANGER'] },
{ key: 'blindness-deafness', name: 'Blindness/Deafness', level: 2, school: 'Necromancy', castingTime: '1 action', range: '30 feet', duration: '1 minute', description: 'Blind or deafen a creature that fails a Constitution save.', classes: ['BARD', 'CLERIC', 'SORCERER', 'WIZARD'] },
{ key: 'blur', name: 'Blur', level: 2, school: 'Illusion', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 minute', description: 'Your outline blurs, giving attackers disadvantage.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'darkvision', name: 'Darkvision', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: 'Grant a creature darkvision out to 60 feet.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'enhance-ability', name: 'Enhance Ability', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'Grant advantage on checks with one chosen ability.', classes: ['BARD', 'CLERIC', 'DRUID', 'SORCERER'] },
{ key: 'enlarge-reduce', name: 'Enlarge/Reduce', level: 2, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'A creature or object doubles or halves in size.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'flaming-sphere', name: 'Flaming Sphere', level: 2, school: 'Conjuration', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'A 5-foot-diameter sphere of fire rolls where you direct it.', damageDice: '2d6', classes: ['DRUID', 'WIZARD'] },
{ key: 'gust-of-wind', name: 'Gust of Wind', level: 2, school: 'Evocation', castingTime: '1 action', range: 'Self (60-foot line)', duration: 'Concentration, up to 1 minute', description: 'A line of strong wind pushes creatures and extinguishes flames.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'hold-person', name: 'Hold Person', level: 2, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Paralyze a humanoid that fails a Wisdom save.', classes: ['BARD', 'CLERIC', 'DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'invisibility', name: 'Invisibility', level: 2, school: 'Illusion', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'A creature you touch becomes invisible.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'lesser-restoration', name: 'Lesser Restoration', level: 2, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'End one disease or condition afflicting the target.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'RANGER'] },
{ key: 'levitate', name: 'Levitate', level: 2, school: 'Transmutation', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 10 minutes', description: 'A creature or object rises vertically and can be moved.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'mirror-image', name: 'Mirror Image', level: 2, school: 'Illusion', castingTime: '1 action', range: 'Self', duration: '1 minute', description: 'Three illusory duplicates of yourself spring into being.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'misty-step', name: 'Misty Step', level: 2, school: 'Conjuration', castingTime: '1 bonus action', range: 'Self', duration: 'Instantaneous', description: 'Teleport up to 30 feet in a burst of silvery mist.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'moonbeam', name: 'Moonbeam', level: 2, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'A silvery beam of pale light shines down in a 5-foot-radius cylinder.', damageDice: '2d10', classes: ['DRUID'] },
{ key: 'pass-without-trace', name: 'Pass without Trace', level: 2, school: 'Abjuration', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 hour', description: 'The party becomes exceptionally difficult to track.', classes: ['DRUID', 'RANGER'] },
{ key: 'scorching-ray', name: 'Scorching Ray', level: 2, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'Three rays of fire streak toward targets within range.', damageDice: '2d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'shatter', name: 'Shatter', level: 2, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere.', damageDice: '3d8', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'silence', name: 'Silence', level: 2, school: 'Illusion', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'No sound can be created within or pass through a 20-foot-radius sphere.', classes: ['BARD', 'CLERIC', 'RANGER'] },
{ key: 'spider-climb', name: 'Spider Climb', level: 2, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'A creature gains the ability to move on vertical surfaces and ceilings.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'spiritual-weapon', name: 'Spiritual Weapon', level: 2, school: 'Evocation', castingTime: '1 bonus action', range: '60 feet', duration: '1 minute', description: 'A spectral weapon attacks a target and can be moved each turn.', damageDice: '1d8', classes: ['CLERIC'] },
{ key: 'suggestion', name: 'Suggestion', level: 2, school: 'Enchantment', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 8 hours', description: 'Plant a reasonable-sounding suggestion in a creature’s mind.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'web', name: 'Web', level: 2, school: 'Conjuration', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 hour', description: 'Thick, sticky webs fill a 20-foot cube.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'zone-of-truth', name: 'Zone of Truth', level: 2, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: '10 minutes', description: 'Creatures in a 15-foot-radius sphere can’t speak a deliberate lie.', classes: ['BARD', 'CLERIC', 'PALADIN'] },
// ---- Level 3 ----
{ key: 'animate-dead', name: 'Animate Dead', level: 3, school: 'Necromancy', castingTime: '1 minute', range: '10 feet', duration: 'Instantaneous', description: 'Raise a skeleton or zombie from a corpse to fight for you.', classes: ['CLERIC', 'WIZARD'] },
{ key: 'beacon-of-hope', name: 'Beacon of Hope', level: 3, school: 'Abjuration', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Bolster creatures against despair, granting advantage on saves and max healing.', classes: ['CLERIC'] },
{ key: 'call-lightning', name: 'Call Lightning', level: 3, school: 'Conjuration', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A storm cloud forms and you can call down bolts of lightning.', damageDice: '3d10', classes: ['DRUID'] },
{ key: 'counterspell', name: 'Counterspell', level: 3, school: 'Abjuration', castingTime: '1 reaction', range: '60 feet', duration: 'Instantaneous', description: 'Interrupt a creature casting a spell.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'daylight', name: 'Daylight', level: 3, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: '1 hour', description: 'A 60-foot-radius sphere of bright light spreads out.', classes: ['CLERIC', 'DRUID', 'PALADIN', 'RANGER', 'SORCERER'] },
{ key: 'dispel-magic', name: 'Dispel Magic', level: 3, school: 'Abjuration', castingTime: '1 action', range: '120 feet', duration: 'Instantaneous', description: 'End one active spell affecting a creature, object, or effect.', classes: ['BARD', 'CLERIC', 'DRUID', 'PALADIN', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'fear', name: 'Fear', level: 3, school: 'Illusion', castingTime: '1 action', range: 'Self (30-foot cone)', duration: 'Concentration, up to 1 minute', description: 'Creatures in the cone become frightened and drop what they’re holding.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'fireball', name: 'Fireball', level: 3, school: 'Evocation', castingTime: '1 action', range: '150 feet', duration: 'Instantaneous', description: 'A bright streak explodes into flame, dealing fire damage in a 20-foot radius.', damageDice: '8d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'fly', name: 'Fly', level: 3, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 10 minutes', description: 'The target gains a flying speed of 60 feet.', classes: ['SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'haste', name: 'Haste', level: 3, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: 'Concentration, up to 1 minute', description: 'Double the target’s speed and grant an extra action.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'lightning-bolt', name: 'Lightning Bolt', level: 3, school: 'Evocation', castingTime: '1 action', range: 'Self (100-foot line)', duration: 'Instantaneous', description: 'A stroke of lightning blasts out in a line, dealing lightning damage.', damageDice: '8d6', classes: ['SORCERER', 'WIZARD'] },
{ key: 'mass-healing-word', name: 'Mass Healing Word', level: 3, school: 'Evocation', castingTime: '1 bonus action', range: '60 feet', duration: 'Instantaneous', description: 'Up to six creatures you can see regain hit points.', classes: ['CLERIC'] },
{ key: 'nondetection', name: 'Nondetection', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '8 hours', description: 'Hide a target from divination magic.', classes: ['BARD', 'RANGER', 'WIZARD'] },
{ key: 'protection-from-energy', name: 'Protection from Energy', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'Resistance to one damage type of your choice.', classes: ['CLERIC', 'DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'remove-curse', name: 'Remove Curse', level: 3, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Lift a curse from a creature or object.', classes: ['CLERIC', 'PALADIN', 'WARLOCK', 'WIZARD'] },
{ key: 'revivify', name: 'Revivify', level: 3, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'A creature that died within the last minute returns to life with 1 hit point.', revives: true, classes: ['CLERIC', 'PALADIN'] },
{ key: 'sleet-storm', name: 'Sleet Storm', level: 3, school: 'Conjuration', castingTime: '1 action', range: '150 feet', duration: 'Concentration, up to 1 minute', description: 'Freezing rain falls in a 40-foot-radius cylinder, icing the ground.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'slow', name: 'Slow', level: 3, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Up to six creatures are hindered, halving their speed and worse.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'spirit-guardians', name: 'Spirit Guardians', level: 3, school: 'Conjuration', castingTime: '1 action', range: 'Self (15-foot radius)', duration: 'Concentration, up to 10 minutes', description: 'Protective spirits swirl around you, damaging enemies that enter.', damageDice: '3d8', classes: ['CLERIC'] },
{ key: 'stinking-cloud', name: 'Stinking Cloud', level: 3, school: 'Conjuration', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'A 20-foot-radius sphere of yellow, nauseating gas spreads out.', classes: ['SORCERER', 'WIZARD'] },
{ key: 'water-breathing', name: 'Water Breathing', level: 3, school: 'Transmutation', castingTime: '1 action', range: '30 feet', duration: '24 hours', description: 'Up to ten creatures can breathe underwater.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
// ---- Level 4 ----
{ key: 'banishment', name: 'Banishment', level: 4, school: 'Abjuration', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Send a creature to a harmless demiplane.', classes: ['CLERIC', 'PALADIN', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'blight', name: 'Blight', level: 4, school: 'Necromancy', castingTime: '1 action', range: '30 feet', duration: 'Instantaneous', description: 'Necromantic energy withers a creature, dealing necrotic damage.', damageDice: '8d8', classes: ['DRUID', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'confusion', name: 'Confusion', level: 4, school: 'Enchantment', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'Creatures in a 10-foot-radius sphere act randomly.', classes: ['BARD', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'dimension-door', name: 'Dimension Door', level: 4, school: 'Conjuration', castingTime: '1 action', range: '500 feet', duration: 'Instantaneous', description: 'Teleport yourself (and possibly a companion) to a spot you can visualize.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'fire-shield', name: 'Fire Shield', level: 4, school: 'Evocation', castingTime: '1 action', range: 'Self', duration: '10 minutes', description: 'Wreathe yourself in flame that damages attackers and grants resistance.', damageDice: '2d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'freedom-of-movement', name: 'Freedom of Movement', level: 4, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: '1 hour', description: 'The target’s movement is unaffected by difficult terrain and restraints.', classes: ['BARD', 'CLERIC', 'DRUID', 'RANGER'] },
{ key: 'greater-invisibility', name: 'Greater Invisibility', level: 4, school: 'Illusion', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 minute', description: 'The target becomes invisible even while attacking.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'guardian-of-faith', name: 'Guardian of Faith', level: 4, school: 'Conjuration', castingTime: '1 action', range: '30 feet', duration: '8 hours', description: 'A Large spectral guardian appears and attacks enemies near it.', damageDice: '20', classes: ['CLERIC'] },
{ key: 'ice-storm', name: 'Ice Storm', level: 4, school: 'Evocation', castingTime: '1 action', range: '300 feet', duration: 'Instantaneous', description: 'Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage.', damageDice: '2d8+4d6', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'polymorph', name: 'Polymorph', level: 4, school: 'Transmutation', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 hour', description: 'Transform a creature into a new form.', classes: ['BARD', 'DRUID', 'SORCERER', 'WIZARD'] },
{ key: 'stone-shape', name: 'Stone Shape', level: 4, school: 'Transmutation', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Reshape a chunk of stone into a form you desire.', classes: ['CLERIC', 'DRUID', 'WIZARD'] },
{ key: 'stoneskin', name: 'Stoneskin', level: 4, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Concentration, up to 1 hour', description: 'The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage.', classes: ['DRUID', 'RANGER', 'SORCERER', 'WIZARD'] },
{ key: 'wall-of-fire', name: 'Wall of Fire', level: 4, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Conjure a wall of fire that damages creatures passing through it.', damageDice: '5d8', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
// ---- Level 5 ----
{ key: 'animate-objects', name: 'Animate Objects', level: 5, school: 'Transmutation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 1 minute', description: 'Up to ten nonmagical objects animate and fight for you.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'cloudkill', name: 'Cloudkill', level: 5, school: 'Conjuration', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A 20-foot-radius sphere of poisonous, yellow-green fog billows out.', damageDice: '5d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'cone-of-cold', name: 'Cone of Cold', level: 5, school: 'Evocation', castingTime: '1 action', range: 'Self (60-foot cone)', duration: 'Instantaneous', description: 'A blast of cold air deals cold damage to everything in the cone.', damageDice: '8d8', classes: ['SORCERER', 'WIZARD'] },
{ key: 'contagion', name: 'Contagion', level: 5, school: 'Necromancy', castingTime: '1 action', range: 'Touch', duration: '7 days', description: 'Infect a creature with a magical disease.', classes: ['CLERIC', 'DRUID'] },
{ key: 'dispel-evil-and-good', name: 'Dispel Evil and Good', level: 5, school: 'Abjuration', castingTime: '1 action', range: 'Self', duration: 'Concentration, up to 1 minute', description: 'Protection and the ability to banish otherworldly creatures.', classes: ['CLERIC', 'PALADIN'] },
{ key: 'dominate-person', name: 'Dominate Person', level: 5, school: 'Enchantment', castingTime: '1 action', range: '60 feet', duration: 'Concentration, up to 1 minute', description: 'Attempt to beguile a humanoid and control its actions.', classes: ['BARD', 'SORCERER', 'WIZARD'] },
{ key: 'flame-strike', name: 'Flame Strike', level: 5, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'A column of divine fire roars down, dealing fire and radiant damage.', damageDice: '8d6', classes: ['CLERIC'] },
{ key: 'greater-restoration', name: 'Greater Restoration', level: 5, school: 'Abjuration', castingTime: '1 action', range: 'Touch', duration: 'Instantaneous', description: 'Undo a debilitating effect: reduced ability score, exhaustion, or curse.', classes: ['BARD', 'CLERIC', 'DRUID'] },
{ key: 'hold-monster', name: 'Hold Monster', level: 5, school: 'Enchantment', castingTime: '1 action', range: '90 feet', duration: 'Concentration, up to 1 minute', description: 'Paralyze one creature that fails a Wisdom save.', classes: ['BARD', 'SORCERER', 'WARLOCK', 'WIZARD'] },
{ key: 'insect-plague', name: 'Insect Plague', level: 5, school: 'Conjuration', castingTime: '1 action', range: '300 feet', duration: 'Concentration, up to 10 minutes', description: 'A swarm of biting, stinging insects fills a 20-foot-radius sphere.', damageDice: '4d10', classes: ['CLERIC', 'DRUID', 'SORCERER'] },
{ key: 'legend-lore', name: 'Legend Lore', level: 5, school: 'Divination', castingTime: '10 minutes', range: 'Self', duration: 'Instantaneous', description: 'Learn what you know, or have heard, about a name, place, or object.', classes: ['BARD', 'CLERIC', 'WIZARD'] },
{ key: 'mass-cure-wounds', name: 'Mass Cure Wounds', level: 5, school: 'Evocation', castingTime: '1 action', range: '60 feet', duration: 'Instantaneous', description: 'Up to six creatures in a 30-foot-radius sphere regain hit points.', classes: ['BARD', 'CLERIC', 'DRUID'] },
{ key: 'raise-dead', name: 'Raise Dead', level: 5, school: 'Necromancy', castingTime: '1 hour', range: 'Touch', duration: 'Instantaneous', description: 'Return a dead creature to life, as long as its body is mostly intact.', revives: true, classes: ['BARD', 'CLERIC', 'PALADIN'] },
{ key: 'wall-of-force', name: 'Wall of Force', level: 5, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'An invisible wall of force springs into existence, impenetrable to physical force.', classes: ['WIZARD'] },
{ key: 'wall-of-stone', name: 'Wall of Stone', level: 5, school: 'Evocation', castingTime: '1 action', range: '120 feet', duration: 'Concentration, up to 10 minutes', description: 'A nonmagical wall of solid stone springs into existence.', classes: ['DRUID', 'SORCERER', 'WIZARD'] },
];
module.exports = { SPELL_LIBRARY };
+54
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@@ -0,0 +1,54 @@
// Default weapon library — the SRD simple + martial weapon list, offered to
// any campaign so a DM isn't hand-typing common weapons from scratch. Shape
// matches the `Weapon` Prisma model minus `id`/`campaignId`, plus a stable
// `key` for "add to campaign" lookups and a `category` for the library
// picker's filter. attackAbility follows the schema's STR|DEX|FINESSE.
const WEAPON_LIBRARY = [
// Simple Melee
{ key: 'club', name: 'Club', category: 'Simple Melee', damageDice: '1d4', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['light'], rangeNormal: null, rangeLong: null },
{ key: 'dagger', name: 'Dagger', category: 'Simple Melee', damageDice: '1d4', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'greatclub', name: 'Greatclub', category: 'Simple Melee', damageDice: '1d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'handaxe', name: 'Handaxe', category: 'Simple Melee', damageDice: '1d6', damageType: 'slashing', attackAbility: 'STR', properties: ['light', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'javelin', name: 'Javelin', category: 'Simple Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'STR', properties: ['thrown'], rangeNormal: 30, rangeLong: 120 },
{ key: 'light-hammer', name: 'Light Hammer', category: 'Simple Melee', damageDice: '1d4', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['light', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'mace', name: 'Mace', category: 'Simple Melee', damageDice: '1d6', damageType: 'bludgeoning', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'quarterstaff', name: 'Quarterstaff', category: 'Simple Melee', damageDice: '1d6', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['versatile (1d8)'], rangeNormal: null, rangeLong: null },
{ key: 'sickle', name: 'Sickle', category: 'Simple Melee', damageDice: '1d4', damageType: 'slashing', attackAbility: 'STR', properties: ['light'], rangeNormal: null, rangeLong: null },
{ key: 'spear', name: 'Spear', category: 'Simple Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'STR', properties: ['thrown', 'versatile (1d8)'], rangeNormal: 20, rangeLong: 60 },
// Simple Ranged
{ key: 'light-crossbow', name: 'Light Crossbow', category: 'Simple Ranged', damageDice: '1d8', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'loading', 'two-handed'], rangeNormal: 80, rangeLong: 320 },
{ key: 'dart', name: 'Dart', category: 'Simple Ranged', damageDice: '1d4', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'thrown'], rangeNormal: 20, rangeLong: 60 },
{ key: 'shortbow', name: 'Shortbow', category: 'Simple Ranged', damageDice: '1d6', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'two-handed'], rangeNormal: 80, rangeLong: 320 },
{ key: 'sling', name: 'Sling', category: 'Simple Ranged', damageDice: '1d4', damageType: 'bludgeoning', attackAbility: 'DEX', properties: ['ammunition'], rangeNormal: 30, rangeLong: 120 },
// Martial Melee
{ key: 'battleaxe', name: 'Battleaxe', category: 'Martial Melee', damageDice: '1d8', damageType: 'slashing', attackAbility: 'STR', properties: ['versatile (1d10)'], rangeNormal: null, rangeLong: null },
{ key: 'flail', name: 'Flail', category: 'Martial Melee', damageDice: '1d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'glaive', name: 'Glaive', category: 'Martial Melee', damageDice: '1d10', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'greataxe', name: 'Greataxe', category: 'Martial Melee', damageDice: '1d12', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'greatsword', name: 'Greatsword', category: 'Martial Melee', damageDice: '2d6', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'halberd', name: 'Halberd', category: 'Martial Melee', damageDice: '1d10', damageType: 'slashing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'lance', name: 'Lance', category: 'Martial Melee', damageDice: '1d12', damageType: 'piercing', attackAbility: 'STR', properties: ['reach', 'special'], rangeNormal: null, rangeLong: null },
{ key: 'longsword', name: 'Longsword', category: 'Martial Melee', damageDice: '1d8', damageType: 'slashing', attackAbility: 'STR', properties: ['versatile (1d10)'], rangeNormal: null, rangeLong: null },
{ key: 'maul', name: 'Maul', category: 'Martial Melee', damageDice: '2d6', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['heavy', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'morningstar', name: 'Morningstar', category: 'Martial Melee', damageDice: '1d8', damageType: 'piercing', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'pike', name: 'Pike', category: 'Martial Melee', damageDice: '1d10', damageType: 'piercing', attackAbility: 'STR', properties: ['heavy', 'reach', 'two-handed'], rangeNormal: null, rangeLong: null },
{ key: 'rapier', name: 'Rapier', category: 'Martial Melee', damageDice: '1d8', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse'], rangeNormal: null, rangeLong: null },
{ key: 'scimitar', name: 'Scimitar', category: 'Martial Melee', damageDice: '1d6', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse', 'light'], rangeNormal: null, rangeLong: null },
{ key: 'shortsword', name: 'Shortsword', category: 'Martial Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'FINESSE', properties: ['finesse', 'light'], rangeNormal: null, rangeLong: null },
{ key: 'trident', name: 'Trident', category: 'Martial Melee', damageDice: '1d6', damageType: 'piercing', attackAbility: 'STR', properties: ['thrown', 'versatile (1d8)'], rangeNormal: 20, rangeLong: 60 },
{ key: 'war-pick', name: 'War Pick', category: 'Martial Melee', damageDice: '1d8', damageType: 'piercing', attackAbility: 'STR', properties: [], rangeNormal: null, rangeLong: null },
{ key: 'warhammer', name: 'Warhammer', category: 'Martial Melee', damageDice: '1d8', damageType: 'bludgeoning', attackAbility: 'STR', properties: ['versatile (1d10)'], rangeNormal: null, rangeLong: null },
{ key: 'whip', name: 'Whip', category: 'Martial Melee', damageDice: '1d4', damageType: 'slashing', attackAbility: 'FINESSE', properties: ['finesse', 'reach'], rangeNormal: null, rangeLong: null },
// Martial Ranged
{ key: 'blowgun', name: 'Blowgun', category: 'Martial Ranged', damageDice: '1', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'loading'], rangeNormal: 25, rangeLong: 100 },
{ key: 'hand-crossbow', name: 'Hand Crossbow', category: 'Martial Ranged', damageDice: '1d6', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'light', 'loading'], rangeNormal: 30, rangeLong: 120 },
{ key: 'heavy-crossbow', name: 'Heavy Crossbow', category: 'Martial Ranged', damageDice: '1d10', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'loading', 'two-handed'], rangeNormal: 100, rangeLong: 400 },
{ key: 'longbow', name: 'Longbow', category: 'Martial Ranged', damageDice: '1d8', damageType: 'piercing', attackAbility: 'DEX', properties: ['ammunition', 'heavy', 'two-handed'], rangeNormal: 150, rangeLong: 600 },
{ key: 'net', name: 'Net', category: 'Martial Ranged', damageDice: '-', damageType: 'special', attackAbility: 'DEX', properties: ['special', 'thrown'], rangeNormal: 5, rangeLong: 15 },
];
module.exports = { WEAPON_LIBRARY };
File diff suppressed because it is too large Load Diff
+29
View File
@@ -18,6 +18,11 @@ const loginSchema = z.object({
password: z.string().min(1),
});
const changePasswordSchema = z.object({
currentPassword: z.string().min(1),
newPassword: z.string().min(8, 'Password must be at least 8 characters'),
});
function issueToken(user) {
return jwt.sign(
{ sub: user.id, email: user.email, displayName: user.displayName },
@@ -76,4 +81,28 @@ router.get('/me', requireAuth, async (req, res, next) => {
}
});
// Tokens already issued stay valid until they expire; this only changes what
// the next login needs.
router.post('/password', requireAuth, async (req, res, next) => {
try {
const parsed = changePasswordSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { currentPassword, newPassword } = parsed.data;
const user = await prisma.user.findUnique({ where: { id: req.user.id } });
if (!user) return res.status(404).json({ error: 'User not found' });
const valid = await bcrypt.compare(currentPassword, user.passwordHash);
if (!valid) return res.status(400).json({ error: 'Your current password is incorrect' });
if (newPassword === currentPassword) {
return res.status(400).json({ error: 'Your new password must be different from the current one' });
}
await prisma.user.update({ where: { id: user.id }, data: { passwordHash: await bcrypt.hash(newPassword, 12) } });
return res.status(204).end();
} catch (err) {
return next(err);
}
});
module.exports = router;
+440 -31
View File
@@ -4,7 +4,10 @@ const prisma = require('../db');
const { requireAuth } = require('../middleware/auth');
const { requireCampaignMember, requireDM } = require('../middleware/campaignAccess');
const { generateInviteCode } = require('../utils/inviteCode');
const { computeCharacterSheet } = require('../game/calculations');
const { computeCharacterSheet, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
const { visitedLocationIds } = require('../utils/locations');
const { deathSaveInfo } = require('../utils/hp');
const router = express.Router();
@@ -15,12 +18,16 @@ function campaignSummary(campaign, role) {
id: campaign.id,
name: campaign.name,
description: campaign.description,
inviteCode: campaign.inviteCode,
// The invite code is the DM's to hand out.
inviteCode: role === 'DM' ? campaign.inviteCode : undefined,
startingGold: campaign.startingGold,
startingItemCount: campaign.startingItemCount,
startingSpellCount: campaign.startingSpellCount,
skipMotivationRoll: campaign.skipMotivationRoll,
showMonsterHp: campaign.showMonsterHp,
areaAttackAcPenalty: campaign.areaAttackAcPenalty,
ownerId: campaign.ownerId,
archivedAt: campaign.archivedAt,
role,
createdAt: campaign.createdAt,
};
@@ -43,10 +50,12 @@ router.get('/', async (req, res, next) => {
const createCampaignSchema = z.object({
name: z.string().min(1).max(120),
description: z.string().max(2000).optional().nullable(),
startingGold: z.number().int().min(0).optional(),
startingItemCount: z.number().int().min(0).optional(),
startingSpellCount: z.number().int().min(0).optional(),
startingGold: z.number().int().min(0).max(1000000).optional(),
startingItemCount: z.number().int().min(0).max(50).optional(),
startingSpellCount: z.number().int().min(0).max(50).optional(),
skipMotivationRoll: z.boolean().optional(),
showMonsterHp: z.boolean().optional(),
areaAttackAcPenalty: z.number().int().min(0).max(10).optional(),
});
// POST /campaigns — create, creator becomes DM/owner
@@ -83,6 +92,7 @@ router.post('/join/:inviteCode', async (req, res, next) => {
try {
const campaign = await prisma.campaign.findUnique({ where: { inviteCode: req.params.inviteCode } });
if (!campaign) return res.status(404).json({ error: 'Invalid invite code' });
if (campaign.archivedAt) return res.status(403).json({ error: 'That campaign is archived and is not taking new members' });
const existing = await prisma.campaignMember.findUnique({
where: { campaignId_userId: { campaignId: campaign.id, userId: req.user.id } },
@@ -111,20 +121,41 @@ router.get('/:id', requireCampaignMember(), async (req, res, next) => {
}
});
const updateCampaignSchema = createCampaignSchema.partial();
// `archived` puts the campaign away (true) or brings it back (false).
const updateCampaignSchema = createCampaignSchema.partial().extend({ archived: z.boolean().optional() });
router.patch('/:id', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = updateCampaignSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const campaign = await prisma.campaign.update({ where: { id: req.campaign.id }, data: parsed.data });
const { archived, ...data } = parsed.data;
// Re-archiving keeps the original date.
if (archived === true && !req.campaign.archivedAt) data.archivedAt = new Date();
if (archived === false) data.archivedAt = null;
const campaign = await prisma.campaign.update({ where: { id: req.campaign.id }, data });
res.json({ campaign: campaignSummary(campaign, 'DM') });
} catch (err) {
next(err);
}
});
// Deleting takes everything in the campaign with it — characters, pools,
// encounters, notes — so it is the owner's call alone, not any DM's.
router.delete('/:id', requireCampaignMember(), async (req, res, next) => {
try {
if (req.campaign.ownerId !== req.user.id) {
return res.status(403).json({ error: 'Only the campaign owner can delete it' });
}
await prisma.campaign.delete({ where: { id: req.campaign.id } });
req.app.get('io').to(`campaign:${req.campaign.id}`).emit('campaign:deleted', { campaignId: req.campaign.id });
res.status(204).end();
} catch (err) {
next(err);
}
});
router.post('/:id/invite', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const regenerate = req.body && req.body.regenerate === true;
@@ -166,8 +197,14 @@ function characterSummary(character) {
buildStage: character.buildStage,
currentHp: character.currentHp,
tempHp: character.tempHp,
deathSaves: deathSaveInfo(character),
gold: character.gold,
silver: character.silver,
copper: character.copper,
maxHp: character.buildStage === 'COMPLETE' ? sheet.hp.max : null,
armorClass: character.buildStage === 'COMPLETE' ? sheet.armorClass : null,
currentLocationId: character.currentLocationId,
currentLocationName: character.currentLocation ? character.currentLocation.name : null,
};
}
@@ -175,10 +212,22 @@ router.get('/:id/characters', requireCampaignMember(), async (req, res, next) =>
try {
const characters = await prisma.character.findMany({
where: { campaignId: req.campaign.id },
include: { skillProficiencies: true, saveProficiencies: true },
include: { skillProficiencies: true, saveProficiencies: true, currentLocation: true },
orderBy: { createdAt: 'asc' },
});
res.json({ characters: characters.map(characterSummary) });
const summaries = characters.map(characterSummary);
if (req.membership.role === 'DM') return res.json({ characters: summaries });
// A player sees the party's headline numbers, but another character's
// purse is their own business, and so is a place this player has not been.
const visited = await visitedLocationIds(prisma, req.user.id, req.campaign.id);
res.json({
characters: summaries.map((c) => {
if (c.userId === req.user.id) return c;
const knowsPlace = c.currentLocationId && visited.has(c.currentLocationId);
return { ...c, gold: null, silver: null, copper: null, ...(knowsPlace ? {} : { currentLocationId: null, currentLocationName: null }) };
}),
});
} catch (err) {
next(err);
}
@@ -207,6 +256,7 @@ router.post('/:id/characters', requireCampaignMember(), async (req, res, next) =
targetUserId = parsed.data.userId;
}
const startingGold = req.campaign.startingGold;
const character = await prisma.character.create({
data: {
campaignId: req.campaign.id,
@@ -214,11 +264,17 @@ router.post('/:id/characters', requireCampaignMember(), async (req, res, next) =
createdById: req.user.id,
name: parsed.data.name,
buildStage: 'ROLLING_SPECIES',
gold: req.campaign.startingGold,
gold: startingGold,
goldTransactions: {
create:
startingGold > 0
? [{ amount: startingGold, balanceAfter: startingGold, reason: 'Starting gold', createdById: req.user.id }]
: [],
},
},
});
req.app.get('io').to(`campaign:${req.campaign.id}`).emit('character:created', { character: characterSummary(character) });
req.app.get('io').to(`campaign:${req.campaign.id}`).emit('character:created', { characterId: character.id });
res.status(201).json({ character: characterSummary(character) });
} catch (err) {
next(err);
@@ -226,12 +282,28 @@ router.post('/:id/characters', requireCampaignMember(), async (req, res, next) =
});
// ---------------------------------------------------------------------------
// Weapons (campaign-level pool; DM manages, anyone in campaign can read)
// Weapons (campaign-level pool; the DM manages it and sees all of it)
// ---------------------------------------------------------------------------
// What a player may see of a pool: whatever one of their own characters holds,
// plus the starting options while they still have a character to build. The
// rest of the pool — gear yet to be found, spells yet to be learned — is the
// DM's. `held` is the pool model's relation to the per-character rows.
async function poolScope(req, held) {
const where = { campaignId: req.campaign.id };
if (req.membership.role === 'DM') return where;
const mine = { userId: req.user.id, campaignId: req.campaign.id };
const building = await prisma.character.count({ where: { ...mine, buildStage: { not: 'COMPLETE' } } });
return {
...where,
OR: [{ [held]: { some: { character: mine } } }, ...(building > 0 ? [{ isStartingOption: true }] : [])],
};
}
router.get('/:id/weapons', requireCampaignMember(), async (req, res, next) => {
try {
const weapons = await prisma.weapon.findMany({ where: { campaignId: req.campaign.id }, orderBy: { name: 'asc' } });
const weapons = await prisma.weapon.findMany({ where: await poolScope(req, 'assigned'), orderBy: { name: 'asc' } });
res.json({ weapons });
} catch (err) {
next(err);
@@ -246,8 +318,35 @@ const weaponSchema = z.object({
properties: z.array(z.string()).default([]),
rangeNormal: z.number().int().positive().optional().nullable(),
rangeLong: z.number().int().positive().optional().nullable(),
damageScaling: z.number().int().min(1).max(MAX_DAMAGE_SCALING).optional(),
minLevel: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
isStartingOption: z.boolean().optional(),
});
// Raising a pool entry's starting level lifts every held copy that is now
// below it. A lifted copy comes off, since its holder may no longer be high
// enough level to use it.
async function liftHeldCopies(heldModel, poolKey, poolId, minLevel) {
if (minLevel === undefined) return;
await prisma[heldModel].updateMany({
where: { [poolKey]: poolId, level: { lt: minLevel } },
data: { level: minLevel, equipped: false },
});
}
// Pool entries are addressed by their own id, so every edit/delete is scoped
// to the campaign in the URL — a DM of one campaign can't reach into another.
// Returns the updated row, or null if it isn't in this campaign.
async function updatePoolEntry(model, id, campaignId, data) {
const { count } = await prisma[model].updateMany({ where: { id, campaignId }, data });
return count === 0 ? null : prisma[model].findUnique({ where: { id } });
}
async function deletePoolEntry(model, id, campaignId) {
const { count } = await prisma[model].deleteMany({ where: { id, campaignId } });
return count > 0;
}
router.post('/:id/weapons', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = weaponSchema.safeParse(req.body);
@@ -263,10 +362,9 @@ router.patch('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), asy
try {
const parsed = weaponSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const weapon = await prisma.weapon.update({
where: { id: req.params.weaponId },
data: parsed.data,
});
const weapon = await updatePoolEntry('weapon', req.params.weaponId, req.campaign.id, parsed.data);
if (!weapon) return res.status(404).json({ error: 'Weapon not found in this campaign' });
await liftHeldCopies('characterWeapon', 'weaponId', weapon.id, parsed.data.minLevel);
res.json({ weapon });
} catch (err) {
next(err);
@@ -275,7 +373,9 @@ router.patch('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), asy
router.delete('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
await prisma.weapon.delete({ where: { id: req.params.weaponId } });
if (!(await deletePoolEntry('weapon', req.params.weaponId, req.campaign.id))) {
return res.status(404).json({ error: 'Weapon not found in this campaign' });
}
res.status(204).end();
} catch (err) {
next(err);
@@ -288,7 +388,7 @@ router.delete('/:id/weapons/:weaponId', requireCampaignMember(), requireDM(), as
router.get('/:id/spells', requireCampaignMember(), async (req, res, next) => {
try {
const spells = await prisma.spell.findMany({ where: { campaignId: req.campaign.id }, orderBy: { name: 'asc' } });
const spells = await prisma.spell.findMany({ where: await poolScope(req, 'known'), orderBy: { name: 'asc' } });
res.json({ spells });
} catch (err) {
next(err);
@@ -303,6 +403,9 @@ const spellSchema = z.object({
range: z.string().max(60).optional().nullable(),
duration: z.string().max(60).optional().nullable(),
description: z.string().max(4000).optional().nullable(),
damageDice: z.string().max(20).optional().nullable(),
isStartingOption: z.boolean().optional(),
revives: z.boolean().optional(), // brings back the dead
});
router.post('/:id/spells', requireCampaignMember(), requireDM(), async (req, res, next) => {
@@ -316,11 +419,92 @@ router.post('/:id/spells', requireCampaignMember(), requireDM(), async (req, res
}
});
router.patch('/:id/spells/:spellId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = spellSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const spell = await updatePoolEntry('spell', req.params.spellId, req.campaign.id, parsed.data);
if (!spell) return res.status(404).json({ error: 'Spell not found in this campaign' });
res.json({ spell });
} catch (err) {
next(err);
}
});
router.delete('/:id/spells/:spellId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
if (!(await deletePoolEntry('spell', req.params.spellId, req.campaign.id))) {
return res.status(404).json({ error: 'Spell not found in this campaign' });
}
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Monsters (DM only, campaign-scoped)
// Items (campaign-level pool; DM manages and hands them out to characters)
// ---------------------------------------------------------------------------
router.get('/:id/monsters', requireCampaignMember(), async (req, res, next) => {
router.get('/:id/items', requireCampaignMember(), async (req, res, next) => {
try {
const items = await prisma.item.findMany({ where: await poolScope(req, 'held'), orderBy: { name: 'asc' } });
res.json({ items });
} catch (err) {
next(err);
}
});
const itemSchema = z.object({
name: z.string().min(1).max(120),
description: z.string().max(2000).optional().nullable(),
damageDice: z.string().max(20).optional().nullable(),
damageScaling: z.number().int().min(1).max(MAX_DAMAGE_SCALING).optional(),
minLevel: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
isStartingOption: z.boolean().optional(),
});
router.post('/:id/items', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = itemSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const item = await prisma.item.create({ data: { ...parsed.data, campaignId: req.campaign.id } });
res.status(201).json({ item });
} catch (err) {
next(err);
}
});
router.patch('/:id/items/:itemId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = itemSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const item = await updatePoolEntry('item', req.params.itemId, req.campaign.id, parsed.data);
if (!item) return res.status(404).json({ error: 'Item not found in this campaign' });
await liftHeldCopies('inventoryItem', 'itemId', item.id, parsed.data.minLevel);
res.json({ item });
} catch (err) {
next(err);
}
});
router.delete('/:id/items/:itemId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
if (!(await deletePoolEntry('item', req.params.itemId, req.campaign.id))) {
return res.status(404).json({ error: 'Item not found in this campaign' });
}
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Monsters (DM only, campaign-scoped — stat blocks are the DM's; players see
// a monster only as a name and a health bar in an encounter)
// ---------------------------------------------------------------------------
router.get('/:id/monsters', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const monsters = await prisma.monster.findMany({ where: { campaignId: req.campaign.id }, orderBy: { name: 'asc' } });
res.json({ monsters });
@@ -331,8 +515,8 @@ router.get('/:id/monsters', requireCampaignMember(), async (req, res, next) => {
const monsterSchema = z.object({
name: z.string().min(1).max(80),
ac: z.number().int().min(0),
maxHp: z.number().int().min(1),
ac: z.number().int().min(0).max(50),
maxHp: z.number().int().min(1).max(100000),
speed: z.number().int().min(0).optional(),
strScore: z.number().int().min(1).max(30).optional(),
dexScore: z.number().int().min(1).max(30).optional(),
@@ -340,7 +524,7 @@ const monsterSchema = z.object({
intScore: z.number().int().min(1).max(30).optional(),
wisScore: z.number().int().min(1).max(30).optional(),
chaScore: z.number().int().min(1).max(30).optional(),
attackBonus: z.number().int().optional(),
attackBonus: z.number().int().min(-20).max(50).optional(),
damageDice: z.string().max(20).optional().nullable(),
challengeRating: z.string().max(10).optional().nullable(),
specialTrait: z.string().max(500).optional().nullable(),
@@ -362,7 +546,8 @@ router.patch('/:id/monsters/:monsterId', requireCampaignMember(), requireDM(), a
try {
const parsed = monsterSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const monster = await prisma.monster.update({ where: { id: req.params.monsterId }, data: parsed.data });
const monster = await updatePoolEntry('monster', req.params.monsterId, req.campaign.id, parsed.data);
if (!monster) return res.status(404).json({ error: 'Monster not found in this campaign' });
res.json({ monster });
} catch (err) {
next(err);
@@ -371,7 +556,9 @@ router.patch('/:id/monsters/:monsterId', requireCampaignMember(), requireDM(), a
router.delete('/:id/monsters/:monsterId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
await prisma.monster.delete({ where: { id: req.params.monsterId } });
if (!(await deletePoolEntry('monster', req.params.monsterId, req.campaign.id))) {
return res.status(404).json({ error: 'Monster not found in this campaign' });
}
res.status(204).end();
} catch (err) {
next(err);
@@ -384,27 +571,136 @@ router.delete('/:id/monsters/:monsterId', requireCampaignMember(), requireDM(),
router.get('/:id/encounters', requireCampaignMember(), async (req, res, next) => {
try {
const isDM = req.membership.role === 'DM';
// The DM sees every encounter. A player sees the live ones that one of
// their own characters is in, and nothing of the rest.
const mine = { archivedAt: null, participants: { some: { character: { userId: req.user.id } } } };
const encounters = await prisma.encounter.findMany({
where: { campaignId: req.campaign.id },
orderBy: { createdAt: 'desc' },
where: { campaignId: req.campaign.id, ...(isDM ? {} : mine) },
orderBy: [{ sortOrder: 'asc' }, { createdAt: 'desc' }],
});
res.json({ encounters });
// dmNotes never leaves the server for a player.
res.json({ encounters: isDM ? encounters : encounters.map(({ dmNotes, ...encounter }) => encounter) });
} catch (err) {
next(err);
}
});
const createEncounterSchema = z.object({
name: z.string().min(1).max(120),
mode: z.enum(['BATTLE', 'QUEST']).optional(),
description: z.string().max(4000).optional().nullable(),
locationId: z.string().optional().nullable(),
});
router.post('/:id/encounters', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = z.object({ name: z.string().min(1).max(120) }).safeParse(req.body);
const parsed = createEncounterSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const encounter = await prisma.encounter.create({ data: { campaignId: req.campaign.id, name: parsed.data.name } });
if (parsed.data.locationId) {
const location = await prisma.location.findFirst({ where: { id: parsed.data.locationId, campaignId: req.campaign.id } });
if (!location) return res.status(400).json({ error: 'That location is not part of this campaign.' });
}
// A new encounter goes to the top of the campaign's order.
const first = await prisma.encounter.aggregate({ where: { campaignId: req.campaign.id }, _min: { sortOrder: true } });
const encounter = await prisma.encounter.create({
data: { ...parsed.data, campaignId: req.campaign.id, sortOrder: (first._min.sortOrder ?? 1) - 1 },
});
res.status(201).json({ encounter });
} catch (err) {
next(err);
}
});
const encounterOrderSchema = z.object({ encounterIds: z.array(z.string()).min(1).max(1000) });
// Sets the campaign's own encounter order: the ids given take positions
// 0, 1, 2... in the order sent.
router.put('/:id/encounters/order', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = encounterOrderSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { encounterIds } = parsed.data;
const owned = await prisma.encounter.count({ where: { id: { in: encounterIds }, campaignId: req.campaign.id } });
if (new Set(encounterIds).size !== encounterIds.length || owned !== encounterIds.length) {
return res.status(400).json({ error: 'Send each encounter of this campaign once.' });
}
await prisma.$transaction(
encounterIds.map((id, sortOrder) => prisma.encounter.update({ where: { id }, data: { sortOrder } }))
);
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// NPCs (DM only — players meet them through encounters, without the DM's
// notes or stats)
// ---------------------------------------------------------------------------
router.get('/:id/npcs', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const npcs = await prisma.npc.findMany({ where: { campaignId: req.campaign.id }, orderBy: { name: 'asc' } });
res.json({ npcs });
} catch (err) {
next(err);
}
});
const npcSchema = z.object({
name: z.string().min(1).max(80),
role: z.string().max(80).optional().nullable(),
disposition: z.enum(['FRIENDLY', 'NEUTRAL', 'HOSTILE']).optional(),
description: z.string().max(2000).optional().nullable(),
dmNotes: z.string().max(4000).optional().nullable(),
ac: z.number().int().min(0).max(50).optional().nullable(),
maxHp: z.number().int().min(1).max(100000).optional().nullable(),
attackBonus: z.number().int().min(-20).max(50).optional().nullable(),
damageDice: z.string().max(20).optional().nullable(),
});
router.post('/:id/npcs', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = npcSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const npc = await prisma.npc.create({ data: { ...parsed.data, campaignId: req.campaign.id } });
res.status(201).json({ npc });
} catch (err) {
next(err);
}
});
router.patch('/:id/npcs/:npcId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = npcSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const npc = await updatePoolEntry('npc', req.params.npcId, req.campaign.id, parsed.data);
if (!npc) return res.status(404).json({ error: 'NPC not found in this campaign' });
res.json({ npc });
} catch (err) {
next(err);
}
});
router.delete('/:id/npcs/:npcId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const npc = await prisma.npc.findFirst({ where: { id: req.params.npcId, campaignId: req.campaign.id } });
if (!npc) return res.status(404).json({ error: 'NPC not found in this campaign' });
// An NPC that no longer exists leaves the scenes it was in.
await prisma.$transaction([
prisma.encounterParticipant.deleteMany({ where: { npcId: npc.id } }),
prisma.npc.delete({ where: { id: npc.id } }),
]);
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Notes
// ---------------------------------------------------------------------------
@@ -426,4 +722,117 @@ router.get('/:id/notes', requireCampaignMember(), async (req, res, next) => {
}
});
// ---------------------------------------------------------------------------
// Locations — DM-managed, used to track where each character currently is.
// A player only sees the places one of their own characters has been to.
// ---------------------------------------------------------------------------
router.get('/:id/locations', requireCampaignMember(), async (req, res, next) => {
try {
const where = { campaignId: req.campaign.id };
if (req.membership.role !== 'DM') {
where.id = { in: [...(await visitedLocationIds(prisma, req.user.id, req.campaign.id))] };
}
const locations = await prisma.location.findMany({ where, orderBy: { name: 'asc' } });
res.json({ locations });
} catch (err) {
next(err);
}
});
const locationSchema = z.object({
name: z.string().min(1).max(80),
description: z.string().max(2000).optional().nullable(),
});
router.post('/:id/locations', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = locationSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const location = await prisma.location.create({ data: { ...parsed.data, campaignId: req.campaign.id } });
res.status(201).json({ location });
} catch (err) {
next(err);
}
});
router.patch('/:id/locations/:locationId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = locationSchema.partial().safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const location = await updatePoolEntry('location', req.params.locationId, req.campaign.id, parsed.data);
if (!location) return res.status(404).json({ error: 'Location not found in this campaign' });
res.json({ location });
} catch (err) {
next(err);
}
});
router.delete('/:id/locations/:locationId', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
if (!(await deletePoolEntry('location', req.params.locationId, req.campaign.id))) {
return res.status(404).json({ error: 'Location not found in this campaign' });
}
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Default content library — static SRD-style weapons/spells/monsters any
// campaign can pull from, instead of the DM hand-typing everything. See
// backend/src/game/data/{weapons,spells,monsters}Library.js for the sets.
// ---------------------------------------------------------------------------
router.get('/:id/library', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
res.json({ weapons: WEAPON_LIBRARY, spells: SPELL_LIBRARY, monsters: MONSTER_LIBRARY });
} catch (err) {
next(err);
}
});
router.post('/:id/weapons/from-library', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = z.object({ key: z.string() }).safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const template = WEAPON_LIBRARY.find((w) => w.key === parsed.data.key);
if (!template) return res.status(404).json({ error: 'Unknown library weapon.' });
const { key, category, ...data } = template;
const weapon = await prisma.weapon.create({ data: { ...data, campaignId: req.campaign.id } });
res.status(201).json({ weapon });
} catch (err) {
next(err);
}
});
router.post('/:id/spells/from-library', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = z.object({ key: z.string() }).safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const template = SPELL_LIBRARY.find((s) => s.key === parsed.data.key);
if (!template) return res.status(404).json({ error: 'Unknown library spell.' });
const { key, classes, ...data } = template;
const spell = await prisma.spell.create({ data: { ...data, campaignId: req.campaign.id } });
res.status(201).json({ spell });
} catch (err) {
next(err);
}
});
router.post('/:id/monsters/from-library', requireCampaignMember(), requireDM(), async (req, res, next) => {
try {
const parsed = z.object({ key: z.string() }).safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const template = MONSTER_LIBRARY.find((m) => m.key === parsed.data.key);
if (!template) return res.status(404).json({ error: 'Unknown library monster.' });
const { key, ...data } = template;
const monster = await prisma.monster.create({ data: { ...data, campaignId: req.campaign.id } });
res.status(201).json({ monster });
} catch (err) {
next(err);
}
});
module.exports = router;
File diff suppressed because it is too large Load Diff
+647 -54
View File
@@ -3,7 +3,10 @@ const { z } = require('zod');
const prisma = require('../db');
const { requireAuth } = require('../middleware/auth');
const { loadCampaignMembership } = require('../middleware/campaignAccess');
const { computeCharacterSheet } = require('../game/calculations');
const { computeCharacterSheet, computeWeaponStats, canUseGear, abilityModifier, MAX_GEAR_LEVEL } = require('../game/calculations');
const { CURRENCIES, adjustGold, giveGear } = require('../utils/grants');
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
const { NO_DEATH_SAVES, lifeState, deathSaveInfo, changeHp } = require('../utils/hp');
const router = express.Router();
@@ -17,74 +20,359 @@ async function requireEncounterAccess(req, res, next) {
const membership = await loadCampaignMembership(req.user.id, encounter.campaignId);
if (!membership) return res.status(403).json({ error: 'Not a member of this campaign' });
// A player only gets into a scene one of their own characters is in. To
// anyone else it doesn't exist — the name alone can be a spoiler.
const isDM = membership.role === 'DM';
if (!isDM) {
const present = await prisma.encounterParticipant.findFirst({
where: { encounterId: encounter.id, character: { userId: req.user.id } },
select: { id: true },
});
if (!present) return res.status(404).json({ error: 'Encounter not found' });
}
req.encounter = encounter;
req.membership = membership;
req.isDM = membership.role === 'DM';
req.isDM = isDM;
return next();
} catch (err) {
return next(err);
}
}
async function serializeEncounter(encounterId) {
return prisma.encounter.findUnique({
function requireDM(req, res, next) {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
return next();
}
function clamp(value, min, max) {
return Math.min(Math.max(value, min), max);
}
// Highest initiative first; ties keep the order combatants were added in.
// Anyone who has not rolled yet waits at the bottom.
function inTurnOrder(participants) {
const rolled = (p) => (p.initiativeRoll == null ? 0 : 1);
return [...participants].sort((a, b) => rolled(b) - rolled(a) || b.initiative - a.initiative || (a.id < b.id ? -1 : 1));
}
// What is added to a combatant's d20 for initiative: the sheet's initiative
// bonus for a character, the Dexterity modifier for a monster, and nothing for
// an NPC (they have no ability scores). Takes a participant with its
// character (and proficiencies) and monster loaded.
function initiativeBonus({ character, monster }) {
if (character) return computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).initiative;
if (monster) return abilityModifier(monster.dexScore);
return 0;
}
// Out of the fight: a dead character, or a monster or NPC brought to 0 HP.
// The fallen are hidden from the players and skipped in the turn order; the
// DM still sees them. It is worked out from HP each time, never stored, so
// healing a monster or reviving a character brings them straight back. Takes
// a participant with its character loaded.
function isFallen(p) {
if (p.character) return lifeState(p.character) === 'DEAD';
return p.maxHp > 0 && p.currentHp <= 0;
}
// The first combatant still standing at or after `from` in the order, going
// round to the top when the end is reached. If nobody is standing, whoever is
// at `from`.
function standingFrom(order, from) {
for (let step = 0; step < order.length; step += 1) {
const p = order[(from + step) % order.length];
if (!isFallen(p)) return p;
}
return order[from % order.length] ?? null;
}
// An encounter's combatants in turn order, with what isFallen needs.
async function loadTurnOrder(encounterId) {
const participants = await prisma.encounterParticipant.findMany({
where: { encounterId },
include: { character: { select: { currentHp: true, deathSaveFailures: true, stable: true } } },
});
return inTurnOrder(participants);
}
// The spell a character would raise the dead with: one flagged as reviving
// in the campaign's spell list, at a level they can cast. Takes a character
// with its spells loaded.
function revivalSpell(character) {
return character.spells.map((cs) => cs.spell).find((spell) => spell.revives && canUseGear(character.level, spell.level));
}
const initiativeRollSchema = z.number().int().min(1, 'An initiative roll is a d20: 1 to 20').max(20, 'An initiative roll is a d20: 1 to 20');
// What every campaign member sees about a character in an encounter: the
// sheet's headline numbers plus the weapons and spells it can actually use —
// so the party can plan around each other mid-fight, not only the DM. Uses the
// same calculation-engine functions as the sheet, never re-deriving formulas.
function characterCombatInfo(character) {
const sheet = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies);
// Gear and spells above the character's level are held but can't be used,
// so they stay out of the fight.
const weapons = character.weapons
.filter((cw) => canUseGear(character.level, cw.level))
.map((cw) => ({
characterWeaponId: cw.id,
name: cw.weapon.name,
level: cw.level,
equipped: cw.equipped,
quantity: cw.quantity,
...computeWeaponStats(cw.weapon, sheet.abilities, sheet.proficiencyBonus, true, cw.level),
}));
const spells = character.spells
.filter((cs) => canUseGear(character.level, cs.spell.level))
.map((cs) => ({
characterSpellId: cs.id,
name: cs.spell.name,
level: cs.spell.level,
description: cs.spell.description,
damageDice: cs.spell.damageDice,
prepared: cs.prepared,
}));
return {
level: character.level,
species: character.species,
characterClass: character.characterClass,
armorClass: sheet.armorClass,
maxHp: sheet.hp.max,
tempHp: character.tempHp,
deathSaves: deathSaveInfo(character),
canRevive: Boolean(revivalSpell(character)),
speed: sheet.speed,
initiativeBonus: sheet.initiative,
passivePerception: sheet.passivePerception,
proficiencyBonus: sheet.proficiencyBonus,
abilities: sheet.abilities,
saves: sheet.saves,
specialAbilities: character.specialAbilities,
weapons,
spells,
spellcasting: sheet.spellcasting,
};
}
// The DM gets everything. Players get the scene as their characters see it:
// no DM notes, no monster stat blocks, no NPC secrets or stats, and only the
// rewards that have actually been handed out. The fallen (isFallen) are left
// out of a player's list altogether; of those, only the dead characters are
// named, in `fallen`, so an ally can try to revive them.
//
// `viewerId` is the user the payload is for. A player is told where a scene
// is once one of their characters has been there, and — when the campaign
// hides monster hit points — gets a percentage for the health bar in place of
// the numbers for anyone who is not a character.
async function serializeEncounter(encounterId, isDM, viewerId) {
const encounter = await prisma.encounter.findUnique({
where: { id: encounterId },
include: {
campaign: { select: { showMonsterHp: true } },
location: { select: { id: true, name: true, description: true } },
participants: {
include: {
character: { select: { id: true, name: true } },
monster: { select: { id: true, name: true } },
character: {
include: {
skillProficiencies: true,
saveProficiencies: true,
weapons: { include: { weapon: true } },
spells: { include: { spell: true } },
},
},
monster: true,
npc: true,
},
orderBy: { initiative: 'desc' },
},
rewards: { include: { weapon: true, item: true }, orderBy: { createdAt: 'asc' } },
},
});
if (!encounter) return encounter;
const hideHp = !isDM && !encounter.campaign.showMonsterHp;
const inOrder = inTurnOrder(encounter.participants);
const hiddenIds = new Set(inOrder.filter(isFallen).map((p) => p.id));
const fallen = inOrder
.filter((p) => p.character && hiddenIds.has(p.id))
.map((p) => ({ participantId: p.id, characterId: p.character.id, name: p.displayName }));
const participants = inOrder.filter((p) => isDM || !hiddenIds.has(p.id)).map((p) => {
const { character, monster, npc, ...row } = p;
// The bonus is part of a monster's stat block, so only the DM gets it for
// those; a character's is on their sheet for all to see.
const bonus = isDM || character ? { initiativeBonus: initiativeBonus(p) } : {};
const out = { ...row, ...bonus, kind: npc || p.npcId ? 'NPC' : p.isMonster ? 'MONSTER' : 'CHARACTER', hidden: hiddenIds.has(p.id) };
if (character) {
// A character combatant's HP is the character's own HP, not a
// per-encounter copy, so the tracker and the sheet can never disagree.
const { maxHp, ...combatInfo } = characterCombatInfo(character);
out.currentHp = character.currentHp;
out.maxHp = maxHp;
out.character = { id: character.id, name: character.name, userId: character.userId };
out.characterCombatInfo = combatInfo;
}
if (monster) out.monster = isDM ? monster : { id: monster.id, name: monster.name };
if (npc) {
const { dmNotes, ac, maxHp, attackBonus, damageDice, campaignId, createdAt, ...publicNpc } = npc;
out.npc = isDM ? { ...publicNpc, dmNotes, ac, maxHp, attackBonus, damageDice } : publicNpc;
}
if (hideHp && !character) {
// Rounded up, so anything still standing shows a sliver of bar.
out.hpPercent = p.maxHp > 0 ? Math.ceil((clamp(p.currentHp, 0, p.maxHp) / p.maxHp) * 100) : null;
out.currentHp = null;
out.maxHp = null;
}
return out;
});
const { dmNotes, rewards, campaign, location, ...scene } = encounter;
const knowsPlace = isDM || (location && (await visitedLocationIds(prisma, viewerId, encounter.campaignId)).has(location.id));
return {
...scene,
locationId: knowsPlace ? scene.locationId : null,
location: knowsPlace ? location : null,
...(isDM ? { dmNotes } : {}),
// A player is not told that someone they cannot see is being targeted.
targetParticipantIds: isDM ? scene.targetParticipantIds : scene.targetParticipantIds.filter((id) => !hiddenIds.has(id)),
participants,
fallen,
rewards: isDM ? rewards : rewards.filter((r) => r.awardedAt),
};
}
// Every open tab refetches its own view of the encounter (the payload differs
// between the DM and players, so it is never pushed over the shared room).
function emitEncounterUpdated(req) {
req.app.get('io').to(`campaign:${req.encounter.campaignId}`).emit('encounter:participant-updated', { encounterId: req.encounter.id });
}
function emitCharacterUpdated(req, characterId) {
req.app.get('io').to(`campaign:${req.encounter.campaignId}`).emit('character:updated', { characterId });
}
// While an encounter with a location is in progress, the characters in it
// are at that location: starting it, moving it, or adding someone to it puts
// them there, and that goes on their record of places visited.
async function syncCharacterLocations(req) {
const encounter = await prisma.encounter.findUnique({
where: { id: req.encounter.id },
include: { participants: { where: { characterId: { not: null } }, include: { character: { select: { id: true, currentLocationId: true } } } } },
});
if (!encounter || encounter.status !== 'ACTIVE' || !encounter.locationId) return;
const elsewhere = encounter.participants.map((p) => p.character).filter((c) => c.currentLocationId !== encounter.locationId);
await moveCharacters(prisma, elsewhere.map((c) => c.id), encounter.locationId);
for (const character of elsewhere) emitCharacterUpdated(req, character.id);
}
async function respondWithEncounter(req, res, status = 200, extra = {}) {
await syncCharacterLocations(req);
const encounter = await serializeEncounter(req.encounter.id, req.isDM, req.user.id);
emitEncounterUpdated(req);
res.status(status).json({ ...extra, encounter });
}
router.get('/:id', requireEncounterAccess, async (req, res, next) => {
try {
const encounter = await serializeEncounter(req.encounter.id);
res.json({ encounter });
res.json({ encounter: await serializeEncounter(req.encounter.id, req.isDM, req.user.id) });
} catch (err) {
next(err);
}
});
const patchEncounterSchema = z.object({
status: z.enum(['PLANNING', 'ACTIVE', 'COMPLETE']).optional(),
mode: z.enum(['BATTLE', 'QUEST']).optional(),
name: z.string().min(1).max(120).optional(),
description: z.string().max(4000).nullable().optional(),
dmNotes: z.string().max(4000).nullable().optional(),
locationId: z.string().nullable().optional(),
archived: z.boolean().optional(), // put away (true) or bring back (false)
});
router.patch('/:id', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
const parsed = patchEncounterSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { archived, ...data } = parsed.data;
if (archived === true && !req.encounter.archivedAt) data.archivedAt = new Date();
if (archived === false) data.archivedAt = null;
if (data.locationId) {
const location = await prisma.location.findFirst({ where: { id: data.locationId, campaignId: req.encounter.campaignId } });
if (!location) return res.status(400).json({ error: 'That location is not part of this campaign.' });
}
// Starting a battle puts the first combatant still standing on turn.
const mode = data.mode ?? req.encounter.mode;
if (data.status === 'ACTIVE' && mode === 'BATTLE' && !req.encounter.activeParticipantId) {
data.activeParticipantId = standingFrom(await loadTurnOrder(req.encounter.id), 0)?.id ?? null;
}
// Targets belong to the moment; beginning, ending or reopening clears them.
if (data.status && data.status !== req.encounter.status) data.targetParticipantIds = [];
await prisma.encounter.update({ where: { id: req.encounter.id }, data });
await respondWithEncounter(req, res);
} catch (err) {
next(err);
}
});
// Deleting removes the scene, its combatant rows and its reward list. What
// was already handed out stays with the characters, as does their HP.
router.delete('/:id', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
await prisma.encounter.delete({ where: { id: req.encounter.id } });
emitEncounterUpdated(req);
res.status(204).end();
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Combatants
// ---------------------------------------------------------------------------
const participantSchema = z
.object({
characterId: z.string().optional(),
monsterId: z.string().optional(),
npcId: z.string().optional(),
displayName: z.string().min(1).max(80).optional(),
initiative: z.number().int().default(0),
initiativeRoll: initiativeRollSchema.optional(),
})
.refine((data) => Boolean(data.characterId) !== Boolean(data.monsterId), {
message: 'Provide exactly one of characterId or monsterId',
.refine((data) => [data.characterId, data.monsterId, data.npcId].filter(Boolean).length === 1, {
message: 'Provide exactly one of characterId, monsterId or npcId',
});
router.post('/:id/participants', requireEncounterAccess, async (req, res, next) => {
router.post('/:id/participants', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
const parsed = participantSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const { characterId, monsterId, displayName, initiative } = parsed.data;
const { characterId, monsterId, npcId, displayName, initiativeRoll } = parsed.data;
let currentHp, maxHp, resolvedName, isMonster;
let currentHp, maxHp, resolvedName;
let bonus = 0;
if (characterId) {
const character = await prisma.character.findUnique({ where: { id: characterId } });
if (!character || character.campaignId !== req.encounter.campaignId) {
return res.status(400).json({ error: 'That character is not part of this campaign.' });
}
const full = await prisma.character.findUnique({
const character = await prisma.character.findUnique({
where: { id: characterId },
include: { skillProficiencies: true, saveProficiencies: true },
});
const sheet = computeCharacterSheet(full, full.skillProficiencies, full.saveProficiencies);
if (!character || character.campaignId !== req.encounter.campaignId) {
return res.status(400).json({ error: 'That character is not part of this campaign.' });
}
// The dead stay where they fell: they join no new scene until revived.
if (lifeState(character) === 'DEAD') {
return res.status(400).json({ error: `${character.name} is dead and cannot join an encounter. Revive them first.` });
}
currentHp = character.currentHp;
maxHp = sheet.hp.max;
maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
resolvedName = displayName || character.name;
isMonster = false;
} else {
bonus = initiativeBonus({ character });
} else if (monsterId) {
const monster = await prisma.monster.findUnique({ where: { id: monsterId } });
if (!monster || monster.campaignId !== req.encounter.campaignId) {
return res.status(400).json({ error: 'That monster is not part of this campaign.' });
@@ -92,7 +380,16 @@ router.post('/:id/participants', requireEncounterAccess, async (req, res, next)
currentHp = monster.maxHp;
maxHp = monster.maxHp;
resolvedName = displayName || monster.name;
isMonster = true;
bonus = initiativeBonus({ monster });
} else {
const npc = await prisma.npc.findUnique({ where: { id: npcId } });
if (!npc || npc.campaignId !== req.encounter.campaignId) {
return res.status(400).json({ error: 'That NPC is not part of this campaign.' });
}
// An NPC with no combat stats takes part with no hit points to track.
currentHp = npc.maxHp ?? 0;
maxHp = npc.maxHp ?? 0;
resolvedName = displayName || npc.name;
}
const participant = await prisma.encounterParticipant.create({
@@ -100,17 +397,17 @@ router.post('/:id/participants', requireEncounterAccess, async (req, res, next)
encounterId: req.encounter.id,
characterId: characterId || null,
monsterId: monsterId || null,
npcId: npcId || null,
displayName: resolvedName,
initiative,
initiativeRoll: initiativeRoll ?? null,
initiative: initiativeRoll == null ? 0 : initiativeRoll + bonus,
currentHp,
maxHp,
isMonster,
isMonster: Boolean(monsterId),
},
});
const encounter = await serializeEncounter(req.encounter.id);
req.app.get('io').to(`campaign:${req.encounter.campaignId}`).emit('encounter:participant-updated', { encounter });
res.status(201).json({ participant, encounter });
await respondWithEncounter(req, res, 201, { participant });
} catch (err) {
next(err);
}
@@ -118,67 +415,363 @@ router.post('/:id/participants', requireEncounterAccess, async (req, res, next)
const updateParticipantSchema = z.object({
currentHp: z.number().int().optional(),
maxHp: z.number().int().min(1).optional(),
initiative: z.number().int().optional(),
conditions: z.array(z.string()).optional(),
maxHp: z.number().int().min(1).max(100000).optional(),
initiativeRoll: initiativeRollSchema.nullable().optional(), // null clears the roll
conditions: z.array(z.string().trim().min(1).max(40)).max(20).optional(),
displayName: z.string().min(1).max(80).optional(),
});
// The DM runs every combatant. A player may do one thing here: enter the
// initiative roll for their own character.
router.patch('/:id/participants/:participantId', requireEncounterAccess, async (req, res, next) => {
try {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
const parsed = updateParticipantSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const participant = await prisma.encounterParticipant.update({
const existing = await prisma.encounterParticipant.findUnique({
where: { id: req.params.participantId },
data: parsed.data,
include: { character: { include: { skillProficiencies: true, saveProficiencies: true } }, monster: true },
});
if (!existing || existing.encounterId !== req.encounter.id) {
return res.status(404).json({ error: 'Combatant not found in this encounter' });
}
if (!req.isDM) {
const onlyTheRoll = Object.keys(parsed.data).every((key) => key === 'initiativeRoll');
const ownCharacter = existing.character && existing.character.userId === req.user.id;
if (!onlyTheRoll || !ownCharacter) {
return res.status(403).json({ error: 'You can only enter the initiative roll for your own character' });
}
}
const encounter = await serializeEncounter(req.encounter.id);
req.app.get('io').to(`campaign:${req.encounter.campaignId}`).emit('encounter:participant-updated', { encounter });
res.json({ participant, encounter });
const data = { ...parsed.data };
// The roll is what was on the die; the bonus is added here.
if (data.initiativeRoll !== undefined) {
data.initiative = data.initiativeRoll == null ? 0 : data.initiativeRoll + initiativeBonus(existing);
}
if (existing.character) {
// Max HP comes from the sheet, and damage/healing lands on the character.
const { character } = existing;
const maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
data.maxHp = maxHp;
if (data.currentHp !== undefined) {
if (lifeState(character) === 'DEAD' && data.currentHp > 0) {
return res.status(400).json({ error: `${character.name} is dead. Revive them before healing.` });
}
// Temp HP soaks damage first; what is left lands on the character,
// and at 0 HP it moves their death saves too.
const after = changeHp(character, data.currentHp, maxHp);
data.currentHp = after.currentHp;
await prisma.character.update({ where: { id: character.id }, data: after });
emitCharacterUpdated(req, character.id);
}
} else if (data.currentHp !== undefined) {
data.currentHp = clamp(data.currentHp, 0, data.maxHp ?? existing.maxHp);
} else if (data.maxHp !== undefined) {
data.currentHp = Math.min(existing.currentHp, data.maxHp);
}
const participant = await prisma.encounterParticipant.update({ where: { id: existing.id }, data });
await respondWithEncounter(req, res, 200, { participant });
} catch (err) {
next(err);
}
});
router.delete('/:id/participants/:participantId', requireEncounterAccess, async (req, res, next) => {
router.delete('/:id/participants/:participantId', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
const order = await loadTurnOrder(req.encounter.id);
const index = order.findIndex((p) => p.id === req.params.participantId);
if (index === -1) return res.status(404).json({ error: 'Combatant not found in this encounter' });
// Removing whoever is on turn passes the turn to the next combatant still
// standing, and their targets go with the turn. Removing a target just
// unmarks it.
const { activeParticipantId, targetParticipantIds } = req.encounter;
if (activeParticipantId === req.params.participantId) {
const next = standingFrom([...order.slice(index + 1), ...order.slice(0, index)], 0);
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { activeParticipantId: next ? next.id : null, targetParticipantIds: [] } });
} else if (targetParticipantIds.includes(req.params.participantId)) {
const left = targetParticipantIds.filter((id) => id !== req.params.participantId);
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { targetParticipantIds: left } });
}
await prisma.encounterParticipant.delete({ where: { id: req.params.participantId } });
const encounter = await serializeEncounter(req.encounter.id);
req.app.get('io').to(`campaign:${req.encounter.campaignId}`).emit('encounter:participant-updated', { encounter });
res.json({ encounter });
await respondWithEncounter(req, res);
} catch (err) {
next(err);
}
});
router.post('/:id/advance-round', requireEncounterAccess, async (req, res, next) => {
// A dead character can be brought back in the middle of a battle by an ally:
// the character on turn, if they are on their feet and can cast a spell that
// raises the dead (revivalSpell). The dead come back at 1 HP, and with that
// are back in everyone's list. A player tries it for their own character; the
// DM for whoever is on turn. (The DM can also revive anyone outright, through
// the character's death saves.)
router.post('/:id/participants/:participantId/revive', requireEncounterAccess, async (req, res, next) => {
try {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
const { mode, status, activeParticipantId } = req.encounter;
const onTurnId = mode === 'BATTLE' && status === 'ACTIVE' ? activeParticipantId : null;
const onTurn = onTurnId
? await prisma.encounterParticipant.findFirst({
where: { id: onTurnId, encounterId: req.encounter.id },
include: { character: { include: { spells: { include: { spell: true } } } } },
})
: null;
const reviver = onTurn?.character;
if (!req.isDM && (!reviver || reviver.userId !== req.user.id)) {
return res.status(403).json({ error: "You can only try to revive someone on your own character's turn" });
}
if (!reviver) return res.status(400).json({ error: 'Only a character on turn in a battle can try to revive someone.' });
const target = await prisma.encounterParticipant.findUnique({ where: { id: req.params.participantId }, include: { character: true } });
if (!target || target.encounterId !== req.encounter.id) {
return res.status(404).json({ error: 'Combatant not found in this encounter' });
}
if (!target.character || lifeState(target.character) !== 'DEAD') {
return res.status(400).json({ error: `${target.displayName} is not dead.` });
}
if (lifeState(reviver) !== 'UP') return res.status(400).json({ error: `${reviver.name} is in no state to revive anyone.` });
const spell = revivalSpell(reviver);
if (!spell) return res.status(400).json({ error: `${reviver.name} has no spell that can bring back the dead.` });
await prisma.character.update({ where: { id: target.character.id }, data: { currentHp: 1, ...NO_DEATH_SAVES } });
await prisma.encounterParticipant.update({ where: { id: target.id }, data: { currentHp: 1 } });
emitCharacterUpdated(req, target.character.id);
await respondWithEncounter(req, res, 200, { revivedWith: spell.name });
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Targets — who the combatant on turn is going for
// ---------------------------------------------------------------------------
// The whole list, in the order picked; an empty one clears it.
const targetsSchema = z.object({ participantIds: z.array(z.string()).max(50) });
// Combatants can be marked as targets, for everyone to see; the DM's screen
// then offers to apply damage to them. One is an ordinary attack, more is an
// area attack. The DM can mark anyone at any time. A player can while their
// own character is on turn in a battle. Nobody can mark the combatant who is
// on turn: you don't target yourself.
router.put('/:id/targets', requireEncounterAccess, async (req, res, next) => {
try {
const parsed = targetsSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const participantIds = [...new Set(parsed.data.participantIds)];
// Whoever is on turn, when a battle is under way.
const { mode, status, activeParticipantId } = req.encounter;
const onTurnId = mode === 'BATTLE' && status === 'ACTIVE' ? activeParticipantId : null;
if (!req.isDM) {
const ownTurn = onTurnId
? await prisma.encounterParticipant.findFirst({
where: { id: onTurnId, encounterId: req.encounter.id, character: { userId: req.user.id } },
select: { id: true },
})
: null;
if (!ownTurn) return res.status(403).json({ error: "You can only pick targets on your own character's turn" });
}
if (onTurnId && participantIds.includes(onTurnId)) {
return res.status(400).json({ error: 'The combatant on turn cannot be their own target' });
}
// A player can only mark who they can see: to them the fallen are not there.
const order = await loadTurnOrder(req.encounter.id);
const markable = new Set(order.filter((p) => req.isDM || !isFallen(p)).map((p) => p.id));
if (!participantIds.every((id) => markable.has(id))) return res.status(400).json({ error: 'Combatant not found in this encounter' });
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { targetParticipantIds: participantIds } });
await respondWithEncounter(req, res);
} catch (err) {
next(err);
}
});
// ---------------------------------------------------------------------------
// Turns and rounds
// ---------------------------------------------------------------------------
// Passes the turn down the initiative order to the next combatant still
// standing (the fallen have no turn); going past the last combatant starts
// the next round.
router.post('/:id/next-turn', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
const order = await loadTurnOrder(req.encounter.id);
if (order.length === 0) return res.status(400).json({ error: 'Add combatants before taking turns.' });
const index = order.findIndex((p) => p.id === req.encounter.activeParticipantId);
const upNext = standingFrom(order, index + 1);
const wrapped = index !== -1 && order.indexOf(upNext) <= index;
await prisma.encounter.update({
where: { id: req.encounter.id },
data: {
status: 'ACTIVE',
activeParticipantId: upNext.id,
targetParticipantIds: [], // the next combatant picks their own
...(wrapped ? { currentRound: { increment: 1 } } : {}),
},
});
await respondWithEncounter(req, res);
} catch (err) {
next(err);
}
});
router.post('/:id/advance-round', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
const order = await loadTurnOrder(req.encounter.id);
const updated = await prisma.encounter.update({
where: { id: req.encounter.id },
data: { currentRound: { increment: 1 }, status: 'ACTIVE' },
data: {
currentRound: { increment: 1 },
status: 'ACTIVE',
targetParticipantIds: [],
// A new round starts back at the top of the initiative order.
...(req.encounter.mode === 'BATTLE' ? { activeParticipantId: standingFrom(order, 0)?.id ?? null } : {}),
},
});
await syncCharacterLocations(req);
req.app.get('io').to(`campaign:${req.encounter.campaignId}`).emit('encounter:round-advanced', {
encounterId: updated.id,
currentRound: updated.currentRound,
});
res.json({ encounter: updated });
res.json({ encounter: await serializeEncounter(updated.id, req.isDM, req.user.id) });
} catch (err) {
next(err);
}
});
router.patch('/:id', requireEncounterAccess, async (req, res, next) => {
// ---------------------------------------------------------------------------
// Rewards — loot the DM lines up, then hands to a character
// ---------------------------------------------------------------------------
const rewardSchema = z.discriminatedUnion('type', [
z.object({ type: z.literal('GOLD'), gold: z.number().int().min(1).max(1000000), currency: z.enum(CURRENCIES).default('GOLD'), note: z.string().trim().max(200).optional().nullable() }),
z.object({
type: z.literal('WEAPON'),
weaponId: z.string(),
quantity: z.number().int().min(1).max(999).default(1),
level: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
note: z.string().trim().max(200).optional().nullable(),
}),
z.object({
type: z.literal('ITEM'),
itemId: z.string(),
quantity: z.number().int().min(1).max(999).default(1),
level: z.number().int().min(1).max(MAX_GEAR_LEVEL).optional(),
note: z.string().trim().max(200).optional().nullable(),
}),
]);
router.post('/:id/rewards', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
if (!req.isDM) return res.status(403).json({ error: 'DM only' });
const parsed = z.object({ status: z.enum(['PLANNING', 'ACTIVE', 'COMPLETE']).optional(), name: z.string().min(1).max(120).optional() }).safeParse(req.body);
const parsed = rewardSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const updated = await prisma.encounter.update({ where: { id: req.encounter.id }, data: parsed.data });
res.json({ encounter: updated });
const data = { ...parsed.data, note: parsed.data.note || null };
if (data.type !== 'GOLD') {
const pool = data.type === 'WEAPON' ? 'weapon' : 'item';
const entry = await prisma[pool].findUnique({ where: { id: data[`${pool}Id`] } });
if (!entry || entry.campaignId !== req.encounter.campaignId) {
return res.status(400).json({ error: `That ${pool} is not part of this campaign.` });
}
data.level = data.level ?? entry.minLevel;
if (data.level < entry.minLevel) {
return res.status(400).json({ error: `${entry.name} starts at level ${entry.minLevel} and can't go below it.` });
}
}
const reward = await prisma.encounterReward.create({ data: { ...data, encounterId: req.encounter.id } });
await respondWithEncounter(req, res, 201, { reward });
} catch (err) {
next(err);
}
});
// Removing a reward only takes it off the list — anything already handed out
// stays with the character.
router.delete('/:id/rewards/:rewardId', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
const { count } = await prisma.encounterReward.deleteMany({
where: { id: req.params.rewardId, encounterId: req.encounter.id },
});
if (count === 0) return res.status(404).json({ error: 'Reward not found in this encounter' });
await respondWithEncounter(req, res);
} catch (err) {
next(err);
}
});
const awardSchema = z.union([z.object({ characterId: z.string() }), z.object({ split: z.literal(true) })]);
// Hands a reward over, once. `characterId` gives all of it to one character;
// `split` (gold only) shares it evenly between the characters in the
// encounter, any remainder going one gold each down the initiative order.
router.post('/:id/rewards/:rewardId/award', requireEncounterAccess, requireDM, async (req, res, next) => {
try {
const parsed = awardSchema.safeParse(req.body);
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
const reward = await prisma.encounterReward.findUnique({
where: { id: req.params.rewardId },
include: { weapon: true, item: true },
});
if (!reward || reward.encounterId !== req.encounter.id) {
return res.status(404).json({ error: 'Reward not found in this encounter' });
}
if (reward.awardedAt) return res.status(400).json({ error: `Already awarded to ${reward.awardedTo}.` });
let recipients;
if (parsed.data.split) {
if (reward.type !== 'GOLD') return res.status(400).json({ error: 'Only coins can be split.' });
const participants = await prisma.encounterParticipant.findMany({
where: { encounterId: req.encounter.id, characterId: { not: null } },
include: { character: true },
});
recipients = inTurnOrder(participants).map((p) => p.character);
if (recipients.length === 0) return res.status(400).json({ error: 'There are no characters in this encounter to split it between.' });
} else {
const character = await prisma.character.findUnique({ where: { id: parsed.data.characterId } });
if (!character || character.campaignId !== req.encounter.campaignId) {
return res.status(400).json({ error: 'That character is not part of this campaign.' });
}
recipients = [character];
}
const reason = `Reward: ${req.encounter.name}`;
await prisma.$transaction(async (tx) => {
// Claim the reward first so two clicks can't hand it out twice.
const claimed = await tx.encounterReward.updateMany({
where: { id: reward.id, awardedAt: null },
data: { awardedAt: new Date(), awardedTo: recipients.map((c) => c.name).join(', ') },
});
if (claimed.count === 0) return;
if (reward.type === 'GOLD') {
const share = Math.floor(reward.gold / recipients.length);
const remainder = reward.gold % recipients.length;
for (const [i, character] of recipients.entries()) {
const amount = share + (i < remainder ? 1 : 0);
if (amount > 0) await adjustGold(tx, { characterId: character.id, amount, currency: reward.currency, reason, userId: req.user.id });
}
} else {
const kind = reward.type === 'WEAPON' ? 'weapon' : 'item';
await giveGear(tx, kind, {
characterId: recipients[0].id,
entry: reward[kind],
quantity: reward.quantity,
level: reward.level,
});
}
});
for (const character of recipients) emitCharacterUpdated(req, character.id);
await respondWithEncounter(req, res);
} catch (err) {
next(err);
}
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@@ -34,6 +34,12 @@ router.post('/', async (req, res, next) => {
if (resolvedCampaignId) {
const membership = await loadCampaignMembership(req.user.id, resolvedCampaignId);
if (!membership) return res.status(403).json({ error: 'Not a member of this campaign' });
// A campaign-level (not character-level) DM_ONLY note is the DM's
// private scratchpad — only the DM may create one of those.
if (visibility === 'DM_ONLY' && !characterId && membership.role !== 'DM') {
return res.status(403).json({ error: 'Only the DM can post a DM-only campaign note.' });
}
}
const note = await prisma.note.create({
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@@ -1,8 +1,11 @@
const jwt = require('jsonwebtoken');
const { loadCampaignMembership } = require('../middleware/campaignAccess');
// Clients join a room per campaign (`campaign:<id>`) after authenticating with
// the same JWT issued by /auth/login. Server-side route handlers emit into
// these rooms (see character:updated, encounter:*-updated, character:created).
// Events only ever carry ids: each client refetches its own view, since what
// the DM, an owner and another player may see of the same thing differs.
function attachSockets(io) {
io.use((socket, next) => {
const token = socket.handshake.auth && socket.handshake.auth.token;
@@ -17,8 +20,11 @@ function attachSockets(io) {
});
io.on('connection', (socket) => {
socket.on('campaign:join', (campaignId) => {
if (typeof campaignId === 'string') socket.join(`campaign:${campaignId}`);
socket.on('campaign:join', async (campaignId) => {
if (typeof campaignId !== 'string') return;
// Members only: a room's events are not for anyone who knows the id.
const membership = await loadCampaignMembership(socket.user.id, campaignId).catch(() => null);
if (membership) socket.join(`campaign:${campaignId}`);
});
socket.on('campaign:leave', (campaignId) => {
if (typeof campaignId === 'string') socket.leave(`campaign:${campaignId}`);
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// The two ways a character's belongings change: coins through the ledger, and
// gear from the campaign pools. Shared by the character sheet routes and by
// encounter rewards so both follow the same rules. Every function takes a
// Prisma client or transaction client as `db`.
// The coins, and what each is worth counted in copper: silver is 0.1 gold and
// copper is 0.01 gold, so 1 gold = 10 silver = 100 copper and 1 silver = 10
// copper. Whole numbers keep exchanges exact.
const CURRENCIES = ['GOLD', 'SILVER', 'COPPER'];
const COIN_VALUE = { GOLD: 100, SILVER: 10, COPPER: 1 };
// Each coin is its own column on the character.
const COIN_COLUMN = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper' };
class InsufficientGoldError extends Error {}
// amount is signed: positive = gained, negative = spent, in `currency` coins.
// Writes the ledger row and returns it; throws InsufficientGoldError if that
// coin's balance would go below 0 (inside a transaction, that rolls the whole
// thing back). This moves exactly the coins named and nothing else; to pay a
// price out of whatever coins the purse holds, use spendCoins.
async function adjustGold(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
const column = COIN_COLUMN[currency];
// The atomic increment is the balance check: two spends racing each other
// can't both pass a stale read.
const updated = await db.character.update({ where: { id: characterId }, data: { [column]: { increment: amount } } });
if (updated[column] < 0) throw new InsufficientGoldError();
return db.goldTransaction.create({
data: { characterId, currency, amount, balanceAfter: updated[column], reason: reason || null, createdById: userId },
include,
});
}
// Works out which coins leave (and come back as change) when a purse pays
// `amount` coins of `currency`. Returns the change to each balance, e.g.
// { GOLD: -1, SILVER: 7, COPPER: 0 } for 3 silver paid from a purse with only
// gold in it — or null if the whole purse isn't worth that much.
// 1. Coins of the kind asked for go first.
// 2. Any shortfall is met by breaking the nearest bigger coin; the change
// comes back in as few coins as possible.
// 3. Only if there are no bigger coins left are smaller ones counted out.
function planPayment(purse, currency, amount) {
const worth = (coin) => COIN_VALUE[coin];
const delta = { GOLD: 0, SILVER: 0, COPPER: 0 };
const left = (coin) => purse[coin] + delta[coin];
let owed = amount * worth(currency);
if (CURRENCIES.reduce((sum, coin) => sum + purse[coin] * worth(coin), 0) < owed) return null;
const pay = (coin, count) => {
delta[coin] -= count;
owed -= count * worth(coin);
};
pay(currency, Math.min(purse[currency], amount));
const bigger = CURRENCIES.filter((coin) => worth(coin) > worth(currency)).reverse(); // nearest first
for (const coin of bigger) {
if (owed <= 0) break;
pay(coin, Math.min(left(coin), Math.ceil(owed / worth(coin))));
// Overpaid: hand the difference back, biggest coins first.
let change = -owed;
for (const small of CURRENCIES.filter((c) => worth(c) < worth(coin))) {
if (change <= 0) break;
const count = Math.floor(change / worth(small));
delta[small] += count;
change -= count * worth(small);
}
if (owed < 0) owed = 0;
}
for (const coin of CURRENCIES.filter((c) => worth(c) < worth(currency))) {
if (owed <= 0) break;
pay(coin, Math.min(left(coin), Math.floor(owed / worth(coin))));
}
return delta;
}
// Pays `amount` coins of `currency` out of a character's purse, making change
// as needed (see planPayment). Every coin that moved gets its own ledger row;
// the rows are returned, the one in `currency` first when there is one. Throws
// InsufficientGoldError if the purse as a whole can't cover it.
async function spendCoins(db, { characterId, amount, currency = 'GOLD', reason, userId, include }) {
const character = await db.character.findUnique({ where: { id: characterId }, select: { gold: true, silver: true, copper: true } });
const purse = { GOLD: character.gold, SILVER: character.silver, COPPER: character.copper };
const delta = planPayment(purse, currency, amount);
if (!delta) throw new InsufficientGoldError();
const moved = CURRENCIES.filter((coin) => delta[coin] !== 0).sort((a, b) => (b === currency) - (a === currency));
const madeChange = moved.some((coin) => coin !== currency);
const label = reason || 'Spent';
const rows = [];
for (const coin of moved) {
rows.push(
await adjustGold(db, {
characterId,
amount: delta[coin],
currency: coin,
// Says what the payment was when the coins that moved aren't the ones asked for.
reason: madeChange ? `${label} (paid ${amount} ${currency.toLowerCase()}, with change)` : reason,
userId,
include,
})
);
}
return rows;
}
// A purse's whole worth as one figure in gold, for messages: 265 copper-worth -> 2.65.
function worthInGold(character) {
const copper = CURRENCIES.reduce((sum, coin) => sum + character[COIN_COLUMN[coin]] * COIN_VALUE[coin], 0);
return copper / COIN_VALUE.GOLD;
}
const HELD = {
weapon: { model: 'characterWeapon', key: 'weaponId' },
item: { model: 'inventoryItem', key: 'itemId' },
};
// Gives `quantity` of a pool weapon/item to a character. Something they
// already hold stacks (and keeps the level the stack has); otherwise it
// arrives at `level`, never below the entry's starting level.
async function giveGear(db, kind, { characterId, entry, quantity = 1, level, equipped = false }) {
const { model, key } = HELD[kind];
return db[model].upsert({
where: { [`characterId_${key}`]: { characterId, [key]: entry.id } },
create: { characterId, [key]: entry.id, quantity, equipped, level: Math.max(level ?? entry.minLevel, entry.minLevel) },
update: { quantity: { increment: quantity } },
include: { [kind]: true },
});
}
module.exports = { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, planPayment, spendCoins, worthInGold, giveGear };
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// Temporary hit points are a buffer: damage comes off them first, and only
// what is left over reaches real HP. Takes the character's HP and temp HP as
// they are and the HP a damage/heal asked for (which may be below zero), and
// returns what both should become. Healing never touches temp HP.
function absorbDamage(currentHp, tempHp, requestedHp) {
const damage = currentHp - requestedHp;
if (damage <= 0 || tempHp <= 0) return { currentHp: requestedHp, tempHp };
const absorbed = Math.min(tempHp, damage);
return { currentHp: requestedHp + absorbed, tempHp: tempHp - absorbed };
}
// ---------------------------------------------------------------------------
// At 0 HP — death saves
// ---------------------------------------------------------------------------
//
// A character at 0 HP is dying: they roll a d20 each turn, and three successes
// or three failures settle it. The tallies and the "stable" flag live on the
// Character row, next to the HP they belong to.
// Three successes steady a character; three failures kill them.
const DEATH_SAVE_LIMIT = 3;
const NO_DEATH_SAVES = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
// UP: on their feet. DYING: at 0 HP and rolling death saves. STABLE: at 0 HP
// but no longer rolling. DEAD: three failures, or one blow too big to survive.
function lifeState(character) {
if (character.deathSaveFailures >= DEATH_SAVE_LIMIT) return 'DEAD';
if (character.currentHp > 0) return 'UP';
return character.stable ? 'STABLE' : 'DYING';
}
// What the API sends about it, the same shape wherever a character's HP goes.
function deathSaveInfo(character) {
return { state: lifeState(character), successes: character.deathSaveSuccesses, failures: character.deathSaveFailures };
}
// Turns a pair of tallies into what gets stored: the third failure is death,
// and the third success makes the character stable, which clears the tallies.
function settleDeathSaves(successes, failures) {
if (failures >= DEATH_SAVE_LIMIT) return { deathSaveSuccesses: successes, deathSaveFailures: DEATH_SAVE_LIMIT, stable: false };
if (successes >= DEATH_SAVE_LIMIT) return { ...NO_DEATH_SAVES, stable: true };
return { deathSaveSuccesses: successes, deathSaveFailures: failures, stable: false };
}
// Damage or healing on a finished character. `requestedHp` is the HP that was
// asked for, which may be below zero or above max. Returns every column that
// should be written: HP and temp HP, plus the death-save columns when the
// change touches them.
//
// - Damage comes off temp HP first.
// - Dropping to 0 starts the death saves from a clean slate.
// - Damage taken while already at 0 is one failed save, and ends "stable".
// - Damage that would leave as much as max HP still to take once HP is at 0
// kills outright.
// - Any healing from 0 puts the character back up and clears the tallies.
function changeHp(character, requestedHp, maxHp) {
const soaked = absorbDamage(character.currentHp, character.tempHp, requestedHp);
const after = { currentHp: Math.min(Math.max(soaked.currentHp, 0), maxHp), tempHp: soaked.tempHp };
if (after.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
const damage = character.currentHp - soaked.currentHp; // what got past temp HP
if (damage <= 0) return after;
if (-soaked.currentHp >= maxHp) return { ...after, ...settleDeathSaves(0, DEATH_SAVE_LIMIT) };
if (character.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
return { ...after, ...settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + 1) };
}
// A dying character's death save, from what the d20 showed: 10 or more is a
// success, less is a failure, a 1 is two failures, and a 20 puts them back on
// their feet with 1 HP.
function rollDeathSave(character, roll) {
if (roll === 20) return { currentHp: 1, ...NO_DEATH_SAVES };
if (roll >= 10) return settleDeathSaves(character.deathSaveSuccesses + 1, character.deathSaveFailures);
return settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + (roll === 1 ? 2 : 1));
}
module.exports = { absorbDamage, DEATH_SAVE_LIMIT, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave };
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const { lifeState, settleDeathSaves, changeHp, rollDeathSave } = require('./hp');
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
const hero = (over = {}) => ({ currentHp: 10, tempHp: 0, ...CLEAR, ...over });
describe('lifeState', () => {
test('reads up, dying, stable and dead off the row', () => {
expect(lifeState(hero())).toBe('UP');
expect(lifeState(hero({ currentHp: 0 }))).toBe('DYING');
expect(lifeState(hero({ currentHp: 0, stable: true }))).toBe('STABLE');
expect(lifeState(hero({ currentHp: 0, deathSaveFailures: 3 }))).toBe('DEAD');
});
});
describe('changeHp', () => {
test('ordinary damage and healing leave the death saves clear', () => {
expect(changeHp(hero(), 4, 20)).toEqual({ currentHp: 4, tempHp: 0, ...CLEAR });
expect(changeHp(hero(), 99, 20)).toEqual({ currentHp: 20, tempHp: 0, ...CLEAR });
});
test('dropping to 0 starts the saves from nothing', () => {
expect(changeHp(hero(), -5, 20)).toEqual({ currentHp: 0, tempHp: 0, ...CLEAR });
});
test('damage at 0 HP is a failed save and ends stable', () => {
const down = hero({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 1 });
expect(changeHp(down, -3, 20)).toMatchObject({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 2, stable: false });
expect(changeHp(hero({ currentHp: 0, stable: true }), -3, 20)).toMatchObject({ deathSaveFailures: 1, stable: false });
expect(lifeState(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), -1, 20))).toBe('DEAD');
});
test('temp HP that soaks the whole blow costs no save', () => {
const down = hero({ currentHp: 0, tempHp: 5, deathSaveFailures: 1 });
expect(changeHp(down, -5, 20)).toEqual({ currentHp: 0, tempHp: 0 });
});
test('asking for the HP they already have at 0 changes nothing', () => {
expect(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), 0, 20)).toEqual({ currentHp: 0, tempHp: 0 });
});
test('damage of max HP or more past zero kills outright', () => {
expect(lifeState(changeHp(hero(), -19, 20))).toBe('DYING');
expect(lifeState(changeHp(hero(), -20, 20))).toBe('DEAD');
expect(lifeState(changeHp(hero({ currentHp: 0 }), -20, 20))).toBe('DEAD');
// Temp HP counts against the blow first.
expect(lifeState(changeHp(hero({ tempHp: 1 }), -20, 20))).toBe('DYING');
});
test('healing from 0 puts them back up with a clean slate', () => {
const down = hero({ currentHp: 0, deathSaveSuccesses: 1, deathSaveFailures: 2 });
expect(changeHp(down, 1, 20)).toEqual({ currentHp: 1, tempHp: 0, ...CLEAR });
expect(changeHp(hero({ currentHp: 0, stable: true }), 6, 20)).toEqual({ currentHp: 6, tempHp: 0, ...CLEAR });
});
});
describe('rollDeathSave', () => {
const down = (successes, failures) => hero({ currentHp: 0, deathSaveSuccesses: successes, deathSaveFailures: failures });
test('10 or more succeeds, less fails, a 1 fails twice', () => {
expect(rollDeathSave(down(0, 0), 10)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
expect(rollDeathSave(down(0, 0), 19)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
expect(rollDeathSave(down(0, 0), 9)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 1, stable: false });
expect(rollDeathSave(down(0, 0), 1)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 2, stable: false });
});
test('the third success makes them stable and clears the tallies', () => {
expect(rollDeathSave(down(2, 2), 14)).toEqual({ ...CLEAR, stable: true });
});
test('the third failure is death, and never counts past three', () => {
expect(rollDeathSave(down(2, 2), 5)).toMatchObject({ deathSaveFailures: 3 });
expect(rollDeathSave(down(0, 2), 1)).toMatchObject({ deathSaveFailures: 3 });
});
test('a 20 is 1 HP and a clean slate', () => {
expect(rollDeathSave(down(0, 2), 20)).toEqual({ currentHp: 1, ...CLEAR });
});
});
describe('settleDeathSaves', () => {
test('failures win a tie at three', () => {
expect(settleDeathSaves(3, 3)).toMatchObject({ deathSaveFailures: 3, stable: false });
});
});
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// Where characters are, and where they have been. A visit is recorded every
// time a character is put somewhere and is never removed by moving on: the
// set of visited locations is what a player is allowed to see. Every function
// takes a Prisma client or transaction client as `db`.
async function recordVisits(db, characterIds, locationId) {
if (characterIds.length === 0) return;
await db.characterLocationVisit.createMany({
data: characterIds.map((characterId) => ({ characterId, locationId })),
skipDuplicates: true,
});
}
async function moveCharacters(db, characterIds, locationId) {
if (characterIds.length === 0) return;
await db.character.updateMany({ where: { id: { in: characterIds } }, data: { currentLocationId: locationId } });
await recordVisits(db, characterIds, locationId);
}
// Ids of the locations any of this user's characters in the campaign has been to.
async function visitedLocationIds(db, userId, campaignId) {
const visits = await db.characterLocationVisit.findMany({
where: { character: { userId, campaignId } },
select: { locationId: true },
distinct: ['locationId'],
});
return new Set(visits.map((v) => v.locationId));
}
module.exports = { recordVisits, moveCharacters, visitedLocationIds };
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# Encounters
How encounters work in this app: the two kinds of scene, who can be in one,
how a battle is run, and how rewards are handed out.
This describes the code as it stands. The rules live in
`backend/src/routes/encounters.routes.js`. Related:
[CHARACTERS.md](CHARACTERS.md), [MONSTERS.md](MONSTERS.md),
[NPCS.md](NPCS.md), [WEAPONS.md](WEAPONS.md), [ITEMS.md](ITEMS.md).
## Contents
1. [The basics](#1-the-basics)
2. [Battle or quest](#2-battle-or-quest)
3. [Status](#3-status)
4. [The scene and DM notes](#4-the-scene-and-dm-notes)
5. [Who is in the scene](#5-who-is-in-the-scene)
6. [Hit points](#6-hit-points)
7. [Initiative, turns and rounds](#7-initiative-turns-and-rounds)
8. [Conditions](#8-conditions)
9. [Rewards](#9-rewards)
10. [What each side sees](#10-what-each-side-sees)
11. [Permissions](#11-permissions)
12. [What is not modelled](#12-what-is-not-modelled)
---
## 1. The basics
- An encounter is one **scene** the DM runs: a fight, or a meeting with
people who want something.
- Encounters belong to a campaign and are listed on the campaign page. The DM
creates them and sees all of them.
- A player only sees an encounter that **one of their own characters is in**.
Until the DM adds their character it is not in their list and its page will
not open, so scenes the DM is still preparing stay hidden, name included.
Taking their character out hides it again.
- The encounter page updates live for everyone who has it open.
- The DM runs everything. Players watch, and see less than the DM does.
## 2. Battle or quest
Every encounter has a mode, chosen when it is created and switchable at any
time from the top of the page.
| | Battle | NPC quest |
|---|---|---|
| For | A fight | A scene built around people and an objective |
| Layout | Everyone in one list, in initiative order | Three groups: "People you meet", "The party", "Creatures" |
| Rounds and turns | Yes | No |
| Initiative | The d20 roll, typed in per combatant; the bonus is added | The same; each group lists highest first |
| Start button | Begin Battle | Begin Quest |
| End button | End Battle | Complete Quest |
Everything else (hit points, conditions, rewards, the scene description, DM
notes) works the same in both.
## 3. Status
| Status | Meaning | How to get there |
|---|---|---|
| Planning | Being set up | Every new encounter starts here |
| In progress | Being played | Begin Battle / Begin Quest, or Reopen |
| Complete | Finished | End Battle / Complete Quest |
Status is a label. Nothing is locked when an encounter is complete: the DM
can still change HP, add people and award rewards. Encounters cannot be
renamed from the screen.
### Location
The DM can give an encounter a location from the campaign's list, with the
picker at the top of the page. While the encounter is **in progress** its
characters are at that location: beginning it, changing its location, or
adding a character to it moves them there. Each place a character is moved to
(this way or by the DM on the sheet) is remembered, and a player can see only
the locations one of their own characters has been to — on the campaign page
under "Places You've Been", and on the encounter itself. Archiving or deleting
the encounter does not take a visited place away again.
### Order, archive and delete
**Order.** The campaign page lists encounters in the **campaign order**, which
the DM arranges with the ▲ and ▼ buttons and everyone sees. A new encounter
goes to the top. The "Sort by" menu re-sorts the list by name, status, type or
date instead; that choice is remembered per browser and changes nothing for
anyone else. ▲ and ▼ only show while sorting by campaign order.
**Archive.** "Archive" (on the list or the encounter page) puts an encounter
away without changing it. It moves to the DM's "Archived" section and
disappears from the players' list; a player whose character is in it can still
open its page from a bookmark. "Restore" puts it back on the list.
**Delete.** "Delete" (on the encounter page, or on an archived encounter in
the list) removes the scene, who was in it and its reward list, after a
confirmation. There is no undo. Rewards already handed out stay with the
characters, and characters keep their current HP.
## 4. The scene and DM notes
| Box | For | Who sees it |
|---|---|---|
| The Scene / Quest | Describing the battlefield, or what is being asked of the party | Everyone |
| DM Notes | Tactics, secrets, what happens if the party fails | **DM only** |
Both save when the DM clicks out of the box.
## 5. Who is in the scene
The DM adds people from the "Add to the scene" panel.
| Kind | Comes from | Can be added more than once |
|---|---|---|
| Character | The campaign's finished characters, except dead ones | No |
| Monster | The campaign's monster list ([MONSTERS.md](MONSTERS.md)) | Yes |
| NPC | The campaign's NPC list ([NPCS.md](NPCS.md)) | No |
Each has a card. The card's left edge is coloured by kind, and it shows:
- **Characters:** level, species and class; HP, AC, speed, initiative bonus,
passive perception, proficiency bonus and spell save DC. Under "details":
ability scores, saves, the weapons and spells the character can use (with
attack and damage numbers), and special abilities. The name links to the
character sheet.
- **Monsters:** for the DM, AC, speed, attack and damage, and under "details"
ability scores, trait and notes.
- **NPCs:** role, attitude and description; for the DM also AC, attack,
damage and DM notes.
Details start open for the DM and closed for players. Weapons and spells
above a character's level are left out, because the character cannot use
them.
A **dead character cannot be added** to any encounter: they are left out of
the list to pick from and the server refuses them, until they are revived. A
character who dies stays in the encounters they were already in.
The DM removes someone with "Remove" on their card. Removing whoever is on
turn passes the turn to the next combatant.
## 6. Hit points
The DM types an amount and clicks Damage or Heal on a card.
| Combatant | Where the HP lives |
|---|---|
| Character | On the **character sheet**. The encounter shows the sheet's HP and changes it directly, so the two always agree. Max HP comes from the sheet. |
| Monster | In the encounter, per copy. Starts at the monster's max. |
| NPC | In the encounter. An NPC with no HP set has no health bar. |
- HP always stays between 0 and max.
- **What players see of it.** A character's HP is always shown in numbers. For
monsters and NPCs it depends on the campaign setting "Players see the exact
hit points of monsters and NPCs": on (the default) shows the numbers, off
shows only the health bar. The DM always sees the numbers.
- At 0 HP a monster or NPC is **out of the fight**: see "The fallen" below.
- A **character** at 0 HP is **Dying** instead, and its card grows a death-save
box: see below.
- A character's temporary HP is shown beside its HP but is not used up
automatically.
### A character at 0 HP
The full rules are in [CHARACTERS.md](CHARACTERS.md), section 7; the box on
the card is the same one as on the sheet, and both change the same character.
- **Dying.** The box shows two tallies, Saved and Failed, three pips each.
Type what the d20 showed and click **Death save**: 10 or more is a success,
less is a failure, a 1 is two failures, a 20 puts the character back up at
1 HP. The DM can do this for anyone; a player for their own character.
- **Damage while down** is one failed save, added when the DM clicks Damage.
For a critical hit the DM clicks the next Failed pip to add the second.
- **Stabilise** stops the saves without a roll (a Medicine check, a spell).
Three successes do the same. A stable character stays at 0 HP.
- **Heal** on a dying or stable character puts them back up and clears the
tallies.
- **Dead** after three failures, or when one blow leaves as much as the
character's max HP still to take after reaching 0. Healing is refused; the
DM clicks **Revive at 1 HP**, or an ally revives them (below).
- The DM can click any pip to set a tally by hand.
Nothing rolls by itself: the app does not prompt for a save when the turn
comes round. A dying or stable character keeps its place in the order and
still gets its turn.
### The fallen
A combatant is **out of the fight** when it is:
- a **monster or NPC at 0 HP** (one with hit points to track), or
- a **dead character**. Dying and stable characters are not: they stay in
view.
What that does:
- **Players no longer see it.** Its card is gone from their screen, along
with any target mark on it; the server does not send it to them at all.
- **The DM's screen leaves it out as well**, until the DM ticks **Show dead**
above the list (the box shows how many there are, and only appears when
there are any). Ticked, they are listed in a group of their own at the
bottom, "Out of the fight, hidden from players", each with a "Hidden from
players" badge, and everything on the card still works. The tick is not
remembered: it is off again when the page is reopened.
- **It has no turn.** Next Turn, Next Round and Begin Battle pass over it.
- It stays in the encounter: nothing is removed, and gold is still split with
a dead character.
It is worked out from hit points each time, not stored, so it undoes itself:
heal a monster or NPC above 0, or revive a character, and they are back on
everyone's screen and back in the turn order.
**Reviving a dead character.** Players see dead characters by name only, in a
**☠ Fallen** box above the list. There are two ways back:
- The **DM** ticks Show dead and clicks **Revive at 1 HP** on the dead
character's card (or does it on the sheet), at any time.
- An **ally** tries it: in a battle in progress, the player whose character is
**on turn** gets a **Try revive** button beside each name in the Fallen box,
if that character is capable. Capable means on their feet (above 0 HP) and
knowing a spell that is ticked **Revives** in the campaign's spell list
([SPELLS.md](SPELLS.md)), at a level they can cast. The library's Revivify
(level 3) and Raise Dead (level 5) are ticked already.
Either way the character comes back at 1 HP with the death saves cleared. The
app does not use up the spell, check how long ago they died, or end the
reviver's turn.
## 7. Initiative, turns and rounds
Initiative is entered in battles and quests alike. Turns and rounds are for
battles only.
- Each combatant has an **initiative roll** field. Type what the d20 showed,
1 to 20; the field accepts nothing else. The app does not roll the die, but
it adds the bonus for you and shows the total, which can go past 20 (a 20 on
the die with a +3 bonus is 23): a character's initiative
bonus from their sheet, a monster's Dexterity modifier, nothing for an NPC.
- The DM can enter the roll for anyone, when adding them or on the card. A
player can enter the roll for **their own character** on its card.
- The list is ordered by the total, highest first; ties keep the order they
were added in. Anyone who has not rolled yet waits at the bottom.
- The bonus is worked out when the roll is entered. If a character's sheet
changes afterwards, enter the roll again to pick up the new bonus.
- **Begin Battle** puts the first combatant on turn. Their card is
highlighted and the header names them.
- **Next Turn** passes the turn to the next in the order. After the last
combatant it returns to the top and the **round** goes up by one.
- **Next Round** skips straight to the top of the next round.
- Anyone out of the fight (section 6, "The fallen") is passed over.
### Targets
Combatants can be marked as **targets**: whoever is being attacked (or
healed) right now. One target is an ordinary attack; more than one is an
**area attack**.
- Click **🎯 Target** beside a combatant's name to mark them; click it again
to unmark. Each one marked is added to the targets.
- The **DM** can mark anyone at any time, in a battle or a quest. A **player**
can while their own character is on turn in a battle, so they can show the
DM who they are going for. A player cannot mark someone who is out of the
fight, and is not shown a mark the DM leaves on one.
- The combatant **on turn** cannot be marked: nobody targets themselves, and
their card has no Target button until the turn passes. To heal or hurt them
on their own turn, use the buttons on their card.
- A target's card is outlined in red for everyone and reads "Targeted by
<whoever is on turn>".
- While anyone is marked the DM gets an **attack bar** above the list, which
stays in view while scrolling. It shows who is attacking whom, each target's
AC and HP, and the attacker's attacks: a character's equipped weapons (all
of them if none are equipped) and damaging spells, or a monster's or NPC's
attack and damage. The amount box is ready to type in; **Damage** (or
Enter) and **Heal** change HP exactly as the buttons on a card do.
- Targets stay marked after damage, for a second attack. They are cleared
when the turn or round moves on, when the encounter begins, ends or is
reopened; a target that is removed from the encounter is unmarked.
**Area attacks**
An attack on several targets is harder to land and its damage is shared.
- **Harder to hit.** Every target's AC counts as higher for each target
beyond the first, by the campaign's **area attack AC penalty**. The DM sets
it in the campaign settings, from 0 (no penalty) to 10; it starts at 2, which
gives:
| Targets | Added to each AC |
|---|---|
| 1 | 0 |
| 2 | +2 |
| 3 | +4 |
| 4 | +6 |
The attack bar shows the AC to beat with the penalty already added
("17 (15 +2)"), and each target's card says "area attack, AC +2".
- **Who was hit.** Each target has a tick box, ticked to begin with. Untick
anyone the roll missed; they take nothing.
- **Sharing the amount.** Type the total. "Split between those hit" (the
default) shares it evenly, any remainder going one point each to the first
targets marked: 7 between three is 3, 2 and 2. "Full amount to each" gives
every target hit the whole amount. Each target's share is shown before it
is applied.
- A target with no hit points to track is left out of the sharing.
The app does not roll the attack or decide whether it hits: the DM compares
the roll with the AC shown and types the damage.
## 8. Conditions
The DM adds a condition to any card from the "+ Condition" list, and removes
one by clicking its ✕. Everyone sees them.
The list: Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated,
Invisible, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned,
Unconscious, Concentrating.
Conditions are labels to remind the table. They do not change any numbers,
and they do not expire on their own.
## 9. Rewards
The DM lines up loot in the Rewards panel, on any encounter at any time.
| Reward | What the DM sets |
|---|---|
| Gold | An amount |
| Weapon | A weapon from the pool, a level (not below its starting level), a quantity |
| Item | An item from the pool, a level, a quantity |
Each can carry a short note ("Goblin chief's purse").
**A reward does nothing until it is awarded**, and it can be awarded once.
| Button | What happens |
|---|---|
| Award (pick a character) | The whole reward goes to that character. It can be any finished character in the campaign, not only those in the encounter. |
| Split (gold only) | Shared evenly between the characters in the encounter. Any remainder goes one gold each, highest initiative first: 101 gold between two is 51 and 50. |
- **Gold** is added to the character's balance with a money-log entry reading
"Reward: <encounter name>".
- A **weapon or item** is added to what the character holds, at the reward's
level, stacking with any they already have. If the character is below that
level they hold it but cannot use it yet.
- Removing a reward from the list does **not** take back what was awarded.
- Spells cannot be rewards; the DM grants those on the character sheet.
Until a reward is awarded only the DM can see it. Afterwards players see what
it was and who received it.
## 10. What each side sees
| | DM | Players |
|---|---|---|
| Scene description | Yes | Yes |
| DM notes | Yes | Never |
| Characters | Full card | Full card |
| Monsters | Full stat block | Name, HP, conditions |
| NPCs | Everything | Name, role, attitude, description, HP bar |
| Monsters and NPCs at 0 HP | With "Show dead" ticked, marked hidden | Nothing |
| Dead characters | Full card with "Show dead" ticked, marked hidden | The name only, in the Fallen box |
| Rewards | All | Only awarded ones |
| Controls (add, damage, turns, rewards) | Yes | None |
The server only sends a player what the right-hand column lists, so hidden
information cannot be dug out of the page.
## 11. Permissions
| Action | DM | Players |
|---|---|---|
| Create an encounter | Yes | No |
| See and open an encounter | Yes, all of them | Only ones their own character is in |
| Change mode, status, scene or DM notes | Yes | No |
| Rearrange, archive, restore or delete encounters | Yes | No |
| See archived encounters in the list | Yes | No |
| Add or remove anyone | Yes | No |
| Change HP or conditions | Yes | No |
| Enter an initiative roll | Yes, for anyone | For their own character only |
| Mark targets | Yes, any time | On their own character's turn |
| Enter a death save, or stabilise | Yes, for anyone | For their own character only |
| Set death-save tallies by hand | Yes | No |
| Revive a dead character outright | Yes | No |
| Try to revive a dead character | Yes, for the character on turn | On their own character's turn, if it has a reviving spell |
| Advance turns and rounds | Yes | No |
| Add, remove or award rewards | Yes | No |
People outside the campaign cannot open its encounters.
## 12. What is not modelled
- Rolling initiative, attacks, damage or saves (use the dice roller, bottom
left of every page)
- Applying an attack's damage automatically
- Death saves for monsters and NPCs, and prompting for a save on a dying
character's turn
- A roll, a spell slot or a time limit for reviving the dead
- Conditions with durations or mechanical effects
- Maps, positions, distances and areas of effect
- Experience points and encounter difficulty
- Spells as rewards
- Renaming an encounter from the screen
- A log of what happened during the encounter
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# Items and Inventory
How items work in this app: the campaign's item pool, what a character
carries, item levels, and how items are handed out.
This describes the code as it stands. Related: [WEAPONS.md](WEAPONS.md) (items
level up the same way weapons do), [SPELLS.md](SPELLS.md),
[CHARACTERS.md](CHARACTERS.md) (money is covered there, in section 12).
## Contents
1. [The basics](#1-the-basics)
2. [The item pool](#2-the-item-pool)
3. [A character's inventory](#3-a-characters-inventory)
4. [Item levels](#4-item-levels)
5. [Dice on items](#5-dice-on-items)
6. [Starting items](#6-starting-items)
7. [Items as rewards](#7-items-as-rewards)
8. [Permissions](#8-permissions)
9. [What is not modelled](#9-what-is-not-modelled)
---
## 1. The basics
- Every campaign has its own **item pool**: rope, potions, keys, quest items,
anything that is not a weapon or a spell.
- A character's **inventory** is the items it holds from that pool. Players
cannot type in items of their own.
- The DM creates items and hands them out. Players can only tick Equipped.
- Items are **descriptive**. Holding or equipping one never changes a number
on the sheet.
## 2. The item pool
The pool is the "Items Pool" card on the campaign page (DM only).
| Field | What it is |
|---|---|
| Name | Free text, up to 120 characters |
| Description | Optional. Shown under the item in a character's inventory |
| Base dice | Optional dice such as `2d4+2`, for items that deal damage or heal (section 5) |
| Starts at level | 1 to 9. The lowest level this item can be (section 4) |
| Growth | Standard, Powerful or Legendary. Only matters if the item has dice |
| Starting option | Whether a brand-new character may pick it in the builder (section 6) |
- **Adding:** the "+ Add Item" form. There is no built-in library of items.
- **Changing:** starting level, growth (when the item has dice) and the
starting-option tick box can be changed in the table. Name, description and
dice cannot be changed on screen once created (the API accepts it); remove
and re-add instead.
- **Removing:** the ✕ button. This takes the item out of **every inventory**
and off every encounter's reward list. There is no undo.
## 3. A character's inventory
On a character's sheet, the DM picks an item from the pool and clicks Give.
| Each held item has | Who changes it |
|---|---|
| Quantity | The DM, with the − and + buttons |
| Level | The DM, with the level picker |
| Equipped | The owning player or the DM |
- Giving an item the character already holds **adds to the stack**. A
character holds one stack per item, and the whole stack shares one level.
- Quantity cannot go below 1; to take the last one away the DM uses ✕.
- **Using up** an item (drinking a potion) is not automatic: the DM lowers the
quantity or removes it.
- **Equipped** is a label. It does not change Armor Class or anything else;
armor is represented by the single "armor bonus" number on the sheet.
**Passing items on.** A character's owner (or the DM) can give some or all of
a held stack to another character in the campaign from the "Give to Another
Character" card on the sheet. The items leave the giver and arrive with the
recipient at the giver's level, unequipped. If the recipient already holds
that item, their stack grows and keeps its own level. Gold is given the same
way, and both characters' money logs record it.
## 4. Item levels
Items use the same level system as weapons (a house rule of this app):
- Each held stack has a **level from 1 to 9**, never below the pool entry's
starting level.
- A character must be **at least the item's level** to use it. A higher-level
item is still held, but shows "Requires level N" and cannot be equipped.
- Only the DM changes an item's level.
- If the DM levels an item past its holder, or lowers the character's level,
it is unequipped automatically.
For an item with no dice, the level is purely a requirement: a level 3 amulet
is one a character cannot use until level 3.
## 5. Dice on items
An item can carry optional dice: a healing potion's `2d4+2`, a firebomb's
`3d6`. The app does not know whether they heal or harm; the DM applies them.
The dice grow with the item's level exactly as a weapon's do, climbing the
same ladder (1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d6 → …) by one, two or three
rungs per level depending on Growth. The full ladder is in
[WEAPONS.md, section 6](WEAPONS.md#6-how-damage-grows).
| Healing Potion, `2d4+2`, Standard growth | Dice shown |
|---|---|
| Level 1 | 2d4+2 (as typed) |
| Level 2 | 1d6+1d8 |
| Level 3 | 2d8 |
The dice are shown beside the item in the inventory. Nothing is rolled or
applied automatically; use the dice roller.
## 6. Starting items
In the builder's equipment step a new character can pick items that are:
- ticked as a **starting option** in the pool, and
- **starting level 1**.
Starting items and starting weapons share the campaign's "starting items"
allowance. Each arrives at level 1, quantity 1, unequipped.
## 7. Items as rewards
On an encounter the DM can line up an item as a reward, at a chosen level and
quantity, and later award it to a character. Awarding adds it to the
character's inventory, stacking with any they already hold. See
[ENCOUNTERS.md](ENCOUNTERS.md).
## 8. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the item pool | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| Add, change or remove pool items | Yes | No | No |
| Give an item from the pool, or take one away | Yes | No | No |
| Give a held item to another character | Yes | Yes | No |
| Change quantity or level | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's inventory | Yes | Yes | Yes |
## 9. What is not modelled
- Any effect of an item on stats (AC, speed, abilities)
- Armor and shields as items
- Using up items automatically, charges, and attunement
- Weight, carrying capacity and containers
- Prices, buying and selling (record the gold change in the money log)
- Swaps as a single step (each side gives separately), and asking the
recipient to accept
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# Monsters
How monsters work in this app: the campaign's monster list, the built-in
bestiary, and how monsters behave in an encounter.
This describes the code as it stands. The built-in list is
`backend/src/game/data/monstersLibrary.js`. Related:
[ENCOUNTERS.md](ENCOUNTERS.md), [NPCS.md](NPCS.md).
## Contents
1. [The basics](#1-the-basics)
2. [What a monster holds](#2-what-a-monster-holds)
3. [Managing monsters](#3-managing-monsters)
4. [The built-in bestiary](#4-the-built-in-bestiary)
5. [Monsters in encounters](#5-monsters-in-encounters)
6. [What players see](#6-what-players-see)
7. [Permissions](#7-permissions)
8. [What is not modelled](#8-what-is-not-modelled)
---
## 1. The basics
- Every campaign has its own **monster list**. Only the DM can see or change
it.
- A monster in the list is a **template**. Each time it is added to an
encounter it becomes a separate combatant with its own hit points.
- Stat blocks are the DM's. Players see a monster only as a name and a health
bar in an encounter.
## 2. What a monster holds
| Field | What it is |
|---|---|
| Name | Up to 80 characters |
| AC | Armor Class |
| Max HP | Hit points each copy starts an encounter with |
| Speed | In feet. 30 unless set otherwise |
| Ability scores | STR, DEX, CON, INT, WIS, CHA. 10 unless set otherwise |
| Attack bonus | Added to the monster's attack roll |
| Damage | Dice for its main attack, e.g. `1d6+2` |
| Challenge rating | A rough danger rating, e.g. `1/4`, `2` |
| Special trait | A short note such as "Pack Tactics" |
| Notes | Anything else: what it attacks with, how it behaves |
None of these are calculated or used in formulas. They are reference numbers
shown to the DM during a fight. A monster's ability modifiers are worked out
from its scores for display only.
## 3. Managing monsters
The list is the "Monsters" card on the campaign page (DM only).
- **Adding by hand:** "+ Add Monster" asks for name, AC, max HP, attack bonus
and damage. Speed is set to 30 and every ability score to 10; challenge
rating, trait and notes are left empty.
- **Adding from the bestiary:** "📚 From Library" copies a complete stat block.
- **Changing:** there is no edit form (the API accepts changes, but no screen
offers them). Remove and re-add, or add from the library.
- **Removing:** the ✕ button, immediately, with no confirmation. Copies
already in encounters stay there with their name and HP, but lose their
stat block.
## 4. The built-in bestiary
38 monsters, from harmless to dangerous. Each library row shows challenge
rating, AC, HP, attack and damage, plus its trait and notes, before you add
it. Adding copies the monster into your campaign; the copy is yours, and later
changes to the library do not affect it.
The full bestiary, weakest first. "Attack" is the bonus added to the
monster's attack roll.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: monster-library -->
| Monster | CR | AC | HP | Speed | Attack | Damage | STR / DEX / CON / INT / WIS / CHA | Trait | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Commoner | 0 | 10 | 4 | 30 | +2 | 1d4 | 10 / 10 / 10 / 10 / 10 / 10 | — | An ordinary villager, armed with a club. |
| Giant Rat | 1/8 | 12 | 7 | 30 | +4 | 1d4+2 | 7 / 15 / 11 / 2 / 10 / 4 | Pack Tactics | Bite, piercing damage. |
| Kobold | 1/8 | 12 | 5 | 30 | +4 | 1d4+2 | 7 / 15 / 9 / 8 / 7 / 8 | Pack Tactics, Sunlight Sensitivity | Dagger, piercing damage. |
| Bandit | 1/8 | 12 | 11 | 30 | +3 | 1d6+1 | 11 / 12 / 12 / 10 / 10 / 10 | — | Scimitar, slashing damage. |
| Cultist | 1/8 | 12 | 9 | 30 | +3 | 1d6+1 | 11 / 12 / 10 / 10 / 11 / 10 | Dark Devotion | Scimitar, slashing damage. |
| Stirge | 1/8 | 12 | 2 | 10 | +5 | 1d4 | 4 / 16 / 11 / 2 / 8 / 6 | Blood Drain | Proboscis; attaches and drains hp on a hit. |
| Goblin | 1/4 | 15 | 7 | 30 | +4 | 1d6+2 | 8 / 14 / 10 / 10 / 8 / 8 | Nimble Escape | Scimitar, slashing damage. |
| Skeleton | 1/4 | 13 | 13 | 30 | +4 | 1d6+2 | 10 / 14 / 15 / 6 / 8 / 5 | Undead — vulnerable to bludgeoning | Shortsword, piercing damage. |
| Zombie | 1/4 | 8 | 22 | 20 | +3 | 1d6+1 | 13 / 6 / 16 / 3 / 6 / 5 | Undead Fortitude | Slam, bludgeoning damage. |
| Wolf | 1/4 | 13 | 11 | 40 | +4 | 2d4+2 | 12 / 15 / 12 / 3 / 12 / 6 | Pack Tactics | Bite; can knock prone on a hit. |
| Giant Wolf Spider | 1/4 | 13 | 11 | 40 | +3 | 1d6+1 | 12 / 16 / 13 / 3 / 12 / 4 | Poison bite | Spider climb; bite deals poison damage. |
| Scout | 1/2 | 13 | 16 | 30 | +4 | 1d6+2 | 11 / 14 / 12 / 11 / 13 / 11 | Keen Hearing and Sight | Shortsword or longbow. |
| Orc | 1/2 | 13 | 15 | 30 | +5 | 1d12+3 | 16 / 12 / 16 / 7 / 11 / 10 | Aggressive | Greataxe, slashing damage. |
| Hobgoblin | 1/2 | 18 | 11 | 30 | +3 | 1d8+1 | 13 / 12 / 12 / 10 / 10 / 9 | Martial Advantage | Longsword, slashing damage. |
| Thug | 1/2 | 11 | 32 | 30 | +4 | 1d6+2 | 15 / 11 / 14 / 10 / 10 / 11 | Pack Tactics | Mace, bludgeoning damage. |
| Gnoll | 1/2 | 15 | 22 | 30 | +3 | 1d8+1 | 14 / 12 / 11 / 6 / 10 / 7 | Rampage | Spear, piercing damage. |
| Lizardfolk | 1/2 | 15 | 22 | 30 | +3 | 1d6+1 | 15 / 10 / 13 / 7 / 12 / 7 | Hold Breath | Club or spear, piercing damage. |
| Black Bear | 1/2 | 11 | 19 | 40 | +3 | 1d6+2 | 15 / 10 / 14 / 2 / 12 / 7 | Keen Smell | Bite and claw attacks. |
| Giant Spider | 1 | 14 | 26 | 30 | +5 | 1d8+3 | 14 / 16 / 12 / 2 / 11 / 4 | Web, poison bite | Bite deals piercing plus poison damage. |
| Ghoul | 1 | 12 | 22 | 30 | +2 | 2d6+2 | 13 / 15 / 10 / 7 / 10 / 6 | Claws paralyze on a hit | Undead. |
| Dire Wolf | 1 | 14 | 37 | 50 | +5 | 2d6+3 | 17 / 15 / 15 / 3 / 12 / 7 | Pack Tactics | Bite; can knock prone on a hit. |
| Brown Bear | 1 | 11 | 34 | 40 | +5 | 1d8+5 | 19 / 10 / 16 / 2 / 13 / 7 | Keen Smell | Multiattack: bite and claws. |
| Harpy | 1 | 11 | 38 | 20 | +4 | 2d4+2 | 12 / 13 / 12 / 7 / 10 / 13 | Luring Song | Flying speed 40 ft; claws deal slashing damage. |
| Ochre Jelly | 2 | 8 | 45 | 10 | +5 | 2d6+3 | 15 / 6 / 14 / 2 / 6 / 1 | Amorphous, splits when damaged by slashing | Pseudopod, bludgeoning plus acid damage. |
| Ogre | 2 | 11 | 59 | 40 | +6 | 2d8+4 | 19 / 8 / 16 / 5 / 7 / 7 | — | Greatclub, bludgeoning damage. |
| Griffon | 2 | 12 | 59 | 30 | +6 | 2d6+4 | 18 / 15 / 16 / 2 / 13 / 8 | Keen Sight | Flying speed 80 ft; multiattack beak and claws. |
| Ankheg | 2 | 14 | 39 | 30 | +6 | 2d6+4 | 17 / 11 / 13 / 1 / 13 / 6 | Burrow speed 10 ft; can spit acid | Bite, piercing plus acid damage. |
| Manticore | 3 | 14 | 68 | 30 | +5 | 1d8+3 | 17 / 16 / 17 / 7 / 12 / 8 | Tail spikes (ranged) | Flying speed 50 ft; multiattack claws or tail spikes. |
| Basilisk | 3 | 15 | 52 | 20 | +5 | 2d6+3 | 16 / 8 / 15 / 2 / 8 / 7 | Petrifying Gaze | Bite, piercing damage. |
| Owlbear | 3 | 13 | 59 | 40 | +7 | 1d10+5 | 20 / 12 / 17 / 3 / 12 / 7 | Keen Sight and Smell | Multiattack: beak and claws. |
| Wight | 3 | 14 | 45 | 30 | +4 | 1d8+2 | 15 / 14 / 16 / 10 / 13 / 15 | Life Drain, Sunlight Sensitivity | Longsword or life-draining touch. |
| Werewolf | 3 | 12 | 58 | 30 | +4 | 1d8+2 | 15 / 13 / 14 / 10 / 11 / 10 | Shapechanger, regeneration | Bite (hybrid/wolf form) or multiattack claws + bite. |
| Doppelganger | 3 | 14 | 52 | 30 | +4 | 2d4+2 | 11 / 18 / 14 / 11 / 12 / 14 | Shapechanger, Ambusher | Multiattack slam. |
| Displacer Beast | 3 | 13 | 85 | 40 | +7 | 2d6+4 | 18 / 15 / 16 / 6 / 12 / 8 | Displacement (attacks vs. it have disadvantage) | Multiattack: two tentacles. |
| Ettin | 4 | 12 | 85 | 40 | +7 | 2d8+4 | 21 / 8 / 17 / 6 / 10 / 8 | Two heads — advantage on Perception, can’t be surprised easily | Multiattack: battleaxe and morningstar. |
| Hill Giant | 5 | 13 | 105 | 40 | +8 | 3d8+5 | 21 / 8 / 19 / 5 / 9 / 6 | — | Greatclub, bludgeoning damage. |
| Troll | 5 | 15 | 84 | 30 | +7 | 2d6+4 | 18 / 13 / 20 / 7 / 9 / 7 | Regeneration (vulnerable to fire/acid) | Multiattack: bite and two claws. |
| Wraith | 5 | 13 | 67 | 0 | +6 | 4d8+4 | 6 / 16 / 16 / 12 / 14 / 15 | Incorporeal, life drain, flying 60 ft | Undead; life drain touch attack. |
<!-- END GENERATED: monster-library -->
## 5. Monsters in encounters
On an encounter page, the DM chooses "Monster" in the "Add to the scene"
panel, picks one, and types its initiative.
- The same monster can be added **any number of times**. Each copy has its
own HP and conditions. Copies share the monster's name; the screen has no
way to rename one (the API allows it).
- A copy starts at the monster's max HP. Its HP stays between 0 and its max.
- At 0 HP a copy is marked **Down** and dimmed, but keeps its place in the
initiative order until the DM removes it.
- HP belongs to the encounter: a monster starts fresh in the next one.
The DM's card for a monster shows AC, speed, attack bonus and damage at a
glance, and under "details" its six ability scores with modifiers, its trait
and its notes.
## 6. What players see
| Players see | Players never see |
|---|---|
| The monster's name | AC, speed, attack bonus, damage |
| Its health bar and current/max HP | Ability scores, challenge rating |
| Its conditions | Trait and notes |
| Its place in the initiative order | The campaign's monster list |
This is enforced by the server: stat blocks are never sent to a player's
browser.
Players do see a monster's exact HP numbers. If you would rather keep those
secret, that is not currently possible.
## 7. Permissions
| Action | DM | Players |
|---|---|---|
| See the monster list and stat blocks | Yes | No |
| Browse the built-in bestiary | Yes | Yes (it is standard reference material) |
| Add or remove monsters | Yes | No |
| Add a monster to an encounter | Yes | No |
| Change a monster's HP, initiative or conditions | Yes | No |
| See a monster in an encounter | Everything | Name, HP, conditions |
## 8. What is not modelled
- Multiple attacks, spells, legendary actions and resistances (use Notes)
- Rolling a monster's attacks or damage (use the dice roller)
- Saving throw bonuses and skills
- Experience points for defeating monsters
- Encounter difficulty calculated from challenge ratings
- Monster hit dice, and rolling HP rather than using the fixed value
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# NPCs
How non-player characters work in this app: what the DM records about them,
how they are brought into a scene, and what players can and cannot see.
This describes the code as it stands. Related: [ENCOUNTERS.md](ENCOUNTERS.md),
[MONSTERS.md](MONSTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [What an NPC holds](#2-what-an-npc-holds)
3. [Managing NPCs](#3-managing-npcs)
4. [NPCs in encounters](#4-npcs-in-encounters)
5. [What players see](#5-what-players-see)
6. [NPC or monster?](#6-npc-or-monster)
7. [Permissions](#7-permissions)
8. [What is not modelled](#8-what-is-not-modelled)
---
## 1. The basics
- An NPC is a person the DM plays: an innkeeper, a quest-giver, a rival, a
villain.
- Every campaign has its own **NPC list**. Only the DM can see or change it.
- An NPC does nothing by sitting in the list. Players meet one when the DM
**adds it to an encounter**.
- NPCs are mainly for talking to. Combat stats are optional.
## 2. What an NPC holds
| Field | What it is | Who sees it |
|---|---|---|
| Name | Up to 80 characters | Everyone, once in an encounter |
| Role | A few words: "Innkeeper", "Captain of the Watch" | Everyone |
| Attitude | Friendly, Neutral or Hostile toward the party | Everyone |
| Description | What the party can see and knows | Everyone |
| DM notes | Secrets, motives, what they are hiding | **DM only** |
| AC | Optional | DM only |
| HP | Optional. Without it the NPC has no health bar | See section 5 |
| Attack bonus | Optional | DM only |
| Damage | Optional dice, e.g. `1d6` | DM only |
A new NPC is Neutral unless you choose otherwise.
## 3. Managing NPCs
The NPC list is the "NPCs" card on the campaign page (DM only).
- **Adding:** "+ Add NPC" opens a form with every field above. Only the name
is required.
- **Changing:** there is no edit form. To change an NPC, remove it and add it
again (the API accepts changes, but no screen offers them).
- **Removing:** the ✕ button, after a confirmation. This also **removes the
NPC from every encounter** it was in.
## 4. NPCs in encounters
On an encounter page, the DM chooses "NPC" in the "Add to the scene" panel
and picks one. Each NPC can be in an encounter once.
- In an **NPC quest** encounter, NPCs are listed first under "People you
meet", ahead of the party and any creatures.
- In a **battle**, an NPC takes its place in the initiative order like anyone
else, using the initiative the DM types in.
- An NPC with HP gets a health bar, and the DM can damage and heal it. This
HP belongs to the encounter: the same NPC starts at full HP in the next one.
- An NPC with no HP has no health bar and cannot be marked Down.
- Conditions (Prone, Charmed…) can be put on an NPC like any combatant.
An NPC's card shows its attitude as a coloured badge, its role under its
name, and its description in full. The DM's card also shows AC, attack,
damage and the DM notes.
## 5. What players see
Players only ever see an NPC through an encounter it is in:
| Players see | Players never see |
|---|---|
| Name, role, attitude, description | DM notes |
| Health bar and conditions, if the NPC has HP | AC, attack bonus, damage |
This is enforced by the server, not just hidden on screen: the hidden fields
are never sent to a player's browser.
Changing an NPC's attitude changes what players see straight away, so
flipping a "Friendly" NPC to "Hostile" is itself a reveal.
## 6. NPC or monster?
| | NPC | Monster |
|---|---|---|
| Meant for | People with names and motives | Things to fight |
| Has a description players can read | Yes | No |
| Has an attitude | Yes | No |
| Has DM-only notes | Yes | Yes |
| Combat stats | Optional, basic | Full stat block |
| Can be in an encounter more than once | No | Yes (a pack of goblins) |
| Built-in library | No | Yes |
A named villain the party will both talk to and fight works well as an NPC
with HP, AC, attack and damage filled in.
## 7. Permissions
| Action | DM | Players |
|---|---|---|
| See the NPC list | Yes | No |
| Add or remove NPCs | Yes | No |
| Add an NPC to an encounter | Yes | No |
| Change an NPC's HP or conditions in an encounter | Yes | No |
| See an NPC in an encounter | Everything | Name, role, attitude, description, health bar |
## 8. What is not modelled
- Ability scores, saves, skills and spells for NPCs
- NPC inventory, gold and shops
- Where an NPC is (they are not tied to locations)
- Relationships, reputation and attitude toward individual characters
- A record of which NPCs the party has met, outside of encounters
- Portraits
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# Spells
How spells work in this app: the campaign's spell list, how a character comes
to know a spell, who can use which spells, and what the spellcasting numbers
mean.
This describes the code as it stands. The built-in list is
`backend/src/game/data/spellsLibrary.js`. Related: [WEAPONS.md](WEAPONS.md),
[ITEMS.md](ITEMS.md), [CHARACTERS.md](CHARACTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [The spell list](#2-the-spell-list)
3. [The built-in library](#3-the-built-in-library)
4. [Granting spells to characters](#4-granting-spells-to-characters)
5. [Spell level and who can use it](#5-spell-level-and-who-can-use-it)
6. [Damage](#6-damage)
7. [Spellcasting numbers](#7-spellcasting-numbers)
8. [Starting spells](#8-starting-spells)
9. [Permissions](#9-permissions)
10. [What is not modelled](#10-what-is-not-modelled)
11. [The complete spell library](#11-the-complete-spell-library)
---
## 1. The basics
- Every campaign has its own **spell list**. A spell exists in one campaign
only.
- A character **knows** spells from that list, each with a Prepared tick box.
- The DM runs the list and decides who learns what. Players can only prepare
and unprepare the spells they know.
- Unlike weapons and items, a spell has **no level of its own to raise**. Its
level is fixed, and so is its damage.
## 2. The spell list
The list is the "Spell List" card on the campaign page (DM only).
| Field | What it is |
|---|---|
| Name | Free text, up to 80 characters |
| Level | Cantrip, or level 1 to 9. Also the character level needed to use it (section 5) |
| School | Free text: Evocation, Illusion… |
| What it does | One sentence. Shown wherever the spell is shown |
| Damage | Picked from a list, or "No damage". Fixed; it does not grow |
| Starting option | Whether a brand-new character may pick it in the builder (section 8) |
| Revives | Whether it brings back the dead. A character who can cast one may revive a dead ally on their turn in a battle ([ENCOUNTERS.md](ENCOUNTERS.md), section 6). Ticked already on the library's Revivify and Raise Dead |
| Casting time, range, duration | Stored for library spells but not shown on any screen |
A cantrip is a spell of level 0. The app always calls it a **cantrip**, never
"level 0" or "level 1".
- **Adding:** by hand with the "+ Add Spell" form (name, level, school,
damage, what it does and the two tick boxes), or from the library.
- **Changing:** damage (the drop-down in the table) and the Revives and
starting-option tick boxes. Name, level, school and description cannot be changed on screen
once created (the API accepts it); remove and re-add instead.
- **Damage choices:** the drop-down offers "No damage", then 1 to 6, 8 or 10
dice of d4, d6, d8, d10 or d12 (1d4 up to 10d12), plus the three unusual
values the library uses (`3d4+3`, `2d8+4d6`, `20`).
- **Removing:** the ✕ button. Every character who knows the spell forgets it.
There is no undo.
## 3. The built-in library
"📚 From Library" offers 131 standard spells to copy into the list:
| Level | Spells |
|---|---|
| Cantrips | 26 |
| 1 | 30 |
| 2 | 26 |
| 3 | 21 |
| 4 | 13 |
| 5 | 15 |
Before you add one, each row shows:
- whether it is a **cantrip** or its **level**, and who can use it;
- its **default damage**, or "no damage";
- its school;
- **what it does**, in a sentence.
Every library spell is listed in full in
[section 11](#11-the-complete-spell-library).
35 of the library spells deal damage and come with a default, taken from the
standard rules at the spell's own level. For example:
| Spell | Level | Default damage |
|---|---|---|
| Fire Bolt | Cantrip | 1d10 |
| Sacred Flame | Cantrip | 1d8 |
| Magic Missile | 1 | 3d4+3 (all three darts together) |
| Burning Hands | 1 | 3d6 |
| Scorching Ray | 2 | 2d6 (per ray; there are three) |
| Fireball | 3 | 8d6 |
| Ice Storm | 4 | 2d8+4d6 |
| Cone of Cold | 5 | 8d8 |
Spells that heal, protect or control (Cure Wounds, Shield, Hold Person…) have
no default. Pick a value from the Damage drop-down after adding if you want
one shown.
A spell added from the library is **not** a starting option until ticked. The
library has nothing above level 5; add higher spells by hand.
## 4. Granting spells to characters
On a character's sheet, the DM picks a spell from the list and clicks Grant.
- Any class can be granted any spell. Whether a non-spellcaster should have
one is the DM's call.
- The DM can remove a known spell with ✕.
- The owning player ticks **Prepared**. Prepared is a label: there is no limit
on how many spells are prepared.
- **Passing a spell on.** A character's owner (or the DM) can give a known
spell to another character in the campaign from the "Give to Another
Character" card on the sheet. The spell moves: the giver no longer knows
it. It cannot be given to someone who already knows it, and a recipient
below the spell's level knows it but cannot use it yet.
- The "Spells Known" card only appears on a sheet when the campaign's spell
list has at least one spell.
- Each known spell shows its level (or "Cantrip"), its damage, and what it
does.
## 5. Spell level and who can use it
This is a house rule of this app. In standard D&D a 3rd-level spell needs a
5th-level caster; here the two numbers are the same.
**A character must be at least the spell's level to use it.** Cantrips are
open to everyone.
| Spell | Who can use it |
|---|---|
| Cantrip | Any character |
| Level 1 | Any character (everyone starts at level 1) |
| Level 2 | Characters of level 2 and above |
| Level 3 | Characters of level 3 and above |
| … | … |
| Level 9 | Characters of level 9 and above |
A spell above the character's level can still be **known**, but it shows
"Requires level N", cannot be prepared, and is left out of encounters. If the
DM lowers a character's level, spells now out of reach are unprepared
automatically.
## 6. Damage
A spell's damage is whatever is picked in its Damage drop-down, shown beside
the spell on the sheet and in encounters. It does not change with the character's
level, and nothing is added to it.
## 7. Spellcasting numbers
Shown only for classes with a spellcasting ability:
| Class | Spellcasting ability |
|---|---|
| Wizard | Intelligence |
| Cleric, Druid, Ranger | Wisdom |
| Bard, Paladin, Sorcerer, Warlock | Charisma |
| Barbarian, Fighter, Monk, Rogue | None |
| Number | Formula | Used when |
|---|---|---|
| Spell save DC | 8 + proficiency bonus + spellcasting ability modifier | A target rolls to resist your spell |
| Spell attack bonus | Proficiency bonus + spellcasting ability modifier | You roll to hit with a spell |
A character without a spellcasting class can still be granted spells, but has
no save DC or attack bonus shown.
## 8. Starting spells
In the builder's equipment step a new character can pick spells that are:
- ticked as a **starting option** in the list,
- **cantrips or level 1** (a new character is level 1), and
- only if the character's **class has a spellcasting ability**.
The number allowed is the campaign's "starting spells" setting. Starting
spells arrive unprepared.
## 9. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the spell list | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| See the built-in library | Yes | No | No |
| Add, change or remove spells in the list | Yes | No | No |
| Grant a spell from the list, or remove one | Yes | No | No |
| Give a known spell to another character | Yes | Yes | No |
| Prepare or unprepare | Yes | Yes, if the character can use it | No |
| See a character's spells | Yes | Yes | Yes |
## 10. What is not modelled
- Spell slots, and casting a spell at a higher level
- Cantrip damage increasing at higher character levels
- Limits on how many spells can be prepared or known
- Concentration, components, rituals
- Class spell lists (any spell can be granted to anyone)
- Healing amounts as a separate value (pick them in Damage if you want them
shown)
- Applying spell damage to a target automatically
## 11. The complete spell library
Every spell "📚 From Library" offers, with the damage it arrives with.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: spell-library -->
### Cantrips (26)
Usable by any character.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Acid Splash | Conjuration | 1d6 | Hurl a bubble of acid at one or two creatures within 5 feet of each other. |
| Blade Ward | Abjuration | — | Resist bludgeoning, piercing, and slashing damage until your next turn. |
| Chill Touch | Necromancy | 1d8 | A ghostly hand deals necrotic damage and prevents healing. |
| Dancing Lights | Illusion | — | Create up to four torch-sized lights that you can move. |
| Druidcraft | Transmutation | — | A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like. |
| Eldritch Blast | Evocation | 1d10 | A beam of crackling energy strikes one creature for force damage. |
| Fire Bolt | Evocation | 1d10 | Hurl a mote of fire that deals fire damage on a hit. |
| Friends | Enchantment | — | Advantage on Charisma checks against one creature for the duration. |
| Guidance | Divination | — | Add 1d4 to one ability check of your choice. |
| Light | Evocation | — | An object sheds bright light in a 20-foot radius. |
| Mage Hand | Conjuration | — | A spectral hand manipulates objects, opens doors, and carries small items. |
| Mending | Transmutation | — | Repairs a single break or tear in an object. |
| Message | Transmutation | — | Whisper a message to a target that only they can hear, with a whispered reply. |
| Minor Illusion | Illusion | — | Create a sound or an image of an object for the duration. |
| Poison Spray | Conjuration | 1d12 | Project a puff of noxious gas that deals poison damage. |
| Prestidigitation | Transmutation | — | A minor magical trick — light a candle, clean an object, chill or warm food, and the like. |
| Produce Flame | Conjuration | 1d8 | A flickering flame in your hand sheds light and can be hurled for fire damage. |
| Ray of Frost | Evocation | 1d8 | A ray of freezing energy deals cold damage and slows the target. |
| Resistance | Abjuration | — | The target adds 1d4 to one saving throw of its choice. |
| Sacred Flame | Evocation | 1d8 | Radiant flame descends on a creature that must succeed a Dexterity save or take damage. |
| Shillelagh | Transmutation | — | Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage. |
| Shocking Grasp | Evocation | 1d8 | Lightning springs from your hand, dealing damage and preventing reactions. |
| Spare the Dying | Necromancy | — | A creature you touch that has 0 hit points becomes stable. |
| Thorn Whip | Transmutation | 1d6 | A vine-like whip deals damage and drags the target closer. |
| True Strike | Divination | — | Gain advantage on your next attack roll against the target. |
| Vicious Mockery | Enchantment | 1d4 | A string of insults deals psychic damage and imposes disadvantage on the target’s next attack. |
### Level 1 (30 spells)
Needs character level 1.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Alarm | Abjuration | — | Set an audible or mental alarm against intruders. |
| Animal Friendship | Enchantment | — | Convince a beast that you mean it no harm. |
| Bane | Enchantment | — | Up to three creatures subtract 1d4 from attack rolls and saves. |
| Bless | Enchantment | — | Up to three creatures add 1d4 to attack rolls and saves. |
| Burning Hands | Evocation | 3d6 | A thin sheet of flame sweeps out from your hands. |
| Charm Person | Enchantment | — | A humanoid you can see regards you as a friendly acquaintance. |
| Color Spray | Illusion | — | A dazzling array of flashing colors can blind weak creatures. |
| Command | Enchantment | — | Speak a one-word command a creature must obey. |
| Comprehend Languages | Divination | — | Understand any spoken or written language. |
| Cure Wounds | Evocation | — | A creature you touch regains hit points. |
| Detect Magic | Divination | — | Sense the presence of magic within 30 feet. |
| Disguise Self | Illusion | — | Change your appearance, including clothing and gear. |
| Entangle | Conjuration | — | Grasping weeds and vines sprout in a 20-foot square. |
| Faerie Fire | Evocation | — | Objects in a 20-foot cube are outlined in light, granting attackers advantage. |
| Feather Fall | Transmutation | — | Falling creatures slow to a gentle descent. |
| Fog Cloud | Conjuration | — | A 20-foot-radius sphere of fog heavily obscures the area. |
| Guiding Bolt | Evocation | 4d6 | A flash of light streaks to a target, dealing radiant damage. |
| Healing Word | Evocation | — | A creature you can see regains hit points. |
| Hunter's Mark | Divination | 1d6 | Deal extra damage to a marked target and track it magically. |
| Identify | Divination | — | Learn the properties of a magic item or the nature of a spell affecting a creature. |
| Jump | Transmutation | — | A creature's jump distance triples. |
| Longstrider | Transmutation | — | A creature's speed increases by 10 feet. |
| Mage Armor | Abjuration | — | A protective magical force gives the target a base AC of 13 + Dex modifier. |
| Magic Missile | Evocation | 3d4+3 | Three darts of magical force each strike a target unerringly. |
| Protection from Evil and Good | Abjuration | — | Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead. |
| Shield | Abjuration | — | An invisible barrier grants +5 AC until the start of your next turn. |
| Sleep | Enchantment | — | Creatures in a 20-foot radius fall unconscious, weakest hit points first. |
| Speak with Animals | Divination | — | Comprehend and verbally communicate with beasts. |
| Thunderwave | Evocation | 2d8 | A wave of thunderous force sweeps out, damaging and pushing creatures. |
| Witch Bolt | Evocation | 1d12 | A beam of lightning forms a sustained arc that damages the target each turn. |
### Level 2 (26 spells)
Needs character level 2.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Aid | Abjuration | — | Bolster allies with additional hit points. |
| Alter Self | Transmutation | — | Assume a variety of minor physical changes. |
| Animal Messenger | Enchantment | — | Send a tiny animal to deliver a short message. |
| Blindness/Deafness | Necromancy | — | Blind or deafen a creature that fails a Constitution save. |
| Blur | Illusion | — | Your outline blurs, giving attackers disadvantage. |
| Darkvision | Transmutation | — | Grant a creature darkvision out to 60 feet. |
| Enhance Ability | Transmutation | — | Grant advantage on checks with one chosen ability. |
| Enlarge/Reduce | Transmutation | — | A creature or object doubles or halves in size. |
| Flaming Sphere | Conjuration | 2d6 | A 5-foot-diameter sphere of fire rolls where you direct it. |
| Gust of Wind | Evocation | — | A line of strong wind pushes creatures and extinguishes flames. |
| Hold Person | Enchantment | — | Paralyze a humanoid that fails a Wisdom save. |
| Invisibility | Illusion | — | A creature you touch becomes invisible. |
| Lesser Restoration | Abjuration | — | End one disease or condition afflicting the target. |
| Levitate | Transmutation | — | A creature or object rises vertically and can be moved. |
| Mirror Image | Illusion | — | Three illusory duplicates of yourself spring into being. |
| Misty Step | Conjuration | — | Teleport up to 30 feet in a burst of silvery mist. |
| Moonbeam | Evocation | 2d10 | A silvery beam of pale light shines down in a 5-foot-radius cylinder. |
| Pass without Trace | Abjuration | — | The party becomes exceptionally difficult to track. |
| Scorching Ray | Evocation | 2d6 | Three rays of fire streak toward targets within range. |
| Shatter | Evocation | 3d8 | A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere. |
| Silence | Illusion | — | No sound can be created within or pass through a 20-foot-radius sphere. |
| Spider Climb | Transmutation | — | A creature gains the ability to move on vertical surfaces and ceilings. |
| Spiritual Weapon | Evocation | 1d8 | A spectral weapon attacks a target and can be moved each turn. |
| Suggestion | Enchantment | — | Plant a reasonable-sounding suggestion in a creature’s mind. |
| Web | Conjuration | — | Thick, sticky webs fill a 20-foot cube. |
| Zone of Truth | Enchantment | — | Creatures in a 15-foot-radius sphere can’t speak a deliberate lie. |
### Level 3 (21 spells)
Needs character level 3.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Animate Dead | Necromancy | — | Raise a skeleton or zombie from a corpse to fight for you. |
| Beacon of Hope | Abjuration | — | Bolster creatures against despair, granting advantage on saves and max healing. |
| Call Lightning | Conjuration | 3d10 | A storm cloud forms and you can call down bolts of lightning. |
| Counterspell | Abjuration | — | Interrupt a creature casting a spell. |
| Daylight | Evocation | — | A 60-foot-radius sphere of bright light spreads out. |
| Dispel Magic | Abjuration | — | End one active spell affecting a creature, object, or effect. |
| Fear | Illusion | — | Creatures in the cone become frightened and drop what they’re holding. |
| Fireball | Evocation | 8d6 | A bright streak explodes into flame, dealing fire damage in a 20-foot radius. |
| Fly | Transmutation | — | The target gains a flying speed of 60 feet. |
| Haste | Transmutation | — | Double the target’s speed and grant an extra action. |
| Lightning Bolt | Evocation | 8d6 | A stroke of lightning blasts out in a line, dealing lightning damage. |
| Mass Healing Word | Evocation | — | Up to six creatures you can see regain hit points. |
| Nondetection | Abjuration | — | Hide a target from divination magic. |
| Protection from Energy | Abjuration | — | Resistance to one damage type of your choice. |
| Remove Curse | Abjuration | — | Lift a curse from a creature or object. |
| Revivify | Necromancy | — | A creature that died within the last minute returns to life with 1 hit point. |
| Sleet Storm | Conjuration | — | Freezing rain falls in a 40-foot-radius cylinder, icing the ground. |
| Slow | Transmutation | — | Up to six creatures are hindered, halving their speed and worse. |
| Spirit Guardians | Conjuration | 3d8 | Protective spirits swirl around you, damaging enemies that enter. |
| Stinking Cloud | Conjuration | — | A 20-foot-radius sphere of yellow, nauseating gas spreads out. |
| Water Breathing | Transmutation | — | Up to ten creatures can breathe underwater. |
### Level 4 (13 spells)
Needs character level 4.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Banishment | Abjuration | — | Send a creature to a harmless demiplane. |
| Blight | Necromancy | 8d8 | Necromantic energy withers a creature, dealing necrotic damage. |
| Confusion | Enchantment | — | Creatures in a 10-foot-radius sphere act randomly. |
| Dimension Door | Conjuration | — | Teleport yourself (and possibly a companion) to a spot you can visualize. |
| Fire Shield | Evocation | 2d8 | Wreathe yourself in flame that damages attackers and grants resistance. |
| Freedom of Movement | Abjuration | — | The target’s movement is unaffected by difficult terrain and restraints. |
| Greater Invisibility | Illusion | — | The target becomes invisible even while attacking. |
| Guardian of Faith | Conjuration | 20 | A Large spectral guardian appears and attacks enemies near it. |
| Ice Storm | Evocation | 2d8+4d6 | Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage. |
| Polymorph | Transmutation | — | Transform a creature into a new form. |
| Stone Shape | Transmutation | — | Reshape a chunk of stone into a form you desire. |
| Stoneskin | Abjuration | — | The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage. |
| Wall of Fire | Evocation | 5d8 | Conjure a wall of fire that damages creatures passing through it. |
### Level 5 (15 spells)
Needs character level 5.
| Spell | School | Damage | What it does |
|---|---|---|---|
| Animate Objects | Transmutation | — | Up to ten nonmagical objects animate and fight for you. |
| Cloudkill | Conjuration | 5d8 | A 20-foot-radius sphere of poisonous, yellow-green fog billows out. |
| Cone of Cold | Evocation | 8d8 | A blast of cold air deals cold damage to everything in the cone. |
| Contagion | Necromancy | — | Infect a creature with a magical disease. |
| Dispel Evil and Good | Abjuration | — | Protection and the ability to banish otherworldly creatures. |
| Dominate Person | Enchantment | — | Attempt to beguile a humanoid and control its actions. |
| Flame Strike | Evocation | 8d6 | A column of divine fire roars down, dealing fire and radiant damage. |
| Greater Restoration | Abjuration | — | Undo a debilitating effect: reduced ability score, exhaustion, or curse. |
| Hold Monster | Enchantment | — | Paralyze one creature that fails a Wisdom save. |
| Insect Plague | Conjuration | 4d10 | A swarm of biting, stinging insects fills a 20-foot-radius sphere. |
| Legend Lore | Divination | — | Learn what you know, or have heard, about a name, place, or object. |
| Mass Cure Wounds | Evocation | — | Up to six creatures in a 30-foot-radius sphere regain hit points. |
| Raise Dead | Necromancy | — | Return a dead creature to life, as long as its body is mostly intact. |
| Wall of Force | Evocation | — | An invisible wall of force springs into existence, impenetrable to physical force. |
| Wall of Stone | Evocation | — | A nonmagical wall of solid stone springs into existence. |
<!-- END GENERATED: spell-library -->
+281
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@@ -0,0 +1,281 @@
# Weapons
How weapons work in this app: the campaign's weapon pool, how a character
comes to hold a weapon, weapon levels, and how attack and damage numbers are
worked out.
This describes the code as it stands. The formulas live in
`backend/src/game/calculations.js`; the built-in list is
`backend/src/game/data/weaponsLibrary.js`. Related: [ITEMS.md](ITEMS.md),
[SPELLS.md](SPELLS.md), [CHARACTERS.md](CHARACTERS.md).
## Contents
1. [The basics](#1-the-basics)
2. [The weapon pool](#2-the-weapon-pool)
3. [The built-in library](#3-the-built-in-library)
4. [Giving weapons to characters](#4-giving-weapons-to-characters)
5. [Weapon levels](#5-weapon-levels)
6. [How damage grows](#6-how-damage-grows)
7. [Attack and damage numbers](#7-attack-and-damage-numbers)
8. [Starting weapons](#8-starting-weapons)
9. [Weapons as rewards](#9-weapons-as-rewards)
10. [Permissions](#10-permissions)
11. [What is not modelled](#11-what-is-not-modelled)
12. [The complete weapon library](#12-the-complete-weapon-library)
---
## 1. The basics
- Every campaign has its own **weapon pool**. A weapon exists in one campaign
only.
- A character never owns a free-standing weapon: it holds a **copy** of a pool
entry, with its own quantity, level and equipped flag.
- The DM runs the pool and decides who gets what. Players can only equip and
unequip what they hold.
## 2. The weapon pool
The pool is the "Weapons Pool" card on the campaign page (DM only).
| Field | What it is |
|---|---|
| Name | Free text, up to 80 characters |
| Base damage | Dice such as `1d8` or `2d6` — the damage at the weapon's starting level |
| Damage type | Free text: slashing, piercing, fire… |
| Attack ability | Strength, Dexterity, or Finesse (whichever of the two is higher for the wielder) |
| Starts at level | 1 to 9. The lowest level this weapon can be (section 5) |
| Growth | Standard, Powerful or Legendary: how fast the dice climb per level (section 6) |
| Starting option | Whether a brand-new character may pick it in the builder (section 8) |
| Properties, range | Stored for library weapons (light, thrown, 20/60 ft…) but not shown or used anywhere |
- **Adding:** by hand with the "+ Add Weapon" form, or from the library.
- **Changing:** starting level, growth and the starting-option tick box can be
changed in the table. Name, damage, type and ability cannot be changed on
screen once created (the API accepts it); remove and re-add instead.
- **Removing:** the ✕ button. This takes the weapon away from **every
character holding it** and off every encounter's reward list. There is no
undo.
- The same weapon can be added twice; nothing stops duplicate names.
## 3. The built-in library
"📚 From Library" offers 37 standard weapons to copy into the pool:
| Category | Count | Examples |
|---|---|---|
| Simple melee | 10 | Club 1d4, Dagger 1d4, Mace 1d6, Spear 1d6 |
| Simple ranged | 4 | Shortbow, Light Crossbow, Dart, Sling |
| Martial melee | 18 | Longsword 1d8, Rapier 1d8, Greataxe 1d12, Greatsword 2d6 |
| Martial ranged | 5 | Longbow, Heavy Crossbow, Hand Crossbow |
A weapon added from the library arrives with starting level 1, Standard
growth, and **not** ticked as a starting option. Change those in the table
afterwards. Every library weapon is listed in
[section 12](#12-the-complete-weapon-library).
## 4. Giving weapons to characters
On a character's sheet, the DM picks a weapon from the pool and clicks Give.
- It arrives at the weapon's starting level, quantity 1, unequipped.
- Giving a weapon the character already holds **adds to the stack**; the stack
keeps the level it has. A character holds one stack per weapon, so two
copies of the same weapon at different levels is not possible.
- The DM can take a weapon away with ✕ on the sheet.
- The owning player ticks **Equipped**. Equipped is a label only: unequipped
weapons still show their numbers, and nothing limits how many are equipped.
**Passing a weapon on.** A character's owner (or the DM) can give a held
weapon to another character in the campaign from the "Give to Another
Character" card on the sheet. Some or all of the stack moves: it leaves the
giver and arrives with the recipient at the giver's level, unequipped. If the
recipient already holds that weapon, their stack grows and keeps its own
level. A recipient below the weapon's level holds it but cannot use it yet.
## 5. Weapon levels
This is a house rule of this app, not standard D&D.
- Each held copy has a **level from 1 to 9**. Two characters can hold the same
weapon at different levels.
- Only the DM changes a copy's level, with the level picker beside it on the
sheet. Each option shows the damage at that level.
- A copy can never go below the pool entry's **starting level**. Raising a
pool entry's starting level lifts any copies below it and unequips them.
**Who can use it.** A character must be at least the copy's level:
| Character level | Can use weapons of level |
|---|---|
| 1 | 1 |
| 2 | 1–2 |
| 5 | 1–5 |
| 9 and above | 1–9 |
A weapon above its holder's level is still held, but it shows "Requires level
N", cannot be equipped, and is left out of quick stats and encounters. If the
DM levels a weapon past its holder, or lowers the character's level, it is
unequipped automatically.
## 6. How damage grows
The dice in the pool are the damage at the weapon's starting level. Each level
above that moves the dice up a fixed ladder, in the smallest steps dice allow:
| Rung | Dice | Average |
|---|---|---|
| 1 | 1d4 | 2.5 |
| 2 | 1d6 | 3.5 |
| 3 | 1d8 | 4.5 |
| 4 | 1d10 | 5.5 |
| 5 | 1d12 | 6.5 |
| 6 | 2d6 | 7 |
| 7 | 1d6+1d8 | 8 |
| 8 | 2d8 | 9 |
| 9 | 1d8+1d10 | 10 |
| 10 | 2d10 | 11 |
| 11 | 1d10+1d12 | 12 |
| 12 | 2d12 | 13 |
| 13 | 3d8 | 13.5 |
| … | adding a die each time the current dice max out | |
Every rung is +1 average damage over the last, or +0.5 where a die is added.
**Growth** sets how many rungs a weapon climbs per level:
| Growth | Rungs per level | A 1d6 weapon at levels 1, 2, 3, 4 | At level 9 |
|---|---|---|---|
| Standard | 1 | 1d6, 1d8, 1d10, 1d12 | 2d10 |
| Powerful | 2 | 1d6, 1d10, 2d6, 2d8 | 1d10+2d12 |
| Legendary | 3 | 1d6, 1d12, 2d8, 1d10+1d12 | 4d12 |
A weapon with a higher starting level counts from there: a 2d6 greatsword that
starts at level 3 with Standard growth is 2d6 at level 3, 1d6+1d8 at level 4
and 2d8 at level 5.
- At its starting level a weapon always shows its dice exactly as typed.
- Dice that are not on the ladder (`1d4+1`, `2d4+2`) climb from the highest
rung that is not stronger than them: `2d4+2` (average 7) continues from 2d6.
- Dice the app cannot read (free text such as "special") never change.
## 7. Attack and damage numbers
| Number | Formula |
|---|---|
| Attack bonus | Ability modifier + proficiency bonus |
| Damage | The dice at the copy's level + ability modifier |
- The ability modifier is Strength, Dexterity, or the higher of the two for a
Finesse weapon.
- The weapon's level changes the **dice only**, never the bonuses.
- Every character is treated as proficient with every weapon.
These numbers appear on the character sheet, in the quick-stats drawer, and
on the character's card in an encounter.
## 8. Starting weapons
In the builder's equipment step a new character can pick weapons that are:
- ticked as a **starting option** in the pool, and
- **starting level 1** (a new character is level 1).
Starting weapons and starting items share the campaign's "starting items"
allowance. They arrive at level 1, unequipped.
## 9. Weapons as rewards
On an encounter the DM can line up a weapon as a reward, at a chosen level
(not below its starting level) and quantity, and later award it to a
character. Awarding adds it to what the character holds, exactly as giving it
on the sheet would. See [ENCOUNTERS.md](ENCOUNTERS.md).
## 10. Permissions
| Action | DM | Owning player | Other players |
|---|---|---|---|
| See the pool | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character |
| See the built-in library | Yes | No | No |
| Add, change or remove pool entries | Yes | No | No |
| Give a weapon from the pool, or take one away | Yes | No | No |
| Give a held weapon to another character | Yes | Yes | No |
| Change a held weapon's level or quantity | Yes | No | No |
| Equip or unequip | Yes | Yes, if the character can use it | No |
| See a character's weapons | Yes | Yes | Yes |
## 11. What is not modelled
- Weapon proficiency by class (everyone is proficient with everything)
- Properties: two-handed, versatile, light, reach, loading, thrown
- Range and ammunition
- Critical hits, advantage, and rolling the attack itself (use the dice roller)
- Magic bonuses such as +1 weapons (use a higher level or growth instead)
- Price and weight
## 12. The complete weapon library
Every weapon "📚 From Library" offers. Base damage is the damage at level 1.
Properties and range are carried into the campaign but not shown or used.
This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand.
<!-- BEGIN GENERATED: weapon-library -->
### Simple Melee (10)
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|---|---|---|---|---|---|
| Club | 1d4 | bludgeoning | Strength | light | — |
| Dagger | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, light, thrown | 20/60 ft |
| Greatclub | 1d8 | bludgeoning | Strength | two-handed | — |
| Handaxe | 1d6 | slashing | Strength | light, thrown | 20/60 ft |
| Javelin | 1d6 | piercing | Strength | thrown | 30/120 ft |
| Light Hammer | 1d4 | bludgeoning | Strength | light, thrown | 20/60 ft |
| Mace | 1d6 | bludgeoning | Strength | — | — |
| Quarterstaff | 1d6 | bludgeoning | Strength | versatile (1d8) | — |
| Sickle | 1d4 | slashing | Strength | light | — |
| Spear | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft |
### Simple Ranged (4)
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|---|---|---|---|---|---|
| Light Crossbow | 1d8 | piercing | Dexterity | ammunition, loading, two-handed | 80/320 ft |
| Dart | 1d4 | piercing | Strength or Dexterity (finesse) | finesse, thrown | 20/60 ft |
| Shortbow | 1d6 | piercing | Dexterity | ammunition, two-handed | 80/320 ft |
| Sling | 1d4 | bludgeoning | Dexterity | ammunition | 30/120 ft |
### Martial Melee (18)
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|---|---|---|---|---|---|
| Battleaxe | 1d8 | slashing | Strength | versatile (1d10) | — |
| Flail | 1d8 | bludgeoning | Strength | — | — |
| Glaive | 1d10 | slashing | Strength | heavy, reach, two-handed | — |
| Greataxe | 1d12 | slashing | Strength | heavy, two-handed | — |
| Greatsword | 2d6 | slashing | Strength | heavy, two-handed | — |
| Halberd | 1d10 | slashing | Strength | heavy, reach, two-handed | — |
| Lance | 1d12 | piercing | Strength | reach, special | — |
| Longsword | 1d8 | slashing | Strength | versatile (1d10) | — |
| Maul | 2d6 | bludgeoning | Strength | heavy, two-handed | — |
| Morningstar | 1d8 | piercing | Strength | — | — |
| Pike | 1d10 | piercing | Strength | heavy, reach, two-handed | — |
| Rapier | 1d8 | piercing | Strength or Dexterity (finesse) | finesse | — |
| Scimitar | 1d6 | slashing | Strength or Dexterity (finesse) | finesse, light | — |
| Shortsword | 1d6 | piercing | Strength or Dexterity (finesse) | finesse, light | — |
| Trident | 1d6 | piercing | Strength | thrown, versatile (1d8) | 20/60 ft |
| War Pick | 1d8 | piercing | Strength | — | — |
| Warhammer | 1d8 | bludgeoning | Strength | versatile (1d10) | — |
| Whip | 1d4 | slashing | Strength or Dexterity (finesse) | finesse, reach | — |
### Martial Ranged (5)
| Weapon | Base damage | Type | Attacks with | Properties | Range |
|---|---|---|---|---|---|
| Blowgun | 1 | piercing | Dexterity | ammunition, loading | 25/100 ft |
| Hand Crossbow | 1d6 | piercing | Dexterity | ammunition, light, loading | 30/120 ft |
| Heavy Crossbow | 1d10 | piercing | Dexterity | ammunition, heavy, loading, two-handed | 100/400 ft |
| Longbow | 1d8 | piercing | Dexterity | ammunition, heavy, two-handed | 150/600 ft |
| Net | - | special | Dexterity | special, thrown | 5/15 ft |
<!-- END GENERATED: weapon-library -->
+1 -1
View File
@@ -1,7 +1,7 @@
{
"name": "frontend",
"private": true,
"version": "0.0.0",
"version": "1.8.0",
"type": "module",
"scripts": {
"dev": "vite",
+4
View File
@@ -5,9 +5,11 @@ import { LoginPage } from './pages/LoginPage';
import { RegisterPage } from './pages/RegisterPage';
import { CampaignListPage } from './pages/CampaignListPage';
import { CampaignHomePage } from './pages/CampaignHomePage';
import { PartyOverviewPage } from './pages/PartyOverviewPage';
import { CharacterSheetPage } from './pages/CharacterSheetPage';
import { CharacterBuilderPage } from './pages/CharacterBuilderPage';
import { EncounterPage } from './pages/EncounterPage';
import { AccountPage } from './pages/AccountPage';
function App() {
return (
@@ -19,9 +21,11 @@ function App() {
<Route path="/" element={<Navigate to="/campaigns" replace />} />
<Route path="/campaigns" element={<CampaignListPage />} />
<Route path="/campaigns/:campaignId" element={<CampaignHomePage />} />
<Route path="/campaigns/:campaignId/party" element={<PartyOverviewPage />} />
<Route path="/characters/:characterId" element={<CharacterSheetPage />} />
<Route path="/characters/:characterId/build" element={<CharacterBuilderPage />} />
<Route path="/encounters/:encounterId" element={<EncounterPage />} />
<Route path="/account" element={<AccountPage />} />
</Route>
</Route>
<Route path="*" element={<Navigate to="/" replace />} />
+467 -20
View File
@@ -1,15 +1,23 @@
import { useMutation, useQuery, useQueryClient } from '@tanstack/react-query';
import { apiClient } from './client';
import type {
BuildOptions,
Campaign,
CampaignLibrary,
CampaignMemberSummary,
CharacterDetail,
CharacterSummary,
Currency,
DiceMode,
Encounter,
EncounterMode,
EncounterParticipant,
InventoryItem,
GoldTransaction,
Item,
Location,
Monster,
Note,
Npc,
QuickStats,
Spell,
Weapon,
@@ -55,7 +63,7 @@ export function useCreateCampaign() {
export function useUpdateCampaign(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Partial<Campaign>) =>
mutationFn: async (data: Partial<Campaign> & { archived?: boolean }) =>
(await apiClient.patch<{ campaign: Campaign }>(`/campaigns/${campaignId}`, data)).data.campaign,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId] });
@@ -64,6 +72,31 @@ export function useUpdateCampaign(campaignId: string) {
});
}
// Archived campaigns stay whole; they only move off the main list.
export function useSetCampaignArchived() {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ campaignId, archived }: { campaignId: string; archived: boolean }) =>
(await apiClient.patch<{ campaign: Campaign }>(`/campaigns/${campaignId}`, { archived })).data.campaign,
onSuccess: (campaign) => {
qc.invalidateQueries({ queryKey: ['campaign', campaign.id] });
qc.invalidateQueries({ queryKey: ['campaigns'] });
},
});
}
// Permanent: takes every character, encounter and note in the campaign with it.
export function useDeleteCampaign() {
const qc = useQueryClient();
return useMutation({
mutationFn: async (campaignId: string) => apiClient.delete(`/campaigns/${campaignId}`),
onSuccess: (_res, campaignId) => {
qc.removeQueries({ queryKey: ['campaign', campaignId] });
qc.invalidateQueries({ queryKey: ['campaigns'] });
},
});
}
export function useJoinCampaign() {
const qc = useQueryClient();
return useMutation({
@@ -117,10 +150,11 @@ export function useCharacter(characterId: string | undefined) {
});
}
// `gold` is deliberately not patchable — it only moves through useAdjustGold.
export function usePatchCharacter(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Partial<CharacterDetail>) =>
mutationFn: async (data: Partial<Omit<CharacterDetail, 'gold'>>) =>
(await apiClient.patch<{ character: CharacterDetail }>(`/characters/${characterId}`, data)).data.character,
onSuccess: (character) => {
qc.setQueryData(['character', characterId], character);
@@ -129,6 +163,28 @@ export function usePatchCharacter(characterId: string) {
});
}
// What can be done for a character at 0 HP: enter a death save (what the d20
// showed), steady them, or — the DM only — set the tallies by hand or bring
// back the dead.
export type DeathSaveAction =
| { action: 'roll'; roll: number }
| { action: 'stabilize' }
| { action: 'set'; successes: number; failures: number }
| { action: 'revive' };
export function useDeathSave(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: DeathSaveAction) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/death-saves`, data)).data.character,
onSuccess: (character) => {
invalidateCharacter(qc, characterId); // the sheet and its quick stats
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
},
});
}
export function useDeleteCharacter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
@@ -137,6 +193,38 @@ export function useDeleteCharacter(campaignId: string) {
});
}
// What one character can hand to another. Whatever is given leaves the giver.
export type Gift =
| { kind: 'gold'; amount: number; currency?: Currency }
| { kind: 'weapon' | 'item'; id: string; quantity: number }
| { kind: 'spell'; id: string };
export function useGive(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (gift: Gift & { toCharacterId: string }) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/give`, gift)).data.character,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['character'] }); // both sheets, and both money logs
qc.invalidateQueries({ queryKey: ['campaign'] });
},
});
}
export function useCopyCharacter(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (targetCampaignId: string) =>
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/copy`, { targetCampaignId })).data
.character,
onSuccess: (character) => {
qc.setQueryData(['character', character.id], character);
// The copy can add missing weapons/spells to the target campaign's pools.
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId] });
},
});
}
export function useQuickStats(characterId: string | undefined, enabled: boolean) {
return useQuery({
queryKey: ['character', characterId, 'quick-stats'],
@@ -146,20 +234,49 @@ export function useQuickStats(characterId: string | undefined, enabled: boolean)
});
}
// Changes `amount` coins of one kind into another at their fixed worth.
export function useExchangeCoins(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { from: Currency; to: Currency; amount: number }) =>
(await apiClient.post<{ character: CharacterDetail; received: number }>(`/characters/${characterId}/gold/exchange`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
// --------------------------------------------------------------------------
// Character build flow
// --------------------------------------------------------------------------
export function useBuildOptions() {
return useQuery({
queryKey: ['build-options'],
staleTime: Infinity, // fixed lists — they never change while the app is open
queryFn: async () => (await apiClient.get<BuildOptions>('/characters/build/options')).data,
});
}
function invalidateCharacter(qc: ReturnType<typeof useQueryClient>, characterId: string) {
qc.invalidateQueries({ queryKey: ['character', characterId] });
}
export function usePatchDiceMode(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (diceMode: DiceMode) =>
(await apiClient.patch<{ diceMode: DiceMode }>(`/characters/${characterId}/build/dice-mode`, { diceMode })).data
.diceMode,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useBuildRoll(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () =>
mutationFn: async (body?: { value?: number; abilitySets?: number[][] }) =>
(await apiClient.post<{ buildStage: string; buildState: Record<string, unknown> }>(
`/characters/${characterId}/build/roll`
`/characters/${characterId}/build/roll`,
body
)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
@@ -177,6 +294,16 @@ export function useBuildChoose(characterId: string) {
});
}
// Steps back one step so its choice can be changed. Dice are never re-rolled.
export function useBuildBack(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () =>
(await apiClient.post<{ buildStage: string; buildState: Record<string, unknown> }>(`/characters/${characterId}/build/back`)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useBuildFinalize(characterId: string) {
const qc = useQueryClient();
return useMutation({
@@ -194,6 +321,8 @@ export function useBuildFinalize(characterId: string) {
// Weapons / inventory / spells on a character
// --------------------------------------------------------------------------
// Handing out, removing and re-counting gear is DM-only on the server; the
// owning player can only toggle equipped / prepared.
export function useAssignWeapon(characterId: string) {
const qc = useQueryClient();
return useMutation({
@@ -203,20 +332,29 @@ export function useAssignWeapon(characterId: string) {
});
}
export function useRemoveCharacterWeapon(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (weaponId: string) => apiClient.delete(`/characters/${characterId}/weapons/${weaponId}`),
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function usePatchCharacterWeapon(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ weaponId, ...data }: { weaponId: string; equipped?: boolean; quantity?: number }) =>
mutationFn: async ({ weaponId, ...data }: { weaponId: string; equipped?: boolean; quantity?: number; level?: number }) =>
(await apiClient.patch(`/characters/${characterId}/weapons/${weaponId}`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useAddInventoryItem(characterId: string) {
// itemId here is the campaign pool item's id, as with weapons and spells.
export function useAssignItem(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { name: string; description?: string; quantity?: number }) =>
(await apiClient.post<{ item: InventoryItem }>(`/characters/${characterId}/inventory`, data)).data.item,
mutationFn: async (data: { itemId: string; quantity?: number }) =>
(await apiClient.post(`/characters/${characterId}/inventory`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
@@ -224,13 +362,13 @@ export function useAddInventoryItem(characterId: string) {
export function usePatchInventoryItem(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ itemId, ...data }: { itemId: string; quantity?: number; equipped?: boolean }) =>
mutationFn: async ({ itemId, ...data }: { itemId: string; quantity?: number; equipped?: boolean; level?: number }) =>
(await apiClient.patch(`/characters/${characterId}/inventory/${itemId}`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
export function useDeleteInventoryItem(characterId: string) {
export function useRemoveInventoryItem(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (itemId: string) => apiClient.delete(`/characters/${characterId}/inventory/${itemId}`),
@@ -256,6 +394,39 @@ export function usePatchCharacterSpell(characterId: string) {
});
}
export function useRemoveCharacterSpell(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (spellId: string) => apiClient.delete(`/characters/${characterId}/spells/${spellId}`),
onSuccess: () => invalidateCharacter(qc, characterId),
});
}
// --------------------------------------------------------------------------
// Money tracker
// --------------------------------------------------------------------------
// Only the character's own player and the DM may read it.
export function useGoldLedger(characterId: string | undefined, enabled = true) {
return useQuery({
queryKey: ['character', characterId, 'gold'],
enabled: Boolean(characterId) && enabled,
queryFn: async () =>
(await apiClient.get<{ gold: number; transactions: GoldTransaction[] }>(`/characters/${characterId}/gold`)).data
.transactions,
});
}
// amount is signed: positive = gained, negative = spent.
export function useAdjustGold(characterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { amount: number; currency?: Currency; reason?: string }) =>
(await apiClient.post<{ transaction: GoldTransaction }>(`/characters/${characterId}/gold`, data)).data,
onSuccess: () => invalidateCharacter(qc, characterId), // prefix match also refreshes the ledger
});
}
// --------------------------------------------------------------------------
// Campaign weapons / spells / monsters pools
// --------------------------------------------------------------------------
@@ -277,6 +448,59 @@ export function useCreateWeapon(campaignId: string) {
});
}
// Edits (or, with useDeletePoolEntry, removes) one entry of a campaign pool.
// Used for the "starting option" toggle on weapons, spells and items.
type Pool = 'weapons' | 'spells' | 'items' | 'npcs';
export function usePatchPoolEntry(campaignId: string, pool: Pool) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({
id,
...data
}: {
id: string;
isStartingOption?: boolean;
damageDice?: string | null;
damageScaling?: number;
revives?: boolean;
minLevel?: number;
name?: string;
description?: string | null;
}) =>
(await apiClient.patch(`/campaigns/${campaignId}/${pool}/${id}`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] }),
});
}
export function useDeletePoolEntry(campaignId: string, pool: Pool) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (id: string) => apiClient.delete(`/campaigns/${campaignId}/${pool}/${id}`),
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, pool] });
qc.invalidateQueries({ queryKey: ['character'] }); // characters holding it just lost it
},
});
}
export function useCampaignItems(campaignId: string | undefined) {
return useQuery({
queryKey: ['campaign', campaignId, 'items'],
enabled: Boolean(campaignId),
queryFn: async () => (await apiClient.get<{ items: Item[] }>(`/campaigns/${campaignId}/items`)).data.items,
});
}
export function useCreateItem(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Omit<Item, 'id' | 'campaignId'>) =>
(await apiClient.post<{ item: Item }>(`/campaigns/${campaignId}/items`, data)).data.item,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'items'] }),
});
}
export function useCampaignSpells(campaignId: string | undefined) {
return useQuery({
queryKey: ['campaign', campaignId, 'spells'],
@@ -294,10 +518,11 @@ export function useCreateSpell(campaignId: string) {
});
}
export function useCampaignMonsters(campaignId: string | undefined) {
// Monster stat blocks are DM-only on the server, so only the DM asks for them.
export function useCampaignMonsters(campaignId: string | undefined, isDM: boolean) {
return useQuery({
queryKey: ['campaign', campaignId, 'monsters'],
enabled: Boolean(campaignId),
enabled: Boolean(campaignId) && isDM,
queryFn: async () =>
(await apiClient.get<{ monsters: Monster[] }>(`/campaigns/${campaignId}/monsters`)).data.monsters,
});
@@ -320,6 +545,78 @@ export function useDeleteMonster(campaignId: string) {
});
}
// --------------------------------------------------------------------------
// Default content library — search/browse, "add to campaign"
// --------------------------------------------------------------------------
export function useCampaignLibrary(campaignId: string | undefined, enabled = true) {
return useQuery({
queryKey: ['campaign', campaignId, 'library'],
enabled: Boolean(campaignId) && enabled, // DM only
staleTime: Infinity, // static reference data — never changes under a campaign
queryFn: async () => (await apiClient.get<CampaignLibrary>(`/campaigns/${campaignId}/library`)).data,
});
}
export function useAddWeaponFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) =>
(await apiClient.post<{ weapon: Weapon }>(`/campaigns/${campaignId}/weapons/from-library`, { key })).data
.weapon,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'weapons'] }),
});
}
export function useAddSpellFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) =>
(await apiClient.post<{ spell: Spell }>(`/campaigns/${campaignId}/spells/from-library`, { key })).data.spell,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'spells'] }),
});
}
export function useAddMonsterFromLibrary(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (key: string) =>
(await apiClient.post<{ monster: Monster }>(`/campaigns/${campaignId}/monsters/from-library`, { key })).data
.monster,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'monsters'] }),
});
}
// --------------------------------------------------------------------------
// Locations
// --------------------------------------------------------------------------
export function useCampaignLocations(campaignId: string | undefined) {
return useQuery({
queryKey: ['campaign', campaignId, 'locations'],
enabled: Boolean(campaignId),
queryFn: async () =>
(await apiClient.get<{ locations: Location[] }>(`/campaigns/${campaignId}/locations`)).data.locations,
});
}
export function useCreateLocation(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { name: string; description?: string | null }) =>
(await apiClient.post<{ location: Location }>(`/campaigns/${campaignId}/locations`, data)).data.location,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'locations'] }),
});
}
export function useDeleteLocation(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (locationId: string) => apiClient.delete(`/campaigns/${campaignId}/locations/${locationId}`),
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'locations'] }),
});
}
// --------------------------------------------------------------------------
// Encounters
// --------------------------------------------------------------------------
@@ -336,13 +633,57 @@ export function useCampaignEncounters(campaignId: string | undefined) {
export function useCreateEncounter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (name: string) =>
(await apiClient.post<{ encounter: Encounter }>(`/campaigns/${campaignId}/encounters`, { name })).data
.encounter,
mutationFn: async (data: { name: string; mode?: EncounterMode }) =>
(await apiClient.post<{ encounter: Encounter }>(`/campaigns/${campaignId}/encounters`, data)).data.encounter,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] }),
});
}
// Sets the campaign's own encounter order to the ids given, first to last.
export function useReorderEncounters(campaignId: string) {
const qc = useQueryClient();
const key = ['campaign', campaignId, 'encounters'];
return useMutation({
mutationFn: async (encounterIds: string[]) => apiClient.put(`/campaigns/${campaignId}/encounters/order`, { encounterIds }),
// Show the move straight away; the refetch below confirms or undoes it.
onMutate: (encounterIds) => {
qc.setQueryData<Encounter[]>(key, (old) => {
if (!old) return old;
const byId = new Map(old.map((e) => [e.id, e]));
return encounterIds.flatMap((id, sortOrder) => {
const encounter = byId.get(id);
return encounter ? [{ ...encounter, sortOrder }] : [];
});
});
},
onSettled: () => qc.invalidateQueries({ queryKey: key }),
});
}
export function useSetEncounterArchived(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ encounterId, archived }: { encounterId: string; archived: boolean }) =>
(await apiClient.patch(`/encounters/${encounterId}`, { archived })).data,
onSuccess: (_data, { encounterId }) => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] });
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
},
});
}
// Permanent. Rewards already handed out stay with the characters.
export function useDeleteEncounter(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (encounterId: string) => apiClient.delete(`/encounters/${encounterId}`),
onSuccess: (_res, encounterId) => {
qc.removeQueries({ queryKey: ['encounter', encounterId] });
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] });
},
});
}
export function useEncounter(encounterId: string | undefined) {
return useQuery({
queryKey: ['encounter', encounterId],
@@ -354,7 +695,7 @@ export function useEncounter(encounterId: string | undefined) {
export function useAddParticipant(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { characterId?: string; monsterId?: string; displayName?: string; initiative?: number }) =>
mutationFn: async (data: { characterId?: string; monsterId?: string; npcId?: string; displayName?: string; initiativeRoll?: number }) =>
(await apiClient.post(`/encounters/${encounterId}/participants`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
});
@@ -389,13 +730,119 @@ export function useAdvanceRound(encounterId: string) {
export function usePatchEncounter(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: { status?: EncounterStatusInput; name?: string }) =>
(await apiClient.patch(`/encounters/${encounterId}`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
mutationFn: async (data: {
status?: EncounterStatusInput;
mode?: EncounterMode;
name?: string;
description?: string | null;
dmNotes?: string | null;
locationId?: string | null;
}) => (await apiClient.patch(`/encounters/${encounterId}`, data)).data,
onSuccess: (_data, variables) => {
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
// The campaign page lists encounters by name, mode and status, and an
// encounter in progress carries its characters to its location.
if (variables.status || variables.mode || variables.name || variables.locationId !== undefined) {
qc.invalidateQueries({ queryKey: ['campaign'] });
qc.invalidateQueries({ queryKey: ['character'] });
}
},
});
}
type EncounterStatusInput = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
// Sets which combatants are marked as targets (an empty list clears them).
// The DM at any time; a player while their own character is on turn.
export function useSetTargets(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (participantIds: string[]) => (await apiClient.put(`/encounters/${encounterId}/targets`, { participantIds })).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
});
}
// The character on turn trying to bring a dead ally back; the server decides
// whether they have the means.
export function useReviveParticipant(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (participantId: string) => (await apiClient.post(`/encounters/${encounterId}/participants/${participantId}/revive`)).data,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
qc.invalidateQueries({ queryKey: ['character'] }); // the revived character's sheet
},
});
}
export function useNextTurn(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async () => (await apiClient.post(`/encounters/${encounterId}/next-turn`)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
});
}
// --------------------------------------------------------------------------
// Encounter rewards — DM lines loot up, then awards it to a character
// --------------------------------------------------------------------------
export type NewReward =
| { type: 'GOLD'; gold: number; currency?: Currency; note?: string }
| { type: 'WEAPON'; weaponId: string; quantity?: number; level?: number; note?: string }
| { type: 'ITEM'; itemId: string; quantity?: number; level?: number; note?: string };
export function useAddReward(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: NewReward) => (await apiClient.post(`/encounters/${encounterId}/rewards`, data)).data,
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
});
}
export function useDeleteReward(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (rewardId: string) => apiClient.delete(`/encounters/${encounterId}/rewards/${rewardId}`),
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
});
}
// Awarding is what actually changes the character: a gold ledger entry, or
// the weapon/item added to what they hold.
export function useAwardReward(encounterId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async ({ rewardId, ...target }: { rewardId: string } & ({ characterId: string } | { split: true })) =>
(await apiClient.post(`/encounters/${encounterId}/rewards/${rewardId}/award`, target)).data,
onSuccess: () => {
qc.invalidateQueries({ queryKey: ['encounter', encounterId] });
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['campaign'] });
},
});
}
// --------------------------------------------------------------------------
// NPCs — a DM-only pool; players meet them through encounters
// --------------------------------------------------------------------------
export function useCampaignNpcs(campaignId: string | undefined, isDM: boolean) {
return useQuery({
queryKey: ['campaign', campaignId, 'npcs'],
enabled: Boolean(campaignId) && isDM,
queryFn: async () => (await apiClient.get<{ npcs: Npc[] }>(`/campaigns/${campaignId}/npcs`)).data.npcs,
});
}
export function useCreateNpc(campaignId: string) {
const qc = useQueryClient();
return useMutation({
mutationFn: async (data: Partial<Omit<Npc, 'id'>> & { name: string }) =>
(await apiClient.post<{ npc: Npc }>(`/campaigns/${campaignId}/npcs`, data)).data.npc,
onSuccess: () => qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'npcs'] }),
});
}
// --------------------------------------------------------------------------
// Notes
// --------------------------------------------------------------------------
+298 -9
View File
@@ -33,9 +33,50 @@ export type BuildStage =
| 'ROLLING_MOTIVATION'
| 'ASSIGNING_SCORES'
| 'ASSIGNING_PROFICIENCIES'
| 'CHOOSING_ABILITIES'
| 'CHOOSING_BACKGROUND'
| 'CHOOSING_APPEARANCE'
| 'CHOOSING_EQUIPMENT'
| 'COMPLETE';
export type DiceMode = 'DIGITAL' | 'PHYSICAL';
// The fixed lists the builder's story steps are made of (served by the API so
// the page never keeps its own copy).
export interface NamedAbility {
name: string;
text: string;
}
export interface PickOption {
key: string;
label: string;
text?: string;
}
// One question in the background or appearance step; the player picks between
// `min` and `max` of its options.
export interface PickGroup {
key: string;
label: string;
prompt: string;
min: number;
max: number;
options: PickOption[];
}
export type Picks = Record<string, string[]>;
export interface BuildOptions {
motivations: { key: number; label: string }[];
speciesTraits: Record<Species, NamedAbility[]>;
classFeatures: Record<CharacterClass, NamedAbility[]>;
talents: (NamedAbility & { key: string })[];
talentPicks: number;
background: PickGroup[];
appearance: PickGroup[];
}
export interface User {
id: string;
email: string;
@@ -46,12 +87,16 @@ export interface Campaign {
id: string;
name: string;
description: string | null;
inviteCode: string;
inviteCode?: string; // DM only
startingGold: number;
startingItemCount: number;
startingSpellCount: number;
skipMotivationRoll: boolean;
showMonsterHp: boolean; // off: players get a health bar for monsters and NPCs, no numbers
// Added to each target's AC for every target beyond the first in an area attack; 0 is off.
areaAttackAcPenalty: number;
ownerId: string;
archivedAt: string | null; // set while the campaign is archived
role: 'DM' | 'PLAYER';
createdAt: string;
}
@@ -62,6 +107,20 @@ export interface CampaignMemberSummary {
role: 'DM' | 'PLAYER';
}
// The coins a character carries. 1 gold = 10 silver = 100 copper.
export type Currency = 'GOLD' | 'SILVER' | 'COPPER';
// Where a character stands at 0 HP. UP: on their feet. DYING: rolling death
// saves, three of either kind settles it. STABLE: at 0 HP but no longer
// rolling. DEAD: three failures, or one blow too big to survive.
export type LifeState = 'UP' | 'DYING' | 'STABLE' | 'DEAD';
export interface DeathSaves {
state: LifeState;
successes: number;
failures: number;
}
export interface CharacterSummary {
id: string;
campaignId: string;
@@ -75,8 +134,23 @@ export interface CharacterSummary {
buildStage: BuildStage;
currentHp: number;
tempHp: number;
deathSaves: DeathSaves;
// The purse; all three are null for another player's character.
gold: number | null;
silver: number | null;
copper: number | null;
maxHp: number | null;
armorClass: number | null;
currentLocationId: string | null;
currentLocationName: string | null;
}
export interface Location {
id: string;
campaignId: string;
name: string;
description: string | null;
createdAt: string;
}
export interface AbilityDetail {
@@ -109,6 +183,12 @@ export interface Weapon {
properties: string[];
rangeNormal: number | null;
rangeLong: number | null;
// damageDice is the damage at minLevel (the level the weapon starts at); a
// held copy climbs this many rungs of the damage ladder per level above
// that (1 standard, 2 powerful, 3 legendary).
damageScaling: number;
minLevel: number;
isStartingOption: boolean;
}
export interface CharacterWeapon {
@@ -117,6 +197,9 @@ export interface CharacterWeapon {
weaponId: string;
quantity: number;
equipped: boolean;
level: number;
scaledDamageDice: string; // the dice at this copy's level
usable: boolean; // false while the character is below this copy's level
weapon: Weapon;
}
@@ -130,6 +213,9 @@ export interface Spell {
range: string | null;
duration: string | null;
description: string | null;
damageDice: string | null;
isStartingOption: boolean;
revives: boolean; // brings back the dead: lets its caster revive a dead ally in a battle
}
export interface CharacterSpell {
@@ -137,16 +223,43 @@ export interface CharacterSpell {
characterId: string;
spellId: string;
prepared: boolean;
usable: boolean; // false while the character is below the spell's level
spell: Spell;
}
// An entry in the campaign's DM-managed item pool.
export interface Item {
id: string;
campaignId: string;
name: string;
description: string | null;
damageDice: string | null; // optional dice (damage, healing…) at its starting level
damageScaling: number;
minLevel: number;
isStartingOption: boolean;
}
export interface InventoryItem {
id: string;
characterId: string;
name: string;
description: string | null;
itemId: string;
quantity: number;
equipped: boolean;
level: number;
scaledDamageDice: string | null;
usable: boolean;
item: Item;
}
export interface GoldTransaction {
id: string;
characterId: string;
currency: Currency; // which coin this entry is in
amount: number; // signed: positive = gained, negative = spent
balanceAfter: number; // that coin's balance afterwards
reason: string | null;
createdAt: string;
createdBy: { displayName: string } | null;
}
export interface SkillProficiency {
@@ -176,9 +289,23 @@ export interface CharacterDetail {
rolledScores: Record<Ability, number>;
currentHp: number;
tempHp: number;
deathSaves: DeathSaves;
armorBonus: number;
specialAbilities: string | null;
gold: number;
background: string | null;
appearance: string | null;
// Absent entirely (not null) in the API response for anyone but the
// owning player — a real server-enforced privacy boundary, not a UI hide.
privateNotes?: string | null;
diceMode: DiceMode;
currentLocationId: string | null;
currentLocation: Location | null;
gold: number | null;
silver: number | null;
copper: number | null;
// True when this is another player's character: no gold, inventory or
// location is sent, only what the party can see across the table.
restricted: boolean;
buildStage: BuildStage;
buildState: Record<string, unknown> | null;
skillProficiencies: SkillProficiency[];
@@ -210,6 +337,84 @@ export interface Monster {
}
export type EncounterStatus = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
export type EncounterMode = 'BATTLE' | 'QUEST';
export type NpcDisposition = 'FRIENDLY' | 'NEUTRAL' | 'HOSTILE';
// What players see of an NPC in an encounter.
export interface NpcPublic {
id: string;
name: string;
role: string | null;
disposition: NpcDisposition;
description: string | null;
}
// The DM's full record. dmNotes and the combat stats never reach a player.
export interface Npc extends NpcPublic {
dmNotes: string | null;
ac: number | null;
maxHp: number | null;
attackBonus: number | null;
damageDice: string | null;
}
export interface EncounterReward {
id: string;
encounterId: string;
type: 'GOLD' | 'WEAPON' | 'ITEM';
gold: number | null; // for a GOLD reward: how many coins...
currency: Currency; // ...and which coin
weaponId: string | null;
itemId: string | null;
quantity: number;
level: number;
note: string | null;
awardedTo: string | null;
awardedAt: string | null;
weapon: Weapon | null;
item: Item | null;
}
export interface CombatWeapon {
characterWeaponId: string;
name: string;
level: number;
equipped: boolean;
quantity: number;
attackBonus: number;
damageBonus: number;
damageDice: string;
damageType: string;
}
export interface CombatSpell {
characterSpellId: string;
name: string;
level: number;
description: string | null;
damageDice: string | null;
prepared: boolean;
}
export interface CharacterCombatInfo {
level: number;
species: Species | null;
characterClass: CharacterClass | null;
armorClass: number;
tempHp: number;
deathSaves: DeathSaves;
canRevive: boolean; // has a spell that brings back the dead, at a level they can cast
speed: number;
initiativeBonus: number;
passivePerception: number;
proficiencyBonus: number;
abilities: Record<Ability, AbilityDetail>;
saves: Record<Ability, { proficient: boolean; bonus: number }>;
specialAbilities: string | null;
weapons: CombatWeapon[];
spells: CombatSpell[];
spellcasting: { ability: Ability; saveDC: number; attackBonus: number } | null;
}
export interface EncounterParticipant {
id: string;
@@ -217,23 +422,54 @@ export interface EncounterParticipant {
characterId: string | null;
monsterId: string | null;
displayName: string;
// The d20 rolled for initiative (1–20), null until rolled. `initiative` is
// that roll plus the combatant's bonus, and is what the order sorts on.
initiativeRoll: number | null;
initiative: number;
currentHp: number;
maxHp: number;
initiativeBonus?: number; // a monster's or NPC's is sent to the DM only
// Null for a player when the campaign hides monster hit points; hpPercent
// (0–100) is sent in their place to draw the health bar.
currentHp: number | null;
maxHp: number | null;
hpPercent?: number | null;
conditions: string[];
isMonster: boolean;
character?: { id: string; name: string } | null;
monster?: { id: string; name: string } | null;
kind: 'CHARACTER' | 'MONSTER' | 'NPC';
// Out of the fight (a dead character, or a monster or NPC at 0 HP) and so
// hidden from the players. Only the DM is ever sent one of these.
hidden: boolean;
npcId: string | null;
character?: { id: string; name: string; userId: string | null } | null;
// The DM gets the whole stat block; players only the id and name.
monster?: ({ id: string; name: string } & Partial<Monster>) | null;
npc?: (NpcPublic & Partial<Npc>) | null;
characterCombatInfo?: CharacterCombatInfo;
}
export interface Encounter {
id: string;
campaignId: string;
name: string;
mode: EncounterMode;
status: EncounterStatus;
currentRound: number;
activeParticipantId: string | null;
// The combatants marked as targets right now, for everyone to see, in the
// order they were picked. More than one is an area attack.
targetParticipantIds: string[];
description: string | null;
dmNotes?: string | null; // DM only
// Where the scene is. A player is only told once their character has been there.
locationId: string | null;
location?: Pick<Location, 'id' | 'name' | 'description'> | null;
archivedAt: string | null; // archived encounters only reach the DM's list
sortOrder: number; // place in the campaign's own order, lowest first
createdAt: string;
participants?: EncounterParticipant[];
participants?: EncounterParticipant[]; // a player's list leaves out the fallen
// The dead characters in the scene. Players do not get their cards, only
// this, so that an ally can try to revive them.
fallen?: { participantId: string; characterId: string; name: string }[];
rewards?: EncounterReward[]; // players only receive the awarded ones
}
export interface Note {
@@ -247,10 +483,62 @@ export interface Note {
author?: { displayName: string };
}
export interface LibraryWeapon {
key: string;
name: string;
category: string;
damageDice: string;
damageType: string;
attackAbility: 'STR' | 'DEX' | 'FINESSE';
properties: string[];
rangeNormal: number | null;
rangeLong: number | null;
}
export interface LibrarySpell {
key: string;
name: string;
level: number;
school: string | null;
castingTime: string | null;
range: string | null;
duration: string | null;
description: string | null;
damageDice?: string; // default damage; absent for spells that deal none
revives?: boolean; // brings back the dead
classes: CharacterClass[];
}
export interface LibraryMonster {
key: string;
name: string;
challengeRating: string | null;
ac: number;
maxHp: number;
speed: number;
strScore: number;
dexScore: number;
conScore: number;
intScore: number;
wisScore: number;
chaScore: number;
attackBonus: number;
damageDice: string | null;
specialTrait: string | null;
notes: string | null;
}
export interface CampaignLibrary {
weapons: LibraryWeapon[];
spells: LibrarySpell[];
monsters: LibraryMonster[];
}
export interface QuickStatsWeapon {
characterWeaponId: string;
weaponId: string;
name: string;
level: number;
equipped: boolean;
quantity: number;
attackBonus: number;
@@ -264,6 +552,7 @@ export interface QuickStats {
currentHp: number;
maxHp: number;
tempHp: number;
deathSaves: DeathSaves;
armorClass: number;
initiative: number;
speed: number;
+118
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@@ -0,0 +1,118 @@
import { useState } from 'react';
import { useDeathSave } from '../api/queries';
import { InfoTip } from './InfoTip';
import { NumberInput } from './NumberInput';
import type { DeathSaves as DeathSavesInfo } from '../api/types';
const STATE_LABELS = { DYING: 'Dying', STABLE: 'Stable', DEAD: '☠ Dead' } as const;
// Nothing for a character on their feet; otherwise where they stand at 0 HP.
export function LifeBadge({ deathSaves }: { deathSaves: DeathSavesInfo }) {
if (deathSaves.state === 'UP') return null;
return <span className={`badge ${deathSaves.state === 'STABLE' ? '' : 'badge-hostile'}`}>{STATE_LABELS[deathSaves.state]}</span>;
}
// Three pips for one tally. For the DM each is a button: clicking a pip sets
// the tally to it, and clicking the last filled one takes it back off.
function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: number; onSet?: (count: number) => void }) {
const noun = kind === 'success' ? 'successes' : 'failures';
return (
<span className="death-pips" role="group" aria-label={`${count} of 3 ${noun}`}>
{[1, 2, 3].map((n) => {
const className = `death-pip is-${kind}${n <= count ? ' is-filled' : ''}`;
return onSet ? (
<button key={n} type="button" className={className} aria-label={`Set ${noun} to ${n === count ? n - 1 : n}`} onClick={() => onSet(n === count ? n - 1 : n)} />
) : (
<span key={n} className={className} />
);
})}
</span>
);
}
// What happens to a character at 0 HP: the death-save tallies, and the ways
// out of them. `canAct` is the character's own player or the DM; setting the
// tallies by hand and raising the dead from here are the DM's alone.
export function DeathSaves({
characterId,
name,
deathSaves,
canAct,
isDM,
onError,
}: {
characterId: string;
name: string;
deathSaves: DeathSavesInfo;
canAct: boolean;
isDM: boolean;
onError?: (err: unknown) => void;
}) {
const deathSave = useDeathSave(characterId);
const [roll, setRoll] = useState('');
const { state, successes, failures } = deathSaves;
if (state === 'UP') return null;
const send = (action: Parameters<typeof deathSave.mutate>[0]) => deathSave.mutate(action, { onError });
function handleRoll() {
const value = Number(roll);
if (!roll || !Number.isInteger(value)) return;
send({ action: 'roll', roll: value });
setRoll('');
}
return (
<div className={`death-saves is-${state.toLowerCase()}`}>
<div className="flex-row flex-wrap">
<LifeBadge deathSaves={deathSaves} />
{state === 'DYING' && (
<>
<span className="death-tally">
Saved <Pips kind="success" count={successes} onSet={isDM ? (n) => send({ action: 'set', successes: n, failures }) : undefined} />
</span>
<span className="death-tally">
Failed <Pips kind="failure" count={failures} onSet={isDM ? (n) => send({ action: 'set', successes, failures: n }) : undefined} />
</span>
<InfoTip term="DEATH_SAVES" />
</>
)}
{state === 'STABLE' && <span className="combatant-sub">Out cold at 0 HP, but no longer rolling. Any healing wakes them; damage starts the saves again.</span>}
{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'The DM can bring them back, or an ally with a reviving spell on their turn in a battle.'}</span>}
</div>
{state === 'DYING' && canAct && (
<div className="flex-row flex-wrap gap-sm mt-sm">
<NumberInput
min={1}
max={20}
placeholder="d20"
aria-label={`Death save roll for ${name}`}
title="Type what the d20 showed (1 to 20)."
value={roll}
onChange={(e) => setRoll(e.target.value)}
onKeyDown={(e) => e.key === 'Enter' && handleRoll()}
style={{ width: 64 }}
/>
<button className="btn" onClick={handleRoll} disabled={!roll || deathSave.isPending}>
Death save
</button>
<button
className="btn btn-ghost"
title="Someone steadied them: a Medicine check, a healer's kit or a spell. They stay at 0 HP but stop rolling."
onClick={() => send({ action: 'stabilize' })}
disabled={deathSave.isPending}
>
Stabilise
</button>
</div>
)}
{state === 'DEAD' && isDM && (
<button className="btn mt-sm" onClick={() => send({ action: 'revive' })} disabled={deathSave.isPending}>
Revive at 1 HP
</button>
)}
</div>
);
}
+166
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@@ -0,0 +1,166 @@
import { useEffect, useState } from 'react';
import { fmtMod } from '../lib/format';
const DICE = [4, 6, 8, 10, 12, 20, 100];
const MAX_DICE = 20;
const HISTORY_LENGTH = 8;
interface Roll {
id: number;
sides: number;
modifier: number;
dice: number[];
total: number;
}
// One fair roll of an n-sided die. Uses the browser's cryptographic random
// source, discarding values that would make some faces slightly likelier.
function rollDie(sides: number): number {
const limit = Math.floor(0x100000000 / sides) * sides;
const buffer = new Uint32Array(1);
do {
crypto.getRandomValues(buffer);
} while (buffer[0] >= limit);
return (buffer[0] % sides) + 1;
}
function notation(count: number, sides: number, modifier: number): string {
return `${count}d${sides}${modifier ? fmtMod(modifier) : ''}`;
}
// A table-side dice roller, reachable from every page. These rolls are for
// the player's own use at the table: they are not sent to the server and do
// not feed the character builder, whose dice stay locked in server-side.
export function DiceRoller() {
const [open, setOpen] = useState(false);
const [sides, setSides] = useState(20);
const [count, setCount] = useState(1);
const [modifier, setModifier] = useState(0);
const [history, setHistory] = useState<Roll[]>([]);
useEffect(() => {
if (!open) return;
const onKey = (e: KeyboardEvent) => e.key === 'Escape' && setOpen(false);
window.addEventListener('keydown', onKey);
return () => window.removeEventListener('keydown', onKey);
}, [open]);
const latest = history[0];
function roll() {
const dice = Array.from({ length: count }, () => rollDie(sides));
const total = dice.reduce((sum, d) => sum + d, 0) + modifier;
setHistory((prev) => [{ id: (prev[0]?.id ?? 0) + 1, sides, modifier, dice, total }, ...prev].slice(0, HISTORY_LENGTH));
}
// The natural 20 and natural 1 only mean something on a single d20.
const natural = latest && latest.sides === 20 && latest.dice.length === 1 ? latest.dice[0] : null;
return (
<>
<button
className="fab-dice"
onClick={() => setOpen((o) => !o)}
title="Roll dice"
aria-label={open ? 'Close the dice roller' : 'Open the dice roller'}
aria-expanded={open}
>
🎲
</button>
{open && (
<div className="dice-panel" role="dialog" aria-label="Dice roller">
<div className="flex-between">
<div className="card-title" style={{ margin: 0 }}>
Roll Dice
</div>
<button className="btn btn-ghost" onClick={() => setOpen(false)} aria-label="Close the dice roller">
✕
</button>
</div>
<div className="dice-choices mt-sm" role="group" aria-label="Which die">
{DICE.map((d) => (
<button key={d} className={`die-btn${d === sides ? ' is-selected' : ''}`} aria-pressed={d === sides} onClick={() => setSides(d)}>
d{d}
</button>
))}
</div>
<div className="flex-between mt-sm">
<div className="flex-row gap-sm">
<span className="dice-label">Dice</span>
<button className="btn" aria-label="One fewer die" disabled={count <= 1} onClick={() => setCount(count - 1)}>
−
</button>
<span className="mono" aria-live="polite" style={{ minWidth: '1.5ch', textAlign: 'center' }}>
{count}
</span>
<button className="btn" aria-label="One more die" disabled={count >= MAX_DICE} onClick={() => setCount(count + 1)}>
+
</button>
</div>
<label className="flex-row gap-sm">
<span className="dice-label">Bonus</span>
<input
type="number"
min={-99}
max={99}
value={modifier}
onChange={(e) => setModifier(Math.max(-99, Math.min(99, Math.trunc(Number(e.target.value)) || 0)))}
style={{ width: 70 }}
/>
</label>
</div>
<button className="btn btn-primary btn-block btn-lg mt-sm" onClick={roll}>
🎲 Roll {notation(count, sides, modifier)}
</button>
<div className="dice-result" aria-live="polite">
{latest ? (
<>
{/* Keyed on the roll so the pop animation replays every time, even on a repeat result. */}
<div key={latest.id} className={`roll-result animate${natural === 20 ? ' is-crit' : natural === 1 ? ' is-fumble' : ''}`}>
{latest.total}
</div>
{natural === 20 && <div className="dice-callout">Natural 20!</div>}
{natural === 1 && <div className="dice-callout is-fumble">Natural 1</div>}
{(latest.dice.length > 1 || latest.modifier !== 0) && (
<div className="dice-breakdown mono">
{latest.dice.join(' + ')}
{latest.modifier !== 0 && ` ${latest.modifier > 0 ? '+' : '−'} ${Math.abs(latest.modifier)}`} = {latest.total}
</div>
)}
</>
) : (
<p className="subtitle" style={{ margin: 0 }}>
Pick a die and roll.
</p>
)}
</div>
{history.length > 1 && (
<>
<div className="flex-between">
<span className="dice-label">Earlier rolls</span>
<button className="btn btn-ghost" onClick={() => setHistory([])}>
Clear
</button>
</div>
{history.slice(1).map((r) => (
<div key={r.id} className="flex-between dice-history-row">
<span>
{notation(r.dice.length, r.sides, r.modifier)}
{r.dice.length > 1 && <span className="dice-history-dice"> ({r.dice.join(', ')})</span>}
</span>
<strong className="mono">{r.total}</strong>
</div>
))}
</>
)}
</div>
)}
</>
);
}
+24
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@@ -0,0 +1,24 @@
import { hpBarClass } from '../lib/format';
// A health bar with temporary hit points on it. Temp HP sits on top of real
// HP, so it is drawn as its own blue segment after the HP fill, and the bar
// stretches to fit when the two together come to more than the maximum (full
// health plus a buffer). The fill's colour still reflects real HP only: temp
// HP doesn't make a bloodied character look healthy.
export function HpBar({ current, max, temp = 0, height, className = 'mt-sm' }: {
current: number;
max: number;
temp?: number;
height?: number;
className?: string;
}) {
const hp = Math.max(0, Math.min(current, max));
const buffer = Math.max(0, temp);
const scale = Math.max(max, hp + buffer, 1);
return (
<div className={`hp-bar-track ${className}`} style={height ? { height } : undefined}>
<div className={hpBarClass(hp, max)} style={{ width: `${(hp / scale) * 100}%` }} />
{buffer > 0 && <div className="hp-bar-fill hp-temp" style={{ width: `${(buffer / scale) * 100}%` }} title="Temporary HP" />}
</div>
);
}
+100
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@@ -0,0 +1,100 @@
import { useEffect, useId, useRef, useState, type CSSProperties } from 'react';
import { createPortal } from 'react-dom';
// Short explanations for the stat labels sprinkled across the sheet, quick
// stats, party table, and builder — "what is this, and how is it worked
// out" for someone who doesn't already know D&D 5e by heart.
export const STAT_HELP: Record<string, string> = {
AC: 'Armor Class — how hard you are to hit. 10 + your Dexterity modifier + any armor bonus.',
HP: 'Hit Points — damage you can take before falling unconscious. Max HP is set by your class hit die, Constitution modifier, and level.',
TEMP_HP: 'Temporary Hit Points — an extra buffer that absorbs damage first and disappears when it runs out (it does not stack with more temp HP).',
DEATH_SAVES: 'Death saves — at 0 HP you roll a d20 at the start of each of your turns. 10 or more is a success, less is a failure; a 1 counts as two failures and a 20 puts you back up with 1 HP. Three successes and you are stable; three failures and you die. Being hit while down is a failure (two if it was a critical hit). Any healing ends it.',
INITIATIVE: 'Initiative — added to a d20 roll at the start of a fight to decide turn order. Equal to your Dexterity modifier.',
PROFICIENCY_BONUS: 'Proficiency Bonus — added to attacks, saves, and skills you are trained in. Grows with level (+2 at level 1, up to +6 at level 20).',
PASSIVE_PERCEPTION: 'Passive Perception — your always-on alertness score, used instead of rolling when you are not actively searching. 10 + your Perception skill bonus.',
SAVING_THROW: 'Saving Throw — a roll to resist an effect (like a spell or trap). Your ability modifier, plus your proficiency bonus if your class is trained in that save.',
SKILL_BONUS: 'Skill Bonus — added when you roll to use a skill. The governing ability modifier, plus your proficiency bonus if you are proficient (doubled if you have expertise).',
EXPERTISE: 'Expertise — doubles your proficiency bonus for this skill, on top of being proficient.',
ABILITY_MODIFIER: 'Ability Modifier — the number added to rolls that use this ability. floor((score − 10) / 2).',
ARMOR_BONUS: 'Armor Bonus — a flat bonus to AC from equipped armor or a shield, added on top of 10 + Dex modifier.',
SPEED: 'Speed — how far you can move on your turn, in feet. Set by your species, unless overridden.',
SPELL_SAVE_DC: 'Spell Save DC — the difficulty a target must beat to resist your spell. 8 + proficiency bonus + your spellcasting ability modifier.',
SPELL_ATTACK_BONUS: 'Spell Attack Bonus — added when you make a spell attack roll. Proficiency bonus + your spellcasting ability modifier.',
ATTACK_BONUS: 'Attack Bonus — added to the d20 when you attack with this weapon. Ability modifier (Str, Dex, or the better of the two for finesse weapons), plus proficiency bonus.',
DAMAGE_BONUS: 'Damage Bonus — added to the weapon’s damage dice on a hit. Same ability modifier as the attack bonus.',
CHALLENGE_RATING: 'Challenge Rating — a rough measure of how dangerous a monster is on its own, used to gauge encounter difficulty.',
HIT_DICE: 'Hit Dice — the die your class rolls (or uses the fixed average of) when your HP increases at each level.',
// Character builder
DICE_MODE: 'Digital dice are rolled by the app. Physical dice are rolled by you at the table, and you type in what came up. Either way a roll is final once it is made.',
WILDCARD: 'Wildcard — the luckiest result. Instead of choosing between two options you may pick any of them.',
SPECIES_BONUS: 'Species bonus — points your species adds on top of the ability scores you roll. They are added automatically.',
SAVE_PROFICIENCY: 'Each class is trained in two saving throws. On those you add your proficiency bonus when resisting spells, traps and other effects.',
KEY_ABILITY: 'Key abilities — the scores this class leans on most. Put your best rolls here.',
SPELLCASTING: 'Spellcasting ability — the score that powers this class’s spells. A higher score makes your spells harder to resist and more accurate.',
ROLL_4D6: 'Roll four six-sided dice and add up the best three (the lowest is dropped). Do that six times to get six scores, usually between 8 and 16.',
STARTING_EQUIPMENT: 'Your DM chooses which weapons, items and spells are available to brand-new characters, and how many you may take.',
DAMAGE_DICE: 'Damage dice — what you roll when this weapon hits. “1d8” means one eight-sided die. Your Strength or Dexterity modifier is added on top.',
};
// `term` looks up a standard explanation above; `text` supplies a one-off
// (a species, a skill, an ability) without adding it to the shared list.
export function InfoTip({ term, text: custom, label = 'What is this?' }: { term?: keyof typeof STAT_HELP; text?: string; label?: string }) {
const [open, setOpen] = useState(false);
const [place, setPlace] = useState<CSSProperties | null>(null);
const trigger = useRef<HTMLButtonElement>(null);
const id = useId();
const text = custom ?? (term ? STAT_HELP[term] : undefined);
// The bubble is drawn on the page itself, fixed to where the ⓘ is on
// screen, rather than inside whatever holds the ⓘ: a scrolling table or a
// drawer would otherwise cut it off. It sits above the ⓘ when there is room
// and below when there isn't, and never runs off the sides.
useEffect(() => {
if (!open || !trigger.current) return;
const rect = trigger.current.getBoundingClientRect();
const halfWidth = Math.min(130, window.innerWidth / 2 - 8);
const centre = Math.min(Math.max(rect.left + rect.width / 2, halfWidth + 8), window.innerWidth - halfWidth - 8);
const above = rect.top > 160;
setPlace({
left: centre,
...(above ? { bottom: window.innerHeight - rect.top + 8 } : { top: rect.bottom + 8 }),
});
// Its position is only right until the page moves.
const close = () => setOpen(false);
window.addEventListener('scroll', close, true);
window.addEventListener('resize', close);
return () => {
window.removeEventListener('scroll', close, true);
window.removeEventListener('resize', close);
setPlace(null); // so the next opening is measured afresh, not shown where the last one was
};
}, [open]);
if (!text) return null;
return (
<span className="info-tip" onMouseLeave={() => setOpen(false)}>
<button
type="button"
className="info-tip-trigger"
aria-describedby={id}
aria-label={label}
ref={trigger}
onMouseEnter={() => setOpen(true)}
onFocus={() => setOpen(true)}
onBlur={() => setOpen(false)}
onClick={() => setOpen((o) => !o)}
>
ⓘ
</button>
{open &&
place &&
createPortal(
<span role="tooltip" id={id} className="info-tip-bubble" style={place}>
{text}
</span>,
document.body,
)}
</span>
);
}
+5 -1
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@@ -1,5 +1,6 @@
import { Link, Outlet } from 'react-router-dom';
import { useAuth } from '../auth/AuthContext';
import { DiceRoller } from './DiceRoller';
export function Layout() {
const { user, logout } = useAuth();
@@ -16,7 +17,9 @@ export function Layout() {
<nav className="topbar-nav">
{user && (
<div className="topbar-user">
<span>{user.displayName}</span>
<Link to="/account" title="Account settings">
{user.displayName}
</Link>
<button className="btn btn-ghost" onClick={logout}>
Log out
</button>
@@ -27,6 +30,7 @@ export function Layout() {
<main className="page">
<Outlet />
</main>
<DiceRoller />
</div>
);
}
+48
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@@ -0,0 +1,48 @@
import type { ChangeEvent, FocusEvent, InputHTMLAttributes } from 'react';
type NumberInputProps = Omit<InputHTMLAttributes<HTMLInputElement>, 'type' | 'min' | 'max' | 'step'> & {
min?: number;
max?: number;
// For a field that always holds a number (a level, a bonus): if it is left
// empty, it goes back to its starting value instead of being saved blank.
keepValue?: boolean;
};
// A whole-number field that cannot hold a value outside its limits. A plain
// <input type="number" max={20}> only limits the arrow buttons; typing 500
// into it works. This one corrects the text as it is typed: anything above
// `max` becomes `max`, anything below `min` becomes `min`, decimals are
// dropped. Works the same whether the field is controlled (`value`) or not
// (`defaultValue`): the handlers passed in see the corrected value.
export function NumberInput({ min, max, keepValue, onChange, onBlur, ...rest }: NumberInputProps) {
function limit(input: HTMLInputElement, leaving: boolean) {
const raw = input.value;
if (raw === '' || raw === '-') {
// Nothing typed yet, or the start of a negative number.
if (leaving) input.value = keepValue ? String(rest.defaultValue ?? rest.value ?? min ?? 0) : '';
return;
}
let value = Math.trunc(Number(raw));
if (Number.isNaN(value)) {
input.value = '';
return;
}
if (max !== undefined && value > max) value = max;
// While typing, a value below a minimum above 1 may just be unfinished
// ("1" on the way to "15"), so that case waits until the field is left.
if (min !== undefined && value < min && (leaving || min <= 1)) value = min;
if (String(value) !== raw) input.value = String(value);
}
function handleChange(e: ChangeEvent<HTMLInputElement>) {
limit(e.target, false);
onChange?.(e);
}
function handleBlur(e: FocusEvent<HTMLInputElement>) {
limit(e.target, true);
onBlur?.(e);
}
return <input {...rest} type="number" inputMode="numeric" step={1} min={min} max={max} onChange={handleChange} onBlur={handleBlur} />;
}
+50
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@@ -0,0 +1,50 @@
import { useMemo, useState } from 'react';
// Small generic pager shared by every list-turned-table in the app, so page
// state isn't hand-rolled per screen. Resets to page 1 whenever the
// underlying item count shrinks below the current page (e.g. after a delete
// or a filter change).
export function usePagination<T>(items: T[] | undefined, pageSize = 10) {
const [page, setPage] = useState(1);
const all = items || [];
const pageCount = Math.max(1, Math.ceil(all.length / pageSize));
const safePage = Math.min(page, pageCount);
const pageItems = useMemo(() => all.slice((safePage - 1) * pageSize, safePage * pageSize), [all, safePage, pageSize]);
return {
page: safePage,
pageCount,
pageItems,
total: all.length,
setPage,
nextPage: () => setPage((p) => Math.min(pageCount, p + 1)),
prevPage: () => setPage((p) => Math.max(1, p - 1)),
};
}
export function Pagination({
page,
pageCount,
onPrev,
onNext,
}: {
page: number;
pageCount: number;
onPrev: () => void;
onNext: () => void;
}) {
if (pageCount <= 1) return null;
return (
<div className="pagination">
<button type="button" className="btn btn-ghost" onClick={onPrev} disabled={page <= 1}>
← Prev
</button>
<span className="pagination-status">
Page {page} of {pageCount}
</span>
<button type="button" className="btn btn-ghost" onClick={onNext} disabled={page >= pageCount}>
Next →
</button>
</div>
);
}
+6 -4
View File
@@ -2,6 +2,8 @@ import { useState } from 'react';
import { useQuickStats } from '../api/queries';
import { Spinner, ErrorBanner } from './Spinner';
import { fmtMod } from '../lib/format';
import { HpBar } from './HpBar';
import { DeathSaves } from './DeathSaves';
export function QuickStatsFab({ characterId }: { characterId: string }) {
const [open, setOpen] = useState(false);
@@ -50,9 +52,9 @@ export function QuickStatsDrawer({ characterId, onClose }: { characterId: string
<span className="stat-value">{fmtMod(data.initiative)}</span>
</div>
</div>
<div className="hp-bar-track mt-sm">
<div className="hp-bar-fill" style={{ width: `${Math.max(0, Math.min(100, (data.currentHp / data.maxHp) * 100))}%` }} />
</div>
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
{/* Read-only here; the saves are rolled on the sheet or in the encounter. */}
<DeathSaves characterId={characterId} name={data.name} deathSaves={data.deathSaves} canAct={false} isDM={false} />
{data.spellcasting && (
<div className="card mt-md">
@@ -72,7 +74,7 @@ export function QuickStatsDrawer({ characterId, onClose }: { characterId: string
<strong>{w.name}</strong>
{w.equipped && <span className="badge" style={{ marginLeft: 6 }}>equipped</span>}
<p style={{ margin: 0, fontSize: '0.85rem', color: 'var(--text-muted)' }}>
{w.damageDice} {w.damageType} {fmtMod(w.damageBonus)}
Lv {w.level} · {w.damageDice} {w.damageType} {fmtMod(w.damageBonus)}
</p>
</div>
<span className="stat-value" style={{ fontSize: '1.1rem' }}>
+11
View File
@@ -28,21 +28,31 @@ export function useCampaignSocket(campaignId: string | undefined) {
const onCharacterUpdated = () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'characters'] });
qc.invalidateQueries({ queryKey: ['character'] });
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet HP
// A character arriving somewhere new adds it to the places their player can see.
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'locations'] });
};
const onCharacterCreated = () => {
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'characters'] });
};
const onParticipantUpdated = () => {
qc.invalidateQueries({ queryKey: ['encounter'] });
// A player's list only holds the encounters their characters are in.
qc.invalidateQueries({ queryKey: ['campaign', campaignId, 'encounters'] });
};
const onRoundAdvanced = () => {
qc.invalidateQueries({ queryKey: ['encounter'] });
};
const onCampaignDeleted = () => {
qc.invalidateQueries({ queryKey: ['campaigns'] });
qc.invalidateQueries({ queryKey: ['campaign', campaignId] });
};
socket.on('character:updated', onCharacterUpdated);
socket.on('character:created', onCharacterCreated);
socket.on('encounter:participant-updated', onParticipantUpdated);
socket.on('encounter:round-advanced', onRoundAdvanced);
socket.on('campaign:deleted', onCampaignDeleted);
return () => {
socket.emit('campaign:leave', campaignId);
@@ -50,6 +60,7 @@ export function useCampaignSocket(campaignId: string | undefined) {
socket.off('character:created', onCharacterCreated);
socket.off('encounter:participant-updated', onParticipantUpdated);
socket.off('encounter:round-advanced', onRoundAdvanced);
socket.off('campaign:deleted', onCampaignDeleted);
};
}, [campaignId, token, qc]);
}
+709 -2
View File
@@ -367,6 +367,29 @@ textarea:focus {
box-shadow: 0 0 0 3px var(--accent-soft);
}
select {
background: var(--bg-inset);
border: 1px solid var(--border);
border-radius: 6px;
padding: 0.6rem 0.75rem;
color: var(--text);
}
select option {
background: var(--bg-inset);
color: var(--text);
}
/* Native checkboxes/radios otherwise render as unstyled white boxes in most
browsers, breaking the dark theme — this keeps them small and on-brand
without a full custom-control rebuild. */
input[type='checkbox'],
input[type='radio'] {
accent-color: var(--accent);
width: 16px;
height: 16px;
cursor: pointer;
}
.checkbox-row {
display: flex;
align-items: center;
@@ -427,6 +450,7 @@ textarea:focus {
}
.hp-bar-track {
display: flex;
width: 100%;
height: 10px;
background: var(--bg-inset);
@@ -436,8 +460,20 @@ textarea:focus {
}
.hp-bar-fill {
height: 100%;
background: linear-gradient(90deg, var(--danger) 0%, var(--success) 100%);
transition: width 0.3s ease;
background: var(--success-strong);
transition: width 0.3s ease, background-color 0.3s ease;
}
/* Color reflects the actual HP percentage instead of a fixed gradient, so a
combat tracker reads "healthy / bloodied / critical" at a glance. */
.hp-bar-fill.hp-bloodied {
background: var(--accent-strong);
}
.hp-bar-fill.hp-critical {
background: var(--danger-strong);
}
/* Temporary HP: a separate segment after the real HP. */
.hp-bar-fill.hp-temp {
background: var(--arcane-strong);
}
.divider {
@@ -572,6 +608,124 @@ textarea:focus {
margin-top: 2rem;
}
/* ---------------------------------------------------------------------- */
/* Info tooltips */
/* ---------------------------------------------------------------------- */
.info-tip {
position: relative;
display: inline-flex;
margin-left: 0.3rem;
}
.info-tip-trigger {
background: transparent;
border: none;
color: var(--text-dim);
cursor: help;
font-size: 0.85em;
padding: 0;
line-height: 1;
}
.info-tip-trigger:hover,
.info-tip-trigger:focus {
color: var(--accent-strong);
outline: none;
}
/* Placed by InfoTip.tsx against the viewport, so no scrolling container can clip it. */
.info-tip-bubble {
position: fixed;
transform: translateX(-50%);
width: max-content;
max-width: 260px;
background: var(--bg-inset);
border: 1px solid var(--accent);
border-radius: 6px;
padding: 0.6rem 0.75rem;
font-size: 0.8rem;
font-family: var(--font-body);
text-transform: none;
letter-spacing: normal;
color: var(--text);
box-shadow: var(--shadow-deep);
z-index: 200;
pointer-events: none;
}
/* ---------------------------------------------------------------------- */
/* Tables + pagination */
/* ---------------------------------------------------------------------- */
.table-wrap {
overflow-x: auto;
border: 1px solid var(--border-soft);
border-radius: var(--radius);
}
table.data-table {
width: 100%;
border-collapse: collapse;
font-size: 0.9rem;
}
table.data-table th,
table.data-table td {
padding: 0.55rem 0.75rem;
text-align: left;
white-space: nowrap;
}
table.data-table thead th {
background: var(--bg-inset);
color: var(--text-muted);
font-family: var(--font-display);
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.06em;
border-bottom: 1px solid var(--border);
}
table.data-table tbody tr {
border-bottom: 1px solid var(--border-soft);
}
table.data-table tbody tr:last-child {
border-bottom: none;
}
table.data-table tbody tr:hover {
background: var(--bg-card-hover);
}
.pagination {
display: flex;
align-items: center;
justify-content: center;
gap: 0.75rem;
padding: 0.75rem 0;
}
.pagination-status {
color: var(--text-muted);
font-size: 0.85rem;
}
/* ---------------------------------------------------------------------- */
/* Character builder live stats preview */
/* ---------------------------------------------------------------------- */
.build-layout {
display: grid;
grid-template-columns: 1fr;
gap: 1rem;
}
@media (min-width: 900px) {
.build-layout {
grid-template-columns: 1fr 320px;
align-items: start;
}
.build-preview {
position: sticky;
top: 80px;
}
}
.preview-highlight {
color: var(--accent-strong);
font-weight: 700;
}
@media (max-width: 640px) {
.page {
padding: 1rem 0.85rem 5rem;
@@ -583,3 +737,556 @@ textarea:focus {
font-size: 2.2rem;
}
}
/* ---------------------------------------------------------------------- */
/* Encounter screen */
/* ---------------------------------------------------------------------- */
.badge-friendly {
border-color: var(--success);
color: var(--success-strong);
}
.badge-neutral {
border-color: var(--border);
color: var(--text-muted);
}
.badge-hostile {
border-color: var(--danger);
color: var(--danger-strong);
}
.badge-live {
border-color: var(--success);
color: var(--success-strong);
}
.encounter-layout {
display: grid;
grid-template-columns: 1fr;
gap: 1.25rem;
align-items: start;
}
@media (min-width: 960px) {
.encounter-layout {
grid-template-columns: minmax(0, 1fr) 330px;
}
}
.section-label {
font-family: var(--font-display);
color: var(--text-muted);
font-size: 0.8rem;
text-transform: uppercase;
letter-spacing: 0.1em;
margin: 0 0 0.5rem;
}
.card + .section-label,
.empty-state + .section-label {
margin-top: 1.5rem;
}
/* One combatant. The left edge is colour-coded by who it is. */
.combatant {
border-left: 4px solid var(--border);
padding: 1rem 1.1rem;
}
.combatant-character {
border-left-color: var(--arcane);
}
.combatant-monster {
border-left-color: var(--danger);
}
.combatant-npc {
border-left-color: var(--success);
}
.combatant.is-active {
border-color: var(--accent-strong);
box-shadow: 0 0 0 1px var(--accent-strong), 0 0 22px rgba(201, 162, 39, 0.25), var(--shadow-deep);
}
.combatant.is-down {
opacity: 0.6;
}
/* The marked target stands out even when it is down or not on turn. */
.combatant.is-targeted {
opacity: 1;
border-color: var(--danger-strong);
box-shadow: 0 0 0 1px var(--danger-strong), 0 0 22px rgba(216, 84, 84, 0.3), var(--shadow-deep);
}
.target-marker {
color: var(--danger-strong);
font-family: var(--font-display);
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.btn-target {
padding: 0.15rem 0.6rem;
font-size: 0.8rem;
}
.btn-target.is-on {
border-color: var(--danger-strong);
color: var(--danger-strong);
background: var(--danger-soft);
}
/* What players see of the dead: names, and a way to try to bring them back. */
.fallen-bar {
border-color: var(--danger);
}
/* The DM's attack bar stays in reach while scrolling the initiative order. */
.attack-bar {
position: sticky;
top: 4.5rem;
z-index: 20;
border-color: var(--danger-strong);
}
.attack-target {
display: flex;
flex-wrap: wrap;
align-items: center;
justify-content: space-between;
gap: 0.5rem;
margin-top: 0.5rem;
}
.attack-target-name {
font-family: var(--font-display);
}
.attack-bar-title {
font-family: var(--font-display);
font-size: 1.1rem;
color: var(--text);
}
.combatant-name {
font-family: var(--font-display);
font-size: 1.1rem;
color: var(--text);
}
.combatant-sub {
color: var(--text-muted);
font-size: 0.85rem;
}
.turn-marker {
color: var(--accent-strong);
font-family: var(--font-display);
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.08em;
}
.stat-chips {
display: flex;
flex-wrap: wrap;
gap: 0.4rem;
}
.stat-chip {
display: inline-flex;
align-items: baseline;
gap: 0.35rem;
background: var(--bg-inset);
border: 1px solid var(--border-soft);
border-radius: 6px;
padding: 0.2rem 0.55rem;
font-size: 0.9rem;
}
.stat-chip span {
font-size: 0.65rem;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--text-dim);
}
.stat-chip b {
color: var(--accent-strong);
font-weight: 600;
}
.condition-chip {
display: inline-flex;
align-items: center;
gap: 0.25rem;
padding: 0.15rem 0.5rem;
border-radius: 999px;
font-size: 0.8rem;
border: 1px solid var(--danger);
color: var(--danger-strong);
background: var(--danger-soft);
}
.condition-chip button {
background: none;
border: none;
color: inherit;
cursor: pointer;
padding: 0 0.1rem;
font-size: 0.85rem;
line-height: 1;
}
/* At 0 HP: the death-save tallies and what can be done about them. */
.death-saves {
margin-top: 0.6rem;
padding: 0.6rem 0.75rem;
border: 1px solid var(--danger);
border-radius: 6px;
background: var(--danger-soft);
}
.death-saves.is-stable {
border-color: var(--border);
background: var(--bg-inset);
}
.death-tally {
display: inline-flex;
align-items: center;
gap: 0.4rem;
font-size: 0.75rem;
text-transform: uppercase;
letter-spacing: 0.06em;
color: var(--text-muted);
}
.death-pips {
display: inline-flex;
gap: 0.25rem;
}
.death-pip {
width: 0.9rem;
height: 0.9rem;
padding: 0;
border-radius: 50%;
border: 2px solid var(--text-dim);
background: transparent;
}
button.death-pip {
cursor: pointer;
}
.death-pip.is-success {
border-color: var(--success-strong);
}
.death-pip.is-failure {
border-color: var(--danger-strong);
}
.death-pip.is-success.is-filled {
background: var(--success-strong);
}
.death-pip.is-failure.is-filled {
background: var(--danger-strong);
}
.combatant-details {
margin-top: 0.75rem;
padding-top: 0.75rem;
border-top: 1px solid var(--border-soft);
font-size: 0.92rem;
}
.combatant-details p {
margin: 0.3rem 0;
}
.detail-row {
display: flex;
justify-content: space-between;
gap: 0.5rem;
padding: 0.2rem 0;
}
.reward-row {
padding: 0.55rem 0;
border-bottom: 1px solid var(--border-soft);
}
.reward-row:last-child {
border-bottom: none;
}
.reward-row.is-awarded {
color: var(--text-muted);
}
.textarea-block {
display: block;
width: 100%;
resize: vertical;
}
/* ---------------------------------------------------------------------- */
/* Character builder: pick-then-confirm choices */
/* ---------------------------------------------------------------------- */
.step-intro {
color: var(--text-muted);
margin: 0 0 1rem;
}
.build-steps {
display: flex;
flex-wrap: wrap;
gap: 0.4rem;
}
.build-steps .badge.is-done {
border-color: var(--accent);
color: var(--accent-strong);
}
.build-steps .badge.is-current {
border-color: var(--accent-strong);
background: var(--accent-soft);
color: var(--accent-strong);
font-weight: 700;
}
.choice-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(230px, 1fr));
gap: 0.75rem;
text-align: left;
}
.choice-card {
display: flex;
flex-direction: column;
gap: 0.4rem;
text-align: left;
font-family: var(--font-body);
font-size: 0.95rem;
color: var(--text);
background: var(--bg-inset);
border: 1px solid var(--border);
border-radius: var(--radius);
padding: 0.9rem 1rem;
cursor: pointer;
transition: border-color 0.15s ease, box-shadow 0.15s ease, transform 0.15s ease;
}
.choice-card:hover {
border-color: var(--accent);
transform: translateY(-1px);
}
.choice-card:focus-visible {
outline: none;
box-shadow: 0 0 0 3px var(--accent-soft);
}
.choice-card.is-selected {
border-color: var(--accent-strong);
box-shadow: 0 0 0 1px var(--accent-strong), 0 0 18px rgba(201, 162, 39, 0.25);
background: linear-gradient(160deg, var(--bg-card-hover) 0%, var(--bg-inset) 100%);
}
.choice-card-title {
display: flex;
align-items: center;
justify-content: space-between;
gap: 0.5rem;
font-family: var(--font-display);
font-size: 1.1rem;
color: var(--accent-strong);
}
.choice-card-blurb {
color: var(--text-muted);
font-style: italic;
}
.choice-card-facts {
color: var(--text-muted);
font-size: 0.85rem;
}
.step-footer {
display: flex;
align-items: center;
justify-content: space-between;
gap: 1rem;
flex-wrap: wrap;
margin-top: 1.25rem;
padding-top: 1rem;
border-top: 1px solid var(--border-soft);
text-align: left;
}
.stat-block.is-key {
border-color: var(--accent);
}
.key-marker {
color: var(--accent-strong);
font-size: 0.7rem;
text-transform: uppercase;
letter-spacing: 0.06em;
}
/* ---------------------------------------------------------------------- */
/* Dice roller — on every page, bottom-left (quick stats owns bottom-right) */
/* ---------------------------------------------------------------------- */
.fab-dice {
position: fixed;
bottom: 1.25rem;
left: 1.25rem;
z-index: 80;
border-radius: 999px;
width: 60px;
height: 60px;
display: flex;
align-items: center;
justify-content: center;
background: radial-gradient(circle at 35% 30%, #3a2e18, #1c160c 70%);
border: 2px solid var(--accent);
color: var(--accent-strong);
font-size: 1.6rem;
cursor: pointer;
box-shadow: 0 6px 24px rgba(0, 0, 0, 0.5), 0 0 18px rgba(201, 162, 39, 0.3);
transition: transform 0.15s ease;
}
.fab-dice:hover {
transform: translateY(-2px) rotate(-8deg);
}
.dice-panel {
position: fixed;
bottom: calc(1.25rem + 60px + 0.75rem);
left: 1.25rem;
z-index: 85;
width: min(340px, calc(100vw - 2.5rem));
max-height: calc(100vh - 8rem);
overflow-y: auto;
background: linear-gradient(180deg, #1c160d 0%, #120e08 100%);
border: 1px solid var(--accent);
border-radius: var(--radius);
box-shadow: var(--shadow-deep);
padding: 1rem;
}
.dice-choices {
display: grid;
grid-template-columns: repeat(4, 1fr);
gap: 0.4rem;
}
.die-btn {
font-family: var(--font-display);
font-size: 0.95rem;
padding: 0.55rem 0;
border-radius: 6px;
border: 1px solid var(--border);
background: var(--bg-inset);
color: var(--text);
cursor: pointer;
transition: border-color 0.15s ease, color 0.15s ease;
}
.die-btn:hover {
border-color: var(--accent);
color: var(--accent-strong);
}
.die-btn.is-selected {
border-color: var(--accent-strong);
background: var(--accent-soft);
color: var(--accent-strong);
font-weight: 700;
}
.dice-label {
font-size: 0.7rem;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--text-dim);
}
.dice-result {
text-align: center;
min-height: 6.5rem;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
margin: 0.75rem 0;
padding: 0.5rem;
background: var(--bg-inset);
border: 1px solid var(--border-soft);
border-radius: var(--radius);
}
.roll-result.is-crit {
color: var(--success-strong);
text-shadow: 0 0 20px rgba(122, 178, 102, 0.6);
}
.roll-result.is-fumble {
color: var(--danger-strong);
text-shadow: 0 0 20px rgba(216, 84, 84, 0.5);
}
.dice-callout {
font-family: var(--font-display);
font-size: 0.8rem;
text-transform: uppercase;
letter-spacing: 0.1em;
color: var(--success-strong);
}
.dice-callout.is-fumble {
color: var(--danger-strong);
}
.dice-breakdown {
color: var(--text-muted);
font-size: 0.85rem;
word-break: break-word;
}
.dice-history-row {
padding: 0.25rem 0;
border-top: 1px solid var(--border-soft);
font-size: 0.9rem;
}
.dice-history-dice {
color: var(--text-dim);
font-size: 0.8rem;
}
/* ---------------------------------------------------------------------- */
/* Character builder: story steps (motivation, abilities, background, look) */
/* ---------------------------------------------------------------------- */
.pick-group {
padding: 0.75rem 0;
border-top: 1px solid var(--border-soft);
}
.pick-group:first-of-type {
border-top: none;
}
.pick-group-label {
font-family: var(--font-display);
color: var(--accent);
font-size: 0.9rem;
text-transform: uppercase;
letter-spacing: 0.06em;
}
.pick-chips {
display: flex;
flex-wrap: wrap;
gap: 0.4rem;
margin-top: 0.5rem;
}
.pick-chip {
font-family: var(--font-body);
font-size: 0.95rem;
padding: 0.35rem 0.8rem;
border-radius: 999px;
border: 1px solid var(--border);
background: var(--bg-inset);
color: var(--text);
cursor: pointer;
transition: border-color 0.15s ease, color 0.15s ease;
}
.pick-chip:hover:not(:disabled) {
border-color: var(--accent);
}
.pick-chip.is-selected {
border-color: var(--accent-strong);
background: var(--accent-soft);
color: var(--accent-strong);
font-weight: 600;
}
.pick-chip:disabled {
opacity: 0.45;
cursor: not-allowed;
}
.pick-detail {
color: var(--text-muted);
font-style: italic;
margin: 0.4rem 0 0;
}
.granted-ability {
padding: 0.4rem 0;
border-bottom: 1px solid var(--border-soft);
}
.granted-ability:last-child {
border-bottom: none;
}
/* Text the builder composed, shown read-only on the sheet. */
.composed-text {
margin: 0;
white-space: pre-wrap;
}
+33 -2
View File
@@ -1,7 +1,8 @@
import type { Ability, CharacterClass } from '../api/types';
// Mirrors backend/src/game/data/classes.js spellcastingAbility column — used
// only to decide whether the builder's equipment step offers spell picks.
// Mirrors backend/src/game/data/classes.js — used only to preview the
// running math live during the builder. The server recomputes authoritatively
// at finalize, so this duplication is display-only and never gameplay-deciding.
export const CLASS_SPELLCASTING_ABILITY: Record<CharacterClass, Ability | null> = {
FIGHTER: null,
BARBARIAN: null,
@@ -16,3 +17,33 @@ export const CLASS_SPELLCASTING_ABILITY: Record<CharacterClass, Ability | null>
DRUID: 'WIS',
MONK: null,
};
export const CLASS_HIT_DIE: Record<CharacterClass, number> = {
FIGHTER: 10,
BARBARIAN: 12,
ROGUE: 8,
RANGER: 10,
WIZARD: 6,
SORCERER: 6,
CLERIC: 8,
PALADIN: 10,
BARD: 8,
WARLOCK: 8,
DRUID: 8,
MONK: 8,
};
export const CLASS_SAVE_PROFICIENCIES: Record<CharacterClass, Ability[]> = {
FIGHTER: ['STR', 'CON'],
BARBARIAN: ['STR', 'CON'],
ROGUE: ['DEX', 'INT'],
RANGER: ['STR', 'DEX'],
WIZARD: ['INT', 'WIS'],
SORCERER: ['CON', 'CHA'],
CLERIC: ['WIS', 'CHA'],
PALADIN: ['WIS', 'CHA'],
BARD: ['DEX', 'CHA'],
WARLOCK: ['WIS', 'CHA'],
DRUID: ['INT', 'WIS'],
MONK: ['STR', 'DEX'],
};
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@@ -1,3 +1,5 @@
import type { Currency } from '../api/types';
export const SPECIES_LABELS: Record<string, string> = {
HUMAN: 'Human',
HALF_ELF: 'Half-Elf',
@@ -60,6 +62,39 @@ export function fmtMod(mod: number): string {
return mod >= 0 ? `+${mod}` : `${mod}`;
}
// Healthy / bloodied (<=50%) / critical (<=25%) — matches .hp-bar-fill's
// modifier classes in index.css.
export function hpBarClass(current: number, max: number): string {
if (max <= 0) return 'hp-bar-fill';
const pct = current / max;
if (pct <= 0.25) return 'hp-bar-fill hp-critical';
if (pct <= 0.5) return 'hp-bar-fill hp-bloodied';
return 'hp-bar-fill';
}
// Coins. Silver is worth 0.1 gold and copper 0.01 gold.
export const CURRENCIES: Currency[] = ['GOLD', 'SILVER', 'COPPER'];
export const COIN_LABELS: Record<Currency, string> = { GOLD: 'Gold', SILVER: 'Silver', COPPER: 'Copper' };
export const COIN_SHORT: Record<Currency, string> = { GOLD: 'gp', SILVER: 'sp', COPPER: 'cp' };
export const COIN_FIELD: Record<Currency, 'gold' | 'silver' | 'copper'> = { GOLD: 'gold', SILVER: 'silver', COPPER: 'copper' };
// What one coin is worth, counted in copper.
export const COIN_VALUE: Record<Currency, number> = { GOLD: 100, SILVER: 10, COPPER: 1 };
type Purse = { gold: number | null; silver: number | null; copper: number | null };
// "12 gp · 5 sp · 3 cp". Gold always shows; silver and copper only when held.
export function formatPurse(purse: Purse): string {
return CURRENCIES.filter((c) => c === 'GOLD' || (purse[COIN_FIELD[c]] ?? 0) > 0)
.map((c) => `${purse[COIN_FIELD[c]] ?? 0} ${COIN_SHORT[c]}`)
.join(' · ');
}
// The whole purse as one figure in gold, e.g. 12.65.
export function purseWorthInGold(purse: Purse): number {
const copper = CURRENCIES.reduce((sum, c) => sum + (purse[COIN_FIELD[c]] ?? 0) * COIN_VALUE[c], 0);
return copper / COIN_VALUE.GOLD;
}
export function extractErrorMessage(err: unknown): string {
const anyErr = err as { response?: { data?: { error?: unknown } } };
const apiError = anyErr?.response?.data?.error;
@@ -76,3 +111,24 @@ export function extractErrorMessage(err: unknown): string {
if (err instanceof Error) return err.message;
return 'Something went wrong.';
}
// A cantrip is spell level 0. It is always called a cantrip, never "level 0"
// or "level 1".
export function spellLevelLabel(level: number): string {
return level === 0 ? 'Cantrip' : `Level ${level}`;
}
// Who can use a spell: a character of at least its level; cantrips, anyone.
export function spellRequirementLabel(level: number): string {
return level === 0 ? 'any character can use it' : `needs character level ${level}`;
}
// The damage values offered for a spell, grouped by how many dice are rolled.
const SPELL_DIE_SIZES = [4, 6, 8, 10, 12];
const SPELL_DIE_COUNTS = [1, 2, 3, 4, 5, 6, 8, 10];
export const SPELL_DAMAGE_GROUPS: { label: string; options: string[] }[] = SPELL_DIE_COUNTS.map((count) => ({
label: count === 1 ? '1 die' : `${count} dice`,
options: SPELL_DIE_SIZES.map((size) => `${count}d${size}`),
}));
// Values the spell library uses that don't fit the pattern above.
export const SPELL_DAMAGE_SPECIALS = ['3d4+3', '2d8+4d6', '20'];
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@@ -0,0 +1,229 @@
import type { Ability, CharacterClass, Species } from '../api/types';
// Plain-language explanations for someone building their first character.
// Everything here describes what a choice does to the *numbers* — plus a line
// of flavour. The special abilities a species or class grants are listed
// separately, from the server's own lists (useBuildOptions).
export const SPECIES_SPEED: Record<Species, number> = {
HUMAN: 30,
HALF_ELF: 30,
ELF: 30,
GNOME: 25,
DWARF: 25,
HALFLING: 25,
DRAGONBORN: 30,
TIEFLING: 30,
HALF_ORC: 30,
ORC: 30,
};
export const SPECIES_GUIDE: Record<Species, { blurb: string; goodFor: string }> = {
HUMAN: {
blurb: 'Adaptable and ambitious, found in every corner of the world.',
goodFor: 'A little better at everything (+1 to all six abilities). A safe pick for any class.',
},
HALF_ELF: {
blurb: 'Walks between two worlds, with human drive and elven grace.',
goodFor: 'Very charming (+2 Charisma), and you choose two more abilities to raise by 1. Great for talkers and Charisma spellcasters.',
},
ELF: {
blurb: 'Graceful, long-lived and quick on their feet.',
goodFor: 'Nimble (+2 Dexterity): harder to hit, acts sooner in a fight, better with bows and light blades.',
},
GNOME: {
blurb: 'Small, curious tinkerers with sharp minds.',
goodFor: 'Clever (+2 Intelligence): ideal for Wizards and knowledge skills. A little slower on foot.',
},
DWARF: {
blurb: 'Stout, stubborn mountain folk who are hard to put down.',
goodFor: 'Tough (+2 Constitution): more hit points at every level. A little slower on foot.',
},
HALFLING: {
blurb: 'Small, cheerful and surprisingly brave.',
goodFor: 'Nimble (+2 Dexterity): harder to hit and good at sneaking. A little slower on foot.',
},
DRAGONBORN: {
blurb: 'Proud, scaled warriors with dragon blood.',
goodFor: 'Strong (+2 Strength) with presence (+1 Charisma): hits hard up close. Great for Paladins and Fighters.',
},
TIEFLING: {
blurb: 'Marked by an infernal bloodline, and used to being stared at.',
goodFor: 'Magnetic (+2 Charisma) and bright (+1 Intelligence): great for Warlocks, Sorcerers and Bards.',
},
HALF_ORC: {
blurb: 'Fierce and enduring, with something to prove.',
goodFor: 'Strong (+2 Strength) and hardy (+1 Constitution): hits hard and takes hits. Great for Barbarians and Fighters.',
},
ORC: {
blurb: 'Powerful and relentless, raised to survive.',
goodFor: 'Strong (+2 Strength) and hardy (+1 Constitution): built for the front line.',
},
};
export type Toughness = 'Fragile' | 'Average' | 'Sturdy' | 'Very tough';
export const CLASS_GUIDE: Record<
CharacterClass,
{ blurb: string; playsLike: string; keyAbilities: Ability[]; skillCount: number; difficulty: 'Easy' | 'Medium' | 'Tricky' }
> = {
FIGHTER: {
blurb: 'A trained warrior, at home with any weapon.',
playsLike: 'Stand at the front, hit things, take hits. The simplest class to play well.',
keyAbilities: ['STR', 'DEX', 'CON'],
skillCount: 2,
difficulty: 'Easy',
},
BARBARIAN: {
blurb: 'A fierce warrior driven by raw fury.',
playsLike: 'Charge in and soak up damage — you have the most hit points of any class.',
keyAbilities: ['STR', 'CON'],
skillCount: 2,
difficulty: 'Easy',
},
ROGUE: {
blurb: 'A sneak, scout and scoundrel who relies on cunning.',
playsLike: 'Strike from the shadows and solve problems with skills — you get more skills than anyone.',
keyAbilities: ['DEX'],
skillCount: 4,
difficulty: 'Medium',
},
RANGER: {
blurb: 'A hunter and tracker of the wild places.',
playsLike: 'Fight from range or up close, with a little nature magic and plenty of outdoor skills.',
keyAbilities: ['DEX', 'WIS'],
skillCount: 3,
difficulty: 'Medium',
},
WIZARD: {
blurb: 'A scholar who has studied magic from books.',
playsLike: 'Stay back and cast spells. Powerful but fragile — the fewest hit points of any class.',
keyAbilities: ['INT'],
skillCount: 2,
difficulty: 'Tricky',
},
SORCERER: {
blurb: 'Born with magic in the blood.',
playsLike: 'Stay back and cast spells through sheer force of personality. Powerful but fragile.',
keyAbilities: ['CHA'],
skillCount: 2,
difficulty: 'Tricky',
},
CLERIC: {
blurb: 'A priest who channels the power of a god.',
playsLike: 'Heal and protect the party, and hold your own in a fight. Every group is glad to have one.',
keyAbilities: ['WIS'],
skillCount: 2,
difficulty: 'Medium',
},
PALADIN: {
blurb: 'A holy knight sworn to an oath.',
playsLike: 'A front-line fighter with a little divine magic to back up the sword.',
keyAbilities: ['STR', 'CHA'],
skillCount: 2,
difficulty: 'Medium',
},
BARD: {
blurb: 'A performer whose words and music carry magic.',
playsLike: 'The party’s talker and helper: spells, skills, and a way out of trouble.',
keyAbilities: ['CHA'],
skillCount: 3,
difficulty: 'Medium',
},
WARLOCK: {
blurb: 'Made a pact with a powerful being in exchange for magic.',
playsLike: 'A spellcaster with a few strong tricks used often, rather than many used rarely.',
keyAbilities: ['CHA'],
skillCount: 2,
difficulty: 'Medium',
},
DRUID: {
blurb: 'A guardian of nature who draws magic from the wild.',
playsLike: 'A flexible spellcaster: healing, nature magic and control of the battlefield.',
keyAbilities: ['WIS'],
skillCount: 2,
difficulty: 'Tricky',
},
MONK: {
blurb: 'A martial artist who has trained body and mind.',
playsLike: 'Fast and precise: dart around the fight striking quickly, with little need for gear.',
keyAbilities: ['DEX', 'WIS'],
skillCount: 2,
difficulty: 'Medium',
},
};
export function hitDieToughness(hitDie: number): Toughness {
if (hitDie <= 6) return 'Fragile';
if (hitDie <= 8) return 'Average';
if (hitDie <= 10) return 'Sturdy';
return 'Very tough';
}
// What each ability changes on the sheet this app builds.
export const ABILITY_GUIDE: Record<Ability, { short: string; affects: string }> = {
STR: {
short: 'Physical power',
affects: 'Strength — hitting and damage with heavy melee weapons, the Athletics skill (climbing, jumping, grappling), and Strength saves.',
},
DEX: {
short: 'Agility and reflexes',
affects:
'Dexterity — your Armor Class (how hard you are to hit), your Initiative (how early you act), attacks with bows and light blades, and Acrobatics, Sleight of Hand and Stealth.',
},
CON: {
short: 'Health and stamina',
affects: 'Constitution — your hit points, at level 1 and again every level after. Also Constitution saves. Useful for everyone.',
},
INT: {
short: 'Memory and reasoning',
affects: 'Intelligence — the Arcana, History, Investigation, Nature and Religion skills, and a Wizard’s spells.',
},
WIS: {
short: 'Awareness and intuition',
affects:
'Wisdom — noticing things (Perception and Passive Perception), plus Insight, Medicine, Survival and Animal Handling, and the spells of Clerics, Druids and Rangers.',
},
CHA: {
short: 'Force of personality',
affects: 'Charisma — Persuasion, Deception, Intimidation and Performance, and the spells of Bards, Paladins, Sorcerers and Warlocks.',
},
};
export const SKILL_GUIDE: Record<string, { ability: Ability; what: string }> = {
ACROBATICS: { ability: 'DEX', what: 'Staying on your feet: balancing, tumbling, flips.' },
ANIMAL_HANDLING: { ability: 'WIS', what: 'Calming, controlling or reading the mood of an animal.' },
ARCANA: { ability: 'INT', what: 'Knowing about magic, spells and magical creatures.' },
ATHLETICS: { ability: 'STR', what: 'Climbing, jumping, swimming and wrestling.' },
DECEPTION: { ability: 'CHA', what: 'Lying convincingly and hiding the truth.' },
HISTORY: { ability: 'INT', what: 'Recalling past events, kingdoms, wars and legends.' },
INSIGHT: { ability: 'WIS', what: 'Reading people: spotting lies and sensing intentions.' },
INTIMIDATION: { ability: 'CHA', what: 'Getting your way through threats and menace.' },
INVESTIGATION: { ability: 'INT', what: 'Searching for clues and working out what they mean.' },
MEDICINE: { ability: 'WIS', what: 'Steadying the dying and diagnosing illness.' },
NATURE: { ability: 'INT', what: 'Knowing about plants, animals, weather and terrain.' },
PERCEPTION: { ability: 'WIS', what: 'Noticing things: hidden enemies, traps, faint sounds. Rolled more than any other skill.' },
PERFORMANCE: { ability: 'CHA', what: 'Entertaining a crowd with music, acting or storytelling.' },
PERSUASION: { ability: 'CHA', what: 'Winning people over with honest charm and good arguments.' },
RELIGION: { ability: 'INT', what: 'Knowing about gods, rites, holy symbols and cults.' },
SLEIGHT_OF_HAND: { ability: 'DEX', what: 'Picking pockets, palming objects, planting things unseen.' },
STEALTH: { ability: 'DEX', what: 'Moving quietly and staying hidden.' },
SURVIVAL: { ability: 'WIS', what: 'Tracking, finding food and shelter, not getting lost.' },
};
// One line under each step heading: what this step is and why it matters.
export const STEP_GUIDE = {
SPECIES: 'Your species is who your character was born as. It nudges a few ability scores up and sets how fast you move.',
CLASS: 'Your class is what your character does — warrior, spellcaster, sneak. It sets your hit points, which saves you are good at, your skills, and whether you cast spells.',
MOTIVATION: 'Why is your character out adventuring? This is pure story — it changes no numbers, but it gives you something to play.',
SCORES:
'Six numbers that describe your character. Higher is better: 10 is average, and every 2 points above 10 adds +1 to related rolls. You roll six scores, then decide which ability gets which.',
SKILLS: 'Skills are things your character is trained in. When you roll for one of these, you add your proficiency bonus on top.',
ABILITIES:
'Special abilities are the tricks that make your character more than numbers. Your species and class each grant some automatically, and you pick a couple of talents of your own. Your DM applies them at the table.',
BACKGROUND: 'Who was your character before the adventure began? Pick one answer to each question. It changes no numbers — it tells you and your DM who you are playing.',
APPEARANCE: 'What do people see when your character walks in? Pick from each list to build the description.',
EQUIPMENT: 'What you set out with. Your DM decides what is on offer here, and can hand out more as you play.',
} as const;
export const STEP_NAMES = ['Species', 'Class', 'Motivation', 'Scores', 'Skills', 'Abilities', 'Background', 'Appearance', 'Equipment'] as const;
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import type { Ability } from '../api/types';
// Mirrors the pure formulas in backend/src/game/calculations.js — used only
// to render a live "what does this change" preview while building a
// character. Display-only: the server recomputes authoritatively at
// finalize, so this duplication is never gameplay-deciding. Keep in sync by
// hand if the backend formulas change.
export function abilityModifier(score: number): number {
return Math.floor((score - 10) / 2);
}
export function proficiencyBonus(level: number): number {
return 2 + Math.floor((level - 1) / 4);
}
export function armorClass(dexMod: number, armorBonus = 0): number {
return 10 + dexMod + armorBonus;
}
// Level 1 always uses the maximum possible Hit Die roll; every level after
// uses the fixed "average" value (floor(hitDieSize / 2) + 1).
export function hpMax(level: number, hitDieSize: number, conMod: number): number {
const base = hitDieSize + conMod;
if (level <= 1) return base;
const perLevelAverage = Math.floor(hitDieSize / 2) + 1;
return base + (level - 1) * (perLevelAverage + conMod);
}
export function saveBonus(abilityMod: number, proficient: boolean, profBonus: number): number {
return abilityMod + (proficient ? profBonus : 0);
}
export function skillBonus(abilityMod: number, proficient: boolean, profBonus: number, expertise = false): number {
if (!proficient) return abilityMod;
return abilityMod + profBonus * (expertise ? 2 : 1);
}
export function passivePerception(perceptionSkillBonus: number): number {
return 10 + perceptionSkillBonus;
}
export function spellSaveDC(profBonus: number, spellAbilityMod: number): number {
return 8 + profBonus + spellAbilityMod;
}
export function spellAttackBonus(profBonus: number, spellAbilityMod: number): number {
return profBonus + spellAbilityMod;
}
export function fmtMod(n: number): string {
return n >= 0 ? `+${n}` : `${n}`;
}
export interface PreviewAbilities {
STR: number;
DEX: number;
CON: number;
INT: number;
WIS: number;
CHA: number;
}
export const ABILITY_ORDER: Ability[] = ['STR', 'DEX', 'CON', 'INT', 'WIS', 'CHA'];
// --------------------------------------------------------------------------
// Gear levels — mirrors scaledDamageDice in backend/src/game/calculations.js.
// Used only to label the DM's level pickers ("Lv 3 · 1d10"); the dice actually
// shown for held gear always come from the server.
// --------------------------------------------------------------------------
export const MAX_GEAR_LEVEL = 9;
export const DAMAGE_SCALING_LABELS: Record<number, string> = { 1: 'Standard', 2: 'Powerful', 3: 'Legendary' };
const DIE_SIZES = [4, 6, 8, 10, 12];
function formatDice(sizes: number[]): string {
const counts = new Map<number, number>();
for (const size of sizes) counts.set(size, (counts.get(size) || 0) + 1);
return [...counts].map(([size, count]) => `${count}d${size}`).join('+');
}
function buildDamageLadder(rungs: number): { dice: string; average: number }[] {
const ladder: { dice: string; average: number }[] = [];
let k = 1;
let steps = 0;
while (ladder.length < rungs) {
if (steps > k * (DIE_SIZES.length - 1)) {
const previousAverage = ladder[ladder.length - 1].average;
k += 1;
steps = Math.floor(previousAverage - k * 2.5) + 1;
continue;
}
const sizes: number[] = [];
for (let i = 0; i < k; i++) sizes.push(DIE_SIZES[Math.floor(steps / k) + (i >= k - (steps % k) ? 1 : 0)]);
ladder.push({ dice: formatDice(sizes), average: k * 2.5 + steps });
steps += 1;
}
return ladder;
}
const DAMAGE_LADDER = buildDamageLadder(120);
function diceAverage(expression: string | null): number | null {
if (!expression || !expression.trim()) return null;
let total = 0;
for (const term of expression.replace(/\s+/g, '').toLowerCase().replace(/-/g, '+-').split('+')) {
if (!term) continue;
const die = /^(-?)(\d*)d(\d+)$/.exec(term);
if (die) total += (die[1] ? -1 : 1) * (Number(die[2]) || 1) * ((Number(die[3]) + 1) / 2);
else if (/^-?\d+$/.test(term)) total += Number(term);
else return null;
}
return total;
}
function clampGearLevel(level: number): number {
return Math.min(Math.max(Math.round(level || 1), 1), MAX_GEAR_LEVEL);
}
// `minLevel` is the level the gear starts at; baseDice is its damage there.
export function scaledDamageDice(baseDice: string, level = 1, scaling = 1, minLevel = 1): string {
const levelsGained = clampGearLevel(level) - clampGearLevel(minLevel);
if (levelsGained <= 0) return baseDice;
const baseAverage = diceAverage(baseDice);
if (baseAverage === null) return baseDice;
let baseRung = -1;
while (baseRung + 1 < DAMAGE_LADDER.length && DAMAGE_LADDER[baseRung + 1].average <= baseAverage) baseRung += 1;
const rungsPerLevel = Math.min(Math.max(Math.round(scaling || 1), 1), 3);
return DAMAGE_LADDER[Math.min(baseRung + levelsGained * rungsPerLevel, DAMAGE_LADDER.length - 1)].dice;
}
+19
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@@ -0,0 +1,19 @@
import type { Species } from '../api/types';
// Quick visual identification in lists/tables — purely decorative.
export const SPECIES_ICONS: Record<Species, string> = {
HUMAN: '🙂',
HALF_ELF: '🧝',
ELF: '🧝‍♀️',
GNOME: '🍄',
DWARF: '⛏️',
HALFLING: '🌾',
DRAGONBORN: '🐉',
TIEFLING: '😈',
HALF_ORC: '🪓',
ORC: '👹',
};
export function speciesIcon(species: Species | null): string {
return species ? SPECIES_ICONS[species] || '❓' : '❓';
}
+96
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@@ -0,0 +1,96 @@
import { useState, type FormEvent } from 'react';
import { apiClient } from '../api/client';
import { useAuth } from '../auth/AuthContext';
import { extractErrorMessage } from '../lib/format';
import { ErrorBanner } from '../components/Spinner';
export function AccountPage() {
const { user } = useAuth();
const [currentPassword, setCurrentPassword] = useState('');
const [newPassword, setNewPassword] = useState('');
const [confirmPassword, setConfirmPassword] = useState('');
const [error, setError] = useState<string | null>(null);
const [saved, setSaved] = useState(false);
const [submitting, setSubmitting] = useState(false);
async function handleSubmit(e: FormEvent) {
e.preventDefault();
setError(null);
setSaved(false);
if (newPassword !== confirmPassword) {
setError('The two new passwords do not match.');
return;
}
setSubmitting(true);
try {
await apiClient.post('/auth/password', { currentPassword, newPassword });
setCurrentPassword('');
setNewPassword('');
setConfirmPassword('');
setSaved(true);
} catch (err) {
setError(extractErrorMessage(err));
} finally {
setSubmitting(false);
}
}
return (
<div style={{ maxWidth: 480 }}>
<div className="page-header">
<div>
<h1>Your Account</h1>
<p className="subtitle">
{user?.displayName} · {user?.email}
</p>
</div>
</div>
<div className="card">
<div className="card-title">Change Password</div>
<form onSubmit={handleSubmit}>
<div className="field">
<label htmlFor="currentPassword">Current password</label>
<input
id="currentPassword"
type="password"
autoComplete="current-password"
required
value={currentPassword}
onChange={(e) => setCurrentPassword(e.target.value)}
/>
</div>
<div className="field">
<label htmlFor="newPassword">New password (at least 8 characters)</label>
<input
id="newPassword"
type="password"
autoComplete="new-password"
required
minLength={8}
value={newPassword}
onChange={(e) => setNewPassword(e.target.value)}
/>
</div>
<div className="field">
<label htmlFor="confirmPassword">New password again</label>
<input
id="confirmPassword"
type="password"
autoComplete="new-password"
required
minLength={8}
value={confirmPassword}
onChange={(e) => setConfirmPassword(e.target.value)}
/>
</div>
{error && <ErrorBanner message={error} />}
{saved && <p className="subtitle">Password changed. Use the new one next time you log in.</p>}
<button type="submit" className="btn btn-primary mt-md" disabled={submitting}>
{submitting ? 'Saving…' : 'Change Password'}
</button>
</form>
</div>
</div>
);
}
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+46 -4
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@@ -1,6 +1,6 @@
import { useState, type FormEvent } from 'react';
import { Link, useNavigate } from 'react-router-dom';
import { useCampaigns, useCreateCampaign, useJoinCampaign } from '../api/queries';
import { useCampaigns, useCreateCampaign, useJoinCampaign, useSetCampaignArchived } from '../api/queries';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { extractErrorMessage } from '../lib/format';
@@ -8,6 +8,7 @@ export function CampaignListPage() {
const { data: campaigns, isLoading, error } = useCampaigns();
const createCampaign = useCreateCampaign();
const joinCampaign = useJoinCampaign();
const setArchived = useSetCampaignArchived();
const navigate = useNavigate();
const [showCreate, setShowCreate] = useState(false);
@@ -15,6 +16,10 @@ export function CampaignListPage() {
const [description, setDescription] = useState('');
const [inviteCode, setInviteCode] = useState('');
const [formError, setFormError] = useState<string | null>(null);
const [showArchived, setShowArchived] = useState(false);
const activeCampaigns = campaigns?.filter((c) => !c.archivedAt);
const archivedCampaigns = campaigns?.filter((c) => c.archivedAt) || [];
async function handleCreate(e: FormEvent) {
e.preventDefault();
@@ -89,11 +94,15 @@ export function CampaignListPage() {
<div className="mt-lg">
{isLoading && <Spinner label="Consulting the tavern board…" />}
{error && <ErrorBanner message="Could not load your campaigns." />}
{campaigns && campaigns.length === 0 && (
<div className="empty-state">No campaigns yet — found one, or join with an invite code above.</div>
{activeCampaigns && activeCampaigns.length === 0 && (
<div className="empty-state">
{archivedCampaigns.length > 0
? 'No active campaigns — found one, join with an invite code above, or restore one from the archive below.'
: 'No campaigns yet — found one, or join with an invite code above.'}
</div>
)}
<div className="grid grid-cols-2">
{campaigns?.map((c) => (
{activeCampaigns?.map((c) => (
<Link key={c.id} to={`/campaigns/${c.id}`} className="card" style={{ display: 'block' }}>
<div className="card-title">
<span>{c.name}</span>
@@ -104,6 +113,39 @@ export function CampaignListPage() {
))}
</div>
</div>
{archivedCampaigns.length > 0 && (
<div className="mt-lg">
<div className="flex-between">
<h2 className="section-label" style={{ margin: 0 }}>Archived ({archivedCampaigns.length})</h2>
<button className="btn btn-ghost" onClick={() => setShowArchived((s) => !s)}>
{showArchived ? 'Hide' : 'Show'}
</button>
</div>
{showArchived && (
<div className="grid grid-cols-2 mt-sm">
{archivedCampaigns.map((c) => (
<div key={c.id} className="card">
<div className="card-title">
<Link to={`/campaigns/${c.id}`}>{c.name}</Link>
<span className={`badge ${c.role === 'DM' ? 'badge-dm' : 'badge-player'}`}>{c.role}</span>
</div>
<p style={{ color: 'var(--text-muted)', marginTop: 0 }}>{c.description || 'No description yet.'}</p>
{c.role === 'DM' && (
<button
className="btn"
disabled={setArchived.isPending}
onClick={() => setArchived.mutate({ campaignId: c.id, archived: false })}
>
Restore
</button>
)}
</div>
))}
</div>
)}
</div>
)}
</div>
);
}
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-3
View File
@@ -58,9 +58,6 @@ export function LoginPage() {
<p className="subtitle mt-md">
New adventurer? <Link to="/register">Create an account</Link>
</p>
<p className="subtitle" style={{ fontSize: '0.8rem' }}>
Demo: dm@example.com / player@example.com — password123
</p>
</div>
);
}
+106
View File
@@ -0,0 +1,106 @@
import { Link, useParams } from 'react-router-dom';
import { useAuth } from '../auth/AuthContext';
import { useCampaign, useCampaignCharacters } from '../api/queries';
import { useCampaignSocket } from '../hooks/useCampaignSocket';
import { Spinner, ErrorBanner } from '../components/Spinner';
import { usePagination, Pagination } from '../components/Paginated';
import { InfoTip } from '../components/InfoTip';
import { CLASS_LABELS, SPECIES_LABELS, formatPurse } from '../lib/format';
import { HpBar } from '../components/HpBar';
import { LifeBadge } from '../components/DeathSaves';
import { speciesIcon } from '../lib/speciesIcons';
// A DM's one-screen view of every character's stats at a glance; a player
// sees the same table, scoped to their own character(s) plus a read-only
// view of the rest of the party — same visibility split as the character
// list on the campaign home page.
export function PartyOverviewPage() {
const { campaignId = '' } = useParams();
const { user } = useAuth();
useCampaignSocket(campaignId);
const { data, isLoading: campaignLoading, error: campaignError } = useCampaign(campaignId);
const { data: characters, isLoading: charsLoading, error: charsError } = useCampaignCharacters(campaignId);
const { pageItems, page, pageCount, prevPage, nextPage } = usePagination(characters, 12);
if (campaignLoading || charsLoading) return <Spinner label="Gathering the party…" />;
if (campaignError || charsError || !data) return <ErrorBanner message="Could not load the party overview." />;
const isDM = data.campaign.role === 'DM';
return (
<div>
<div className="page-header">
<div>
<h1>Party Overview</h1>
<p className="subtitle">{isDM ? 'Every character in this campaign, at a glance.' : 'Your party.'}</p>
</div>
<Link to={`/campaigns/${campaignId}`} className="btn btn-ghost">
← Back to Campaign
</Link>
</div>
{characters?.length === 0 && <div className="empty-state">No characters yet.</div>}
{characters && characters.length > 0 && (
<div className="table-wrap">
<table className="data-table">
<thead>
<tr>
<th>Character</th>
<th>Species</th>
<th>Class</th>
<th>Level</th>
<th>
HP <InfoTip term="HP" />
</th>
<th>
AC <InfoTip term="AC" />
</th>
<th>Coins</th>
<th>Location</th>
</tr>
</thead>
<tbody>
{pageItems.map((c) => {
const inProgress = c.buildStage !== 'COMPLETE';
const isMine = c.userId === user?.id;
return (
<tr key={c.id}>
<td>
<Link to={inProgress ? `/characters/${c.id}/build` : `/characters/${c.id}`}>
<span aria-hidden="true">{speciesIcon(c.species)}</span> {c.name}
</Link>
{isMine && <span className="badge" style={{ marginLeft: 6 }}>you</span>}
</td>
<td>{c.species ? SPECIES_LABELS[c.species] : '—'}</td>
<td>{c.characterClass ? CLASS_LABELS[c.characterClass] : inProgress ? 'Building…' : '—'}</td>
<td>{c.level}</td>
<td>
{c.maxHp != null ? (
<div style={{ minWidth: 90 }}>
<span className="mono">
{c.currentHp}/{c.maxHp}
{c.tempHp > 0 && ` +${c.tempHp}`}
</span>{' '}
<LifeBadge deathSaves={c.deathSaves} />
<HpBar current={c.currentHp} max={c.maxHp} temp={c.tempHp} height={6} />
</div>
) : (
'—'
)}
</td>
<td>{c.armorClass ?? '—'}</td>
<td className="mono">{c.gold == null ? '—' : formatPurse(c)}</td>
<td>{c.currentLocationName ? `📍 ${c.currentLocationName}` : '—'}</td>
</tr>
);
})}
</tbody>
</table>
</div>
)}
<Pagination page={page} pageCount={pageCount} onPrev={prevPage} onNext={nextPage} />
</div>
);
}
+6
View File
@@ -4,4 +4,10 @@ import { defineConfig } from 'vite'
// https://vite.dev/config/
export default defineConfig({
plugins: [react()],
preview: {
host: true,
port: 5173,
allowedHosts: ['the-sunken-reach.crosscode.co.za'],
},
})
+4 -4
View File
@@ -1,19 +1,19 @@
{
"name": "dnd-campaign-manager",
"version": "1.0.0",
"version": "1.8.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "dnd-campaign-manager",
"version": "1.0.0",
"version": "1.8.0",
"workspaces": [
"backend",
"frontend"
]
},
"backend": {
"version": "1.0.0",
"version": "1.8.0",
"dependencies": {
"@prisma/client": "^5.20.0",
"bcrypt": "^5.1.1",
@@ -31,7 +31,7 @@
}
},
"frontend": {
"version": "0.0.0",
"version": "1.8.0",
"dependencies": {
"@tanstack/react-query": "^5.103.2",
"axios": "^1.20.0",
+3 -2
View File
@@ -1,6 +1,6 @@
{
"name": "dnd-campaign-manager",
"version": "1.0.0",
"version": "1.8.0",
"private": true,
"description": "D&D 5e campaign manager — monorepo root",
"workspaces": [
@@ -10,6 +10,7 @@
"scripts": {
"dev:backend": "npm run dev --workspace backend",
"dev:frontend": "npm run dev --workspace frontend",
"test:backend": "npm run test --workspace backend"
"test:backend": "npm run test --workspace backend",
"seed:hollowcrown": "npm run seed:hollowcrown --workspace backend"
}
}