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Campaigns & Modules

A campaign is your own container for one ongoing game. A module is a bundle of content made to be shared.

That is the whole difference. Both hold the same kinds of things — pages, maps, encounters and entries — but a campaign is where you work, and a module is what you install.

Campaign Module
Made by You You or someone else
Comes from Created in the app Imported or downloaded
Holds Your notes, maps, encounters, party Published adventure content
Deleting it Removes its content Removes everything it brought

A campaign holds the material for one table, plus the state of the game you are running: the current map, the loaded maps, and the initiative order.

Open the library, go to Content → Campaigns, and add one. Give it a name and a description.

One campaign is the current one at a time. That is the campaign the game screen, battle map and player display are driving.

Switch it under Settings → Current Campaign, or from the campaign list.

Switching changes what Load Party finds, which maps are to hand, and where new content is filed.

Attach your player characters to the campaign. Two things then start working:

  • Load Party adds all of them to combat in one tap.
  • Encounter difficulty compares your monsters against their levels.

Both are described in Encounters & Combat.

A module is content packaged for distribution — an adventure, a compendium, a rules supplement, an asset pack.

Modules arrive two ways: Settings → Package Manager downloads published ones, and Settings → Import installs a .module file you already have. See Import and Export.

A module carries its own name, author, version and description, so you can see where content came from and whether an update exists.

Both campaigns and modules hold the same building blocks:

Item What it is
Page Written content — notes, read-aloud text, house rules
Map A battle map
Encounter A prepared fight
Group A folder, for structure
Reference A shortcut to something else

Pages are the prose half of an adventure. Write your session notes, room descriptions and handouts here.

Text on a page can contain live links and dice — {#monster Goblin} opens the creature, and {#dice 2d6+3} rolls. See Dice & Roll Tables.

Groups are folders. Use them to give an adventure chapters and a campaign sections.

Groups nest, so you can go as deep as you need.

A reference is a shortcut. It points at something else — a creature, a map, a page — and shows up in the tree with its own name.

This is how one thing appears in two places without being copied. The goblin defined in a compendium can also be listed in the chapter where it ambushes the party.

References are soft links. If the target is deleted, the reference is left pointing at nothing.

The library holds all your content. Campaigns and modules organise it.

Nothing is duplicated: filing a creature into a campaign does not make a second copy of it. See How it works.

New content is filed into the current campaign unless you say otherwise. Check Settings → Current Campaign.

Can content belong to both a campaign and a module?

Section titled “Can content belong to both a campaign and a module?”

Yes. Content records where it came from, and can sit in both.

A module owns what it brought. If you edited one of its entries, make a Copy first — the copy is yours and survives. See The Library.