UNTESTED work in progress. Do not assume correct. Scope: SERVER BACKEND ONLY (SQLite/Express, REACT_APP_STORAGE=server). Does NOT work with Firebase SDK mode — no HTTP backend there, different transport/auth. Skill + doc explicitly call this out. - .agents/skills/ttrpg-encounter-builder/: harness-agnostic skill (pi/claude/codex via .agents/skills + symlinks). SKILL.md + helper script that batch-writes encounters via REST, rolls initiative, verifies. - docs/ENCOUNTER_BUILDER.md: add Path normalization section, Build flow (API/scripts) section with REST endpoint table, object templates, recipe. Server-mode-only caveat noted. Helper script syntax-checked + campaign lookup verified against running instance, but full seed flow not regression-tested against test suite.
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Encounter Builder — DM Interface Guide
How a DM (or LLM automating the DM role) builds and runs encounters via the UI and storage layer. Covers entity model, build flow, combat controls, and the storage paths backing each action.
Entity model
Three nested entities. All stored as opaque JSON docs in the KV store (generic doc store — see docs/DEVELOPMENT.md).
Campaign
└─ Encounter(s)
└─ Participant(s)
Plus two global docs:
activeDisplay/status— controls player view (which campaign+encounter, hide-HP flag)logs/{id}— append-only action log entries
Campaign
Path: artifacts/{APP_ID}/public/data/campaigns/{campaignId}
| Field | Type | Notes |
|---|---|---|
name |
string | |
playerDisplayBackgroundUrl |
string | optional, image URL for player display bg |
ownerId |
string | user id |
createdAt |
ISO string | |
players |
array | campaign-level character roster (templates, NOT combatants) |
Campaign characters = reusable templates. Default HP + init mod. Added to any encounter via ParticipantManager. Not combatants themselves.
Encounter
Path: artifacts/{APP_ID}/public/data/campaigns/{campaignId}/encounters/{encounterId}
| Field | Type | Notes |
|---|---|---|
name |
string | |
createdAt |
ISO string | |
participants |
array | the combatants (see below) |
round |
int | 0 = not started |
currentTurnParticipantId |
string|null | who acts now |
isStarted |
bool | combat active |
isPaused |
bool | frozen turn order (add/remove/edit allowed) |
turnOrderIds |
array | participant ids in turn order = participants[] order (1-list model) |
Participant
Object in encounter.participants[]:
| Field | Type | Notes |
|---|---|---|
id |
string | generateId() |
name |
string | |
type |
'character' | 'npc' | 'monster' |
character/NPC = death saves, monster = dead at 0 HP |
originalCharacterId |
string|null | links back to campaign character if type=character |
initiative |
int | rolled once at add (rollD20() + mod). Stored value, not re-derived. |
maxHp |
int | |
currentHp |
int | 0 = dead/dying/stable by status |
conditions |
array | condition ids from CONDITIONS list |
isActive |
bool | in turn rotation? false = skipped by nextTurn |
status |
'conscious' | 'dying' | 'stable' | 'dead' |
death-save source of truth |
deathSaveSuccesses |
int | character/NPC only, 0-3 successes |
deathSaveFailures |
int | character/NPC only, 0-3 failures |
Path normalization
App passes firebase-prefixed paths (artifacts/{APP_ID}/public/data/campaigns/...). Server-mode adapter norm() strips prefix → bare canonical (campaigns/...).
- UI / app code → prefixed paths (
getPath.*helpers) - REST API / direct DB / scripts → bare canonical paths (
campaigns/...)
Mixing = empty results. If GET /api/collection?path=artifacts/.../campaigns returns [], you used the prefixed form. Drop the prefix.
Build flow (UI)
Admin view at /. Steps:
1. Create campaign
- Click Create Campaign button
- Enter name + optional background URL
- Submits →
setDoc(campaigns/{id}, { name, playerDisplayBackgroundUrl, ownerId, createdAt, players:[] })
2. Select campaign
- Click campaign card →
setSelectedCampaignId(campaign.id) - Now managing: CharacterManager + EncounterManager visible
3. Add campaign characters (optional templates)
CharacterManager section. Per character:
- Name
- Default HP (
DEFAULT_MAX_HP= 10) - Init Mod (
DEFAULT_INIT_MOD= 0)
→ updateDoc(campaign, { players:[...existing, newChar] })
These are reusable across encounters. Add to encounter later (auto-rolls initiative).
4. Create encounter
- Click Create Encounter
- Enter name
→
setDoc(campaigns/{cid}/encounters/{eid}, { name, createdAt, participants:[], round:0, currentTurnParticipantId:null, isStarted:false, isPaused:false })
5. Add participants
ParticipantManager section. Two paths:
Monster/NPC:
- Monster Name (
placeholder: "e.g., Dire Wolf") - Init Mod (
MONSTER_DEFAULT_INIT_MOD= 2) - Max HP (
DEFAULT_MAX_HP= 10) - Is NPC? checkbox (sets
type: 'npc', keeps monster/DM-control color, enables death saves) - Click Add to Encounter
- Initiative auto-rolled:
rollD20() + mod
Character (from campaign roster):
- Select character from dropdown
- Click Add to Encounter
- OR Add All (Roll Init) — bulk-adds all campaign chars, each rolls own initiative
Duplicate guard: same originalCharacterId blocked (alerts "already in this encounter"). Monsters no dedup.
Participant object added:
{ id, name, type, originalCharacterId, initiative, maxHp, currentHp:maxHp,
conditions:[], isActive:true, status:'conscious', deathSaveSuccesses:0, deathSaveFailures:0 }
6. Reorder before start (tie-break)
Pre-combat only (!isStarted || isPaused). Drag handles shown for tied initiative values only. Drop reorders participants[] + turnOrderIds.
During active combat, cross-current-pointer drag is blocked to avoid skip/double-act ambiguity. Paused combat can reorder same-initiative ties freely.
Build flow (API / scripts)
Same logical steps as UI, via REST. For LLM agents or seed scripts.
Server mode only. REST endpoints (/api/*) exist only when tracker runs
with REACT_APP_STORAGE=server (bundled Express backend mounted). Firebase
SDK mode has no HTTP backend — data lives in Firestore via in-browser SDK,
different auth + write paths. This section does not apply to firebase mode.
Confirm server mode before scripting:
curl -s <HOST>/api/collection?path=campaigns | head -c 200
JSON array = server mode. HTML (SPA shell) = firebase mode or backend not mounted — API path won't work.
REST endpoints
| Method | Path | Body / Query | Action |
|---|---|---|---|
GET |
/api/doc |
?path= |
read one doc |
PUT |
/api/doc |
{path, data} |
replace doc |
PATCH |
/api/doc |
{path, patch} |
shallow merge, create-on-miss |
DELETE |
/api/doc |
?path= |
delete one doc |
GET |
/api/collection |
?path= |
list docs under collection |
POST |
/api/collection |
{path, data} |
addDoc: auto-id under collection |
POST |
/api/batch |
{ops:[{type:'set'|'update'|'delete', path, data?}]} |
atomic multi-write |
All paths bare canonical (no artifacts/... prefix).
id format
generateId() = crypto.randomUUID() (fallback id_{Date.now()}_{rand10}). Use either. Server POST /api/collection generates its own UUID — fine for campaigns/encounters. Participants are inline array items; generate their ids client-side so they're stable across batch writes.
Object templates
Encounter doc (full, for PUT / batch set):
{
name: 'Barrowdeep 1 - Antechamber',
createdAt: new Date().toISOString(),
participants: [], // inline, NOT a sub-collection
round: 0,
currentTurnParticipantId: null,
isStarted: false,
isPaused: false,
ruleset: '5e',
}
Participant object (item in encounter.participants[]):
{
id: generateId(),
name: 'Ankheg',
type: 'monster', // 'character' | 'npc' | 'monster'
originalCharacterId: null, // set only if type==='character'
initiative: rollD20() + initMod, // rolled ONCE at add; stored, not re-derived
maxHp: 45,
currentHp: 45, // start at full
conditions: [],
isActive: true,
status: 'conscious',
deathSaveSuccesses: 0, // character/npc only
deathSaveFailures: 0, // character/npc only
}
Initiative semantics
- Default:
initiative = rollD20() + initMod(d20 ∈ [1,20], roll fresh per participant). - Manual override (e.g. pre-rolled values): set
initiativedirectly, skip the roll. - Fixed at add time. NOT re-derived from
initModafter —initModis not stored on participant.
Recipe: build encounters for a campaign
- Find campaign id by name:
curl -s "$HOST/api/collection?path=campaigns" \
| jq -r '.[] | select(.name=="2026 D&D") | .id'
- Build encounter docs + participants client-side (object templates above), roll initiative per participant.
- Write all encounters in one batch:
curl -s -X POST "$HOST/api/batch" \
-H 'Content-Type: application/json' \
-d '{"ops":[{"type":"set","path":"campaigns/CID/encounters/EID1","data":{...}},{"type":"set","path":"campaigns/CID/encounters/EID2","data":{...}}]}'
- Verify:
curl -s "$HOST/api/collection?path=campaigns/CID/encounters" | jq '.[] | {name, count: (.participants|length)}'
Participants go inline in the encounter doc — there is no participants sub-collection. A single batch set per encounter writes the whole roster atomically.
Combat flow (UI)
InitiativeControls panel (sticky, right side).
Start
- Start Combat button (disabled if no active participants)
- Sorts ALL participants by initiative (1-list:
participants[]= display + turn order) round=1,currentTurnParticipantId= first active,isStarted=true,isPaused=false- Sets
activeDisplay→ this campaign+encounter (player display syncs) - Initiative fixed at start. NOT re-derived from mod after.
Next Turn
- Next Turn button (disabled if paused)
- Advances to next active participant in
turnOrderIds - Wraps at end →
round += 1 - No re-sort after start; 1-list order remains source of truth
- Inactive (
isActive:false) participants are skipped, but stay in slot
Pause / Resume
- Pause Combat →
isPaused=true, Next Turn disabled - While paused: add/remove participants, adjust HP, edit initiative, reorder ties
- Resume Combat →
isPaused=false, no re-sort (1-list: turnOrderIds already current)
HP adjustments (combat only)
Per-participant input + buttons:
- Number input
- Damage (HeartCrack icon) —
currentHp = max(0, hp - amt) - Heal (Heart icon) —
currentHp = min(maxHp, hp + amt)for living/dying/stable participants; normal heal does not affect dead participants - Character/NPC at 0 HP →
status:'dying', death-save controls, unconscious condition - Monster at 0 HP →
status:'dead',isActive:false - Massive damage (
damage >= currentHp + maxHp) → dead
Death saves (character/NPC only, at 0 HP)
Action buttons: Success, Fail, Nat1, Nat20, Stabilize.
- Success: +1 success; 3 successes → stable/unconscious at 0 HP
- Fail: +1 failure; 3 failures → dead
- Nat1: +2 failures
- Nat20: 1 HP, conscious, counters reset
- Stabilize: stable/unconscious at 0 HP, counters reset
- Revive: dead → 0 HP, stable/unconscious, active
Conditions
- Click participant → expand conditions picker (all 22 from
CONDITIONS) - Active conditions show as badges, click to remove
End combat
- End Combat button → resets
isStarted:false,round:0,currentTurn:null,turnOrderIds:[] - Clears
activeDisplay(player view goes blank)
Player display
Separate view at /display or ?playerView=true. Read-only second screen.
What it shows:
- Current encounter name
- Round + current turn participant
- All participants in
participants[]order (drag order, NOT init-sorted — BUG-15 fix) - HP bars, conditions, death saves
- Inactive participants hidden (including auto-inactive dead monsters and DM-hidden reserves)
Driven by activeDisplay/status doc. Controlled by Open Player Window button (sets active campaign+encounter) or Start Combat (auto-sets).
1-list turn order model
Key architecture. turnOrderIds === participants.map(p => p.id) always. Single source of truth.
- Display =
participants[]order (AdminView + DisplayView, no re-sort) - Turn rotation =
turnOrderIds(mirrors participants[]) - Drag = source of truth, overrides initiative
- Add mid-combat = slot by initiative into participants[] + sync
- Toggle active = flip
isActiveonly, stay in slot - Remove = drop from participants[] + sync, advance current if needed
No re-sort after startEncounter.
Storage paths quick reference
Bare canonical (server mode). App code prefixes these with artifacts/{APP_ID}/public/data/ — adapter strips it.
campaigns/{cid} campaign doc
campaigns/{cid}/encounters/{eid} encounter doc (participants[])
campaigns/{cid}/encounters/{eid}/participants ❌ NOT a path — participants inline
activeDisplay/status player display control
logs/{logId} action log entry
REST mapping: campaigns/{cid} doc → GET/PUT/PATCH/DELETE /api/doc?path=campaigns/{cid}. Collection parent (campaigns, campaigns/{cid}/encounters) → GET/POST /api/collection?path=....
DM tips
- Initiative rolled ONCE at add time. Stored. Edit via EditParticipantModal to override.
- Pause before big roster changes (adds/removes). Resume re-syncs cleanly.
- Campaign chars = templates. Edit campaign char doesn't touch encounter participants (already added).
- Dead monsters become inactive automatically and are skipped. Remove via trash icon to clean list.
- Dead characters/NPCs stay active until DM marks inactive, removes, or revives them.
- Player display auto-follows Start Combat. Manual control via Open Player Window.
See docs/GLOSSARY.md for domain terms, TODO.md for known bugs.