Modules and adventures

Compendium modules (how they merge into the game) and full adventures: the chapter viewer, the gallery, the Rooms view and how to bring one to the table.

In My Library you keep two very different kinds of table content: compendium modules (races, classes, spells, monsters, items…) and complete adventures (text by chapters, maps, and art). This guide covers both and how to use them in your campaign.


Modules (compendium)

A module extends the D&D catalog with new content: subraces, subclasses, spells, feats, monsters, magic items, backgrounds… It lives in the D&D modules tab of your library, grouped by collection.

  • Getting them: in the Workshop (D&D modules tab) or by redeeming a code.
  • Using them: on a standalone sheet, whatever is in your library is already available in the character builder. In a campaign, the GM adds it in the campaign's D&D settings (Modules section), so the whole table plays with the same content and nobody brings in something the GM hasn't seen.
  • The module is merged into the game data without touching the base SRD; your content is added on top of the official content.

Writing your own content

Each entry type (creature, spell, class, feat, item…) has its own editor with a live preview on the right. When writing:

  • You write the text; the automation is flagged separately. Word the feature however you like and then tell the system what it means:
  • In classes, subclasses, feats, and species, below each feature's text there's "⚙ Feature automation": action economy, roll (damage, save+damage, healing, temporary HP), uses per rest, condition it imposes, what it spends when used, and who it affects. Whatever you set there wins over the text.
  • Formulas with level: the roll adds the die, "+mod" of one ability, a flat amount and, with the "+class level" box, your level in that class (for a species, your character level). "Temporary HP = 1d8 + Constitution + barbarian level" is die 1d8, +mod CON and the box ticked. Temporary HP is applied to the sheet automatically (it doesn't stack: the higher value stays).
  • Save with a fixed DC: in "save+damage", leave the DC empty to use the sheet's (8 + proficiency + modifier) or type a number for a fixed DC.
  • If you set nothing, the text is read, in Spanish or English. The rulebook phrasings work: as a bonus action, you can use it twice… long rest, you gain temporary hit points equal to 1d8 + your Constitution modifier + your X level, you have resistance to fire damage, Dexterity saving throw. A resistance only applies automatically if the sentence has no conditions (while…, when…); if it does, set it up as a Mode or a Rule.
  • In creatures, each action or feature picks what it is: Attack, Save, Healing / Temporary HP, Ability check, or Text. Whatever you flag shows up as a button on the creature's combat sheet: it rolls the dice and applies it (temporary HP doesn't stack, the higher value stays; for a character, the number is called out so they apply it on their sheet).
  • Icon for each feature: every action or feature of a creature gets a medallion and a divider line, so a long statblock can be read at a glance. The icon is inferred from what the feature says (the damage type it deals, the breath weapon, the healing, the save…), so you don't have to set it; if you want another one, click the medallion in the editor and pick one from the catalog (~50 silhouettes, the same ones as the combat bar) or upload your own image. The same applies to class and subclass features (the medallion sits next to each feature's text) and to feats (a feat is a single entry, so the icon belongs to the whole thing). Whatever you choose shows on the character sheet and in the combat bar, not just in the book.
  • Formatting with shortcuts: text fields support Ctrl+B (bold), Ctrl+I (italic), Ctrl+U, Ctrl+E (code), and Ctrl+Shift+X (strikethrough). Selecting text also brings up a formatting bar, which is how you do it on mobile.
  • Dice accept compound notation: 2d8+1d4+5 rolls both groups and adds them up.
  • Base on…: in each category, next to "Add", the Base on… button searches official content and the modules in your library (both editions) and opens a copy of the entry you pick: its text, features, columns, choices and automation. The original isn't touched; the copy gets "(copy)" in its name so you can rename it. Use it to make your own version of an entry without rewriting it all.
  • Subclasses with choices and tables: a subclass can't add options to an official one, but with Base on… you start from it. The parts that drive its tables:
  • Columns by level (dice and spells): the subclass table; a feature uses its value with @escala:.
  • Player choice on the feature: the list of options picked when leveling up (the Genie's genies, the Form of the Beast weapon). Each option can carry a roll, resistances and extra damage on hit with its own type and "once per turn" (each genie's Genie's Wrath) and its own spells by level, always prepared while that option is chosen.
  • Granted spells: the ones the subclass always has prepared, by level.
  • Example, a fifth genie: Base on… → The Genie; in the Vessel's choice add a "Lightning" option with extra damage @prof lightning, once per turn; save and enable the module in the campaign. Rename the choice feature or keep it: what the entry declares wins over the built-in list.
  • Magic items: check Attunement if it requires it (without attuning, the item gives no effects) and, if it runs on charges, set the maximum, when they recover (at dawn, at dusk, at midnight, on a long rest, or by hand), and how many it recovers. Leave the field empty only if it really recovers all of them; the usual in D&D is "1d3" or "1d6+4". The sheet keeps track, spends, and recharges automatically when resting.

Adventures

An adventure is a narrative module: the full text divided into chapters, plus a gallery of maps and art. You read it in the adventure viewer.

The viewer

  • Chapters: browse the text chapter by chapter; the side index jumps to any heading.
  • Gallery: every image in the adventure, with a maps / art filter, search, and a lightbox to view them full screen.
  • Rooms view (Roll20 style): the maps with their regions and each room's text/roster. A guided tour takes you room by room in order.
  • Open a map in the editor: from a room, you open its map in the tactical editor (walls, tokens, grid) to prepare it before playing.

Taking it to the table

  • The GM has an "Adventure" widget on their screen: attach the adventure to the campaign to keep it handy during play.
  • Every asset in the adventure has a /b/ link to share it or open it directly.

Where they come from

  • Import adventure (JSON): upload your adventure-….json (see the Import content guide).
  • Share (code): receive someone else's copy and it lands in your library.

Legal note: you import your own copy of the content and it stays in your library. Sharing the code is the responsibility of whoever shares it; Roliando does not distribute that material.

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