This is your main tab during the fight. Keep it open — click Next Turn here, track HP here. Flip to the Combat tab (tab 3) when you need narration text or want to check a rule. Both tabs share the same enemy HP.
0. Collect player info (do this before reading the combat narration)
Ask each player: "What's your character's name, AC, and max HP?" These are on their character sheets. Type the name, AC, and HP into the setup area below. If they don't know where to find it, AC is usually in a shield icon and HP is a heart or on the top-right of the sheet.
1. Roll initiative
After reading the combat narration (on the Combat tab), say: "Everyone roll a d20 and add your initiative modifier." It's on their sheet — usually equals their Dexterity modifier. Type each player's total in the Init box. Click Auto-Roll Enemy Init to roll for the enemies. Then click Sort by Initiative.
2. Run the fight
The red-highlighted row is whose turn it is.
• Player's turn? Ask: "[Name], what do you do?" Resolve it. Click Next Turn.
• Enemy's turn? Pick a target, roll d20 + attack bonus, compare to player's AC. If it hits, roll damage. Click Next Turn.
That's the entire loop.
3. Track damage
When someone takes damage, click the − buttons on their row here. HP updates automatically. When an enemy hits 0, they're dead — the tracker skips their turn. Enemy HP stays in sync with the Combat tab.
4. Don't worry about conditions
The condition tags (Prone, Stunned, etc.) are there if you need them, but for your first fight, you probably won't. Ignore them if they feel like too much.
ROUND1
Setup Initiative
Enter initiative rolls, then click Sort. Active turn highlights automatically.
Bonus Action
Only if a feature/spell grants one. Off-hand attack (1d6, no mod), some spells
Movement
Move up to speed (usually 30 ft). Can split before/after action. Difficult terrain = half
Reaction
Opportunity attack (enemy leaves your reach), some spells (Shield, Counterspell)
Encounter Specials
Starting Map
Quick Dice
Result:—
Enemy Quick Ref
Pacing Tips — Keeping It Fun
Keep turns under 60 seconds. When it's someone's turn, give them a moment. If they freeze, offer 2 options: "You could attack the big one or try to get behind the pillar — what sounds good?" Options unfreeze people faster than open-ended questions.
Narrate between turns, not during. Don't describe every swing in detail — save the good descriptions for big moments: first blood, a crit, a death, the bloodied pulse. Everything else can be quick: "You hit. 6 damage. Nice."
The Shardling should die first. It's designed to go down fast — this gives the players a quick win and builds confidence before the tougher Wardens. If it survives too long, let the next hit finish it.
3-5 rounds is the sweet spot. If the fight goes past round 5, start having enemies take more damage or miss more. A fight that drags is worse than one that ends too fast.
Celebrate the players. When someone does something cool, react. "Oh that's a big hit!" or "Ooh, the Warden did NOT like that." Your energy sets their energy. If you're excited, they're excited.
If a player drops to 0 HP... They're unconscious, not dead. On their turn they make a death save: roll d20. 10+ = success, 9 or below = fail. 3 successes = stable. 3 fails = dead. Another player can use their action to stabilize (Medicine DC 10) or heal them. But honestly? For a family game, if someone drops, have the DM award them a potion. It's more fun than death saves.
Quick DC Guide — When Players Try Creative Things
DC 5 — Very EasyAlmost anyone can do this. Climbing a low wall, noticing something obvious.
DC 10 — EasyReasonable chance of success. Persuading a friendly NPC, picking a simple lock.
DC 15 — MediumTakes real skill. Spotting a hidden trap, leaping across a wide gap.
DC 20 — HardImpressive feat. Convincing a hostile creature, bending iron bars.
When a player wants to try something creative in combat — throwing sand, swinging from a pillar, kicking an enemy into the crystal patch — pick the closest ability (Strength, Dexterity, etc.), set a DC from the list above, and let them roll. Say yes more than you say no. The story is better when players surprise you.
ProneDisadvantage on attacks. Melee vs. them has advantage. Ranged has disadvantage. Costs half movement to stand.
StunnedCan't move or act. Auto-fail STR/DEX saves. Attacks against have advantage.
GrappledSpeed = 0. Ends if grappler incapacitated or forced apart.
FrightenedDisadvantage on checks/attacks while source is visible. Can't move closer.
RestrainedSpeed = 0. Attacks against have advantage. Target has disadvantage on attacks and DEX saves.