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Campaign Logger vNext

The next version of Campaign Logger is nearing production!

For that reason, I restructured the URLs:

preview.campaign-logger.com​
is now available as​
app.campaign-logger.com
preview-staging.campaign-logger.com​
is now available as​
preview.app.campaign-logger.com
campaign-logger.com​
will (soon) be available as​
legacy.app.campaign-logger.com
 

Comments

To give you a reason to try out the new URLs we published an update with several cool features. Please visit app.campaign-logger.com for our new features which I find awesome:

Copy & Paste Images

Copy Images from your harddrive, the web, clipboard, or the Gallery (see below) into your Log Entries as announced before.


Copy & Paste Formatted Text

Now you can copy formatted text into your logs. Just copy text from the web or a word file and paste into your editable Log Entry. Here are some examples how it might look:
View attachment 1470

Just to be clear: With this new feature even images inside a HTML page are pasted into your Log Entry.

View attachment 1471

If you want to copy your text unformatted, please check the options that your browsers support. For example, in Chrome you can copy text unformatted with CTRL-Shift-V instead of CTRL-V.

Image Gallery

The Gallery feature announced in the old vNext Thread is now live as well.



In addition to that we added some minor tweaks.
  • The blue thumb print in the lower right corner to handle your privacy settings has moved to a link at the bottom left of the page, called "Privacy Settings".
  • There's now a mermaid template called 5rdt, optimized to give you an overview of your next (or current) 5-Room-Dungeon (5RD). It could look like this:
    View attachment 1474
  • @JochenL, could you please provide an overview here of the feature set, possibilites of and differences between both templates? (Or link to a page wherethat documentation already exists.)

As @pbianchi always says: Happy Logging!
 
Last edited:
  • @JochenL, could you please provide an overview here of the feature set, possibilites of and differences between both templates? (Or link to a page wherethat documentation already exists.)
Currently, we have two templates:
  • 5 Room Dungeon Canvas
    1624192446975.png
  • 5 Room Dungeon Template
    1624192745953.png
The original 5RDC (Canvas) is more about improv. As I like my info mor on the point and located with the rooms, I split the room column and introduced a conclusion tile for rewards and follow-up pointers. This 5RDT (Template) is more like my brain works. So rewriting @JohnnFour's adventure into my template leaves a lot of white space. I should post one of mine instead.

In source they are:

Canvas
Code:
```5rdc
[Title]
Stop the Coup -
Can the party prevent Balthazar from taking over Cuidad in the name of Lacerta?

[Impressions]
__Church of Vida__
- Clean, bright, orderly. No dust!
- Floral incense burning
- Statues of goddess everywhere
- Acolytes in clean white cotton

__Dungeon__
- Oil sheen
- Dark, oily, smoky, guttering torches
- Narrow twisty tunnels
- 3 Eyed Lizard cult symbol
- Dungeon carved in black basalt

[Dangers]
- Vida acolytes
- Cult thugs & lieutenants
- Poison oil on surfaces
- Small 3-eye lizard swarms
- Lacerta oil bombs
- Narrow tunnels - med squeeze
- Med 3-eyed lizards
- Balthazar escapes - secret tunnel

[Discoveries]
- Torches made of lizard oil & fat
- Citizens drugged
- Lizards are being eaten by cultists
- Barrels of Lacerta oil
- Flasks of oil - "Lacerta bombs"

[3 Step Plan]
- Explore: Raise the alarm
- Defend: Repel the PCs
- Fight: Confront Balthazar

[GM Moves]
- Animate statues - goddess defends
- Raise Alarm
- Poison PCs - lizard swarm, surface contact, oil bombs
- Reveal Balthazar the traitor

[Connections]
- Map beneath warehouse points here
- Secret tunnel to Lacerta cave
- Church of Vida ⇨ Dungeon

[Rooms]
__Room I ⇨ Church__
Church of Vida - dungeon entrance

__Room II ⇨ Dungeon Entrance__
Guards and cultist followers

__Room III ⇨ Dungeon Lair__
False God - big lizard pet

__Room IV ⇨ Command Room__
Confront @Balthazar and cult lieutenants

__Room V ⇨ Secret Tunnel__
The lizard under warehouse the boss
```
Template
Code:
```5rdt
[Title]
Stop the Coup -
Can the party prevent Balthazar from taking over Cuidad in the name of Lacerta?

[Impressions]
__Church of Vida__
- Clean, bright, orderly. No dust!
- Floral incense burning
- Statues of goddess everywhere
- Acolytes in clean white cotton

__Dungeon__
- Oil sheen
- Dark, oily, smoky, guttering torches
- Narrow twisty tunnels
- 3 Eyed Lizard cult symbol
- Dungeon carved in black basalt

[Dangers]
- Vida acolytes
- Cult thugs & lieutenants
- Poison oil on surfaces
- Small 3-eye lizard swarms
- Lacerta oil bombs
- Narrow tunnels - med squeeze
- Med 3-eyed lizards
- Balthazar escapes - secret tunnel

__3 Step Plan__
- Explore: Raise the alarm
- Defend: Repel the PCs
- Fight: Confront Balthazar

__GM Moves__
- Animate statues - goddess defends
- Raise Alarm
- Poison PCs - lizard swarm, surface contact, oil bombs
- Reveal Balthazar the traitor

[Discoveries]
- Torches made of lizard oil & fat
- Citizens drugged
- Lizards are being eaten by cultists
- Barrels of Lacerta oil
- Flasks of oil - "Lacerta bombs"

[Connections]
- Map beneath warehouse points here
- Secret tunnel to Lacerta cave
- Church of Vida ⇨ Dungeon

[Room 1=Room I ⇨ Church]
Church of Vida - dungeon entrance

[Room 2=Room II ⇨ Dungeon Entrance]
Guards and cultist followers

[Room 3=Room III ⇨ Dungeon Lair]
False God - big lizard pet

[Room 4=Room IV ⇨ Command Room]
Confront @Balthazar and cult lieutenants

[Room 5=Room V ⇨ Secret Tunnel]
The lizard under warehouse the boss

[Conclusion]
```
Please note that you can now overwrite the default room names by adding a = followed by your new title. This works for all templates now.
 
These are great!

Is there a way to build our own templates? I'm running up against character limits, and would like to make an entry for each column of the template, more or less. I really like the bounding boxes, though, and having a template would be awesome.
 
The original 5RDC (Canvas) is more about improv. As I like my info mor on the point and located with the rooms, I split the room column and introduced a conclusion tile for rewards and follow-up pointers. This 5RDT (Template) is more like my brain works. So rewriting @JohnnFour's adventure into my template leaves a lot of white space. I should post one of mine instead.
Same here! This is how my current project looks like. It's in German but I'll post the source code for easier translation if required.

1627206311984.png

I also used a flowchart to divide the 5RD into mini-5rds thinking of transitions between or conditions of scenes:
1627206394191.png


Source 5RD:
Code:
```5rdt
[Title]
Im Hohen Gras -
Ein seltsamer Ort im Nirgendwo
    
[Impressions=Atmosphäre]
__Arkham__
- Regnerisch, Grau
    
__Im Zug__
- Luxus, Prunkt
- Heiter

__Im Gras__
- Düster, Kalt

[Dangers]
- Vida acolytes

__3 Step Plan__
- Explore: Raise the alarm
- Defend: Repel the PCs
- Fight: Confront Balthazar
    
__GM Moves__
- Animate statues - goddess defends
    
[Discoveries=Entdeckungen]
- Torches made of lizard oil & fat

[Connections=Verknüpfungen]
- @Kira und @Niklas Morgan kennen sich.
- Treffen in der !"Bibliothek von Arkham"

[Room 1=Der Fund]
@Niklas Morgan findet die abgebrochene Indianische Pfeilspitze, die Richtung Nordosten zeigt, wenn er sie in Wasser legt. Sie führt in zu einer Zugreise mit den Ermittlern @Kira und @Gustav.

- Einstieg, Zusammenführung der Charaktere

[Room 2=Zugreise]
Auf der Zugreise gibt es einige Gelegenheiten, die Befindlichkeiten einiger Passagiere zu beleuchten. An einem Punkt im Nirgendwo wird es im Zug unvermittelt schrecklich kalt. Alle Lampen und Zigaretten gehen aus. Der Zug hält an. Einige Fahrgäste treten für eine Zigarette nebens Gleis. Alle werden gebeten, sich nicht ins hohe Gras zu begeben.

- Interaktion
- Detektivarbeit (über andere Passagiere, Zugführer, Zugstrecke)

[Room 3=Das Hohe Gras]
Hohes Gras, so weit das Auge reicht. Für die Schienen wurde eine Schneise mitten hindurch geschlagen. Und so steht der Zug, mitten im Nirgendwo. Dann bemerken die Charaktere aus den Augenwinkeln Bewegungen oder hören ein auffälliges Rascheln. Wenn sie sich nicht selbst ins Hohe Gras begeben, ertönt von der anderen Seite des Zuges der Schrei eines NSCs, mit dem sie sich auf der Fahrt angefreundet oder bekannt gemacht haben. Dort ist jemand verschwunden!

- Fährtensuchen
- Verfolgungsjagd
- Vom Jäger zum Gejagten
- Kampf oder Flucht

[Room 4=Der Minen-Friedhof]
Ursprünglich wurden die Höhlen im Fels von Indianern der ^Okori als Grabstätte genutzt. Dann kamen die weißen Siedler und fanden Gold. Nicht so viel um eine Siedlung zu gründen, aber genug um die Indianer zu töten oder zu vertreiben und ihnen das Land zu stehlen. Idee: Vision wiederholen, die @Kimi gesehen hat.

- Zugang zum !Minen-Friedhof
- Verlust der Pfeilspitze

[Room 5=Zurück zum Zug]
Nachdem die Charaktere sich mit dem *Minengeist auseinandergesetzt haben (und vielleicht einen Passagier gerettet haben), gilt es den Weg zurück zum Zug zu finden. Auf dem Weg durchs Gras hören sie die Zugpfeife, die zur Abfahrt ruft. Jetzt ist Eile geboten! Während die Pfeilspitze den Weg zur Mine gewiesen hat, müssen die Charaktere sich nun anders orientieren.
 
[Conclusion=Ausklang]
Die Charaktere kommen am Zielort an. (Wenn sie es zum Zug zurück geschafft haben.)
```
Source Flowchart
Code:
```mermaid
flowchart LR
1a["Fund der Pfeilspitze"]
1b["Armitage"]
1c["Zugtickets"]

subgraph A["Der Fund"]
  1a -->|Kira| 1b -->|Boxkampf, Artikel, Kongress| 1c
end

2a["Der Zug"]
2b["Die Fahrgäste"]
2c["Klavierspiel"]
2d["Der Streit"]
2e["Stillstand"]

subgraph B["Die Zugreise"]
  2a -->|Dinner| 2b -->|Neue Freunde| 2c --> 2d -->|Schlichtung| 2e
end

3a["Raucherpause"]
3b["Entführt"]
3c["Verfolgungsjagd"]
3d["Kampf oder Flucht"]
3e["Entkommen"]

subgraph C["Das Hohe Gras"]
  3a -->|Legende| 3b -->|Die Fährte| 3c -->|Jäger zu Gejagter| 3d --> 3e
end

4a["Minen-Eingang"]
4b["Labyrinth"]
4c["Geister der Ahnen"]
4d["Der Ahnengeist"]
4e["Offenbarung"]

subgraph D["Minenfriedhof"]
  4a --> 4b --> 4c --> 4d --> 4e
end

5a["Die Zugpfeife"]
5b["Orientierung"]
5c["Zurück im Zug"]

subgraph E["Weiterfahrt"]
  5a --> 5b --> 5c
end

A -->|Vorbereitungen| B -->|Längere Pause| C -->|Die Hügel| D -->|Zum Ausgang| E
```
 
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