Battle Room
One square equals 5 feet.
🛡 Hardness Reference
| Material | Hardness | Typical examples |
|---|
Object damage equals rolled damage minus hardness, minimum 0.
Initiative Tracker
⚔️ Hornerville Battle Room
Welcome to the Hornerville Battle Room, a tactical battlefield built for desktop and mobile play. Every square on the map represents 5 feet.
Use the Battle Room to track creatures, movement, initiative, terrain, obstacles, object damage, and exact battlefield positions during an encounter.
Getting Started
Choose a battlefield from the Battlefield menu.
Add a Hero, Ally, Enemy, or Obstacle.
Touch or click a token or object to select it.
Drag the selected piece to move it across the grid.
Movement distance is displayed automatically while moving.
Your battlefield is saved on your device until you reset it.
Character Tokens
Hero
Adds a blue player-character token.
Choose the character’s class to give the token an appropriate class portrait.
Ally
Adds a green friendly character or creature.
Allies may also use class portraits or a custom emoji.
Enemy
Creates one or more enemy tokens with automatic numbering.
Enemy tokens use simple colored circles and names so many creatures can remain easy to distinguish during battle.
Class Portraits
Heroes and allies may select a class portrait.
Available classes include:
Alchemist
Arcanist
Assassin
Berserker
Bloodmage
Gladiator
Hunter
Shaman
Wanderer
Custom
Choosing a class automatically changes the artwork displayed on the token.
Use Custom to enter another emoji for unusual classes, professions, creatures, or important NPCs.
The token color remains visible around the portrait so characters of the same class can still be distinguished.
Token Controls
Token Name changes the name of the selected character.
Class changes the selected character’s class portrait.
Custom Emoji assigns a personal symbol when the Custom class is selected.
Color changes the token’s faction or identifying color.
Size changes the creature’s battlefield space:
1×1
2×2
3×3
Health marks the creature as Healthy, Wounded, Critical, or Defeated.
Apply saves changes made to the selected token.
Duplicate creates a copy of the selected token.
Lock prevents accidental movement.
Delete removes the selected token or object.
Obstacles and Scene Objects
Obstacles represent physical objects that creatures may move around, hide behind, push, damage, destroy, or interact with.
Available objects may include:
Barrel
Crate
Treasure Chest
Table
Door
Stone Wall
Stone Pillar
Rubble
Brazier
Wagon
Tree
Bookshelf
Statue
Portcullis
Unlike creature tokens, obstacles use recognizable object artwork so the battlefield can be understood at a glance.
A barrel looks like a barrel. A tree looks like a tree. A treasure chest looks like a treasure chest. Tiny cartographic sorcery. 🗺️
Object Properties
Each obstacle automatically receives appropriate default statistics.
These may include:
Hardness reduces damage dealt to the object.
HP represents how much damage the object can withstand.
Cover shows whether the object provides no cover, half cover, or full cover.
Weight indicates how difficult the object is to move.
Traits describe special properties such as:
Breakable
Flammable
Lockable
Container
Pushable
Blocks Movement
Blocks Line of Sight
Treasure
These defaults can be changed when a special object requires different statistics.
Hardness and Object Damage
When an object takes damage, subtract its Hardness from the incoming damage.
Damage suffered = incoming damage − Hardness
The minimum damage suffered is 0.
Example
A wooden chest has Hardness 5.
An attack deals 12 damage.
The chest loses 7 HP.
Objects may visually change as they become damaged or destroyed.
Treasure Chests
Treasure Chests are interactive scene objects with automatic statistics.
A standard treasure chest includes:
Hardness 5
18 HP
Half Cover
Heavy Weight
Container
Lockable
Breakable
Treasure
A Worldkeeper may adjust these values for iron chests, trapped chests, ancient vaults, magical containers, or suspicious boxes that are definitely not mimics.
Object Controls
Obstacle Type selects the kind of object being added.
Add Obstacle places the selected object on the battlefield.
Width and Depth determine how many grid squares the object occupies.
Rotate changes the object’s battlefield orientation.
Hardness changes the object’s resistance to damage.
HP changes the object’s current durability.
Cover changes the protection provided by the object.
Weight changes how easily the object may be moved.
Apply Damage calculates damage after Hardness and reduces the object’s HP.
Duplicate creates another copy of the object.
Lock prevents accidental movement.
Delete removes the object.
Battle Tools
Undo Move restores the most recent token or object movement.
Measure calculates the distance between two selected battlefield pieces.
Copy Summary copies the current battle information for adventure notes or an AI Worldkeeper.
The summary includes:
Battlefield
Round
Character names
Character classes
Coordinates
Token sizes
Health conditions
Scene objects
Object coordinates
Hardness
HP
Cover
Weight
Traits
Open Battle Log opens the campaign battle journal in a new tab.
Reset Battle clears the battlefield and begins a new encounter.
Initiative Tracker
The Initiative Tracker records combat order and the current round.
Enter a combatant’s name and initiative modifier, then either enter a result or let the Battle Room roll it.
Available controls include:
Add adds a combatant.
Add Selected Token adds the currently selected creature.
Roll Missing rolls initiative for combatants without a result.
Sort arranges combatants from highest to lowest initiative.
Next Turn advances to the next combatant.
When the final combatant finishes, the tracker begins a new round.
Reset Initiative clears the combat order.
Obstacles are not added to initiative because they do not normally take turns.
Dice Hall
The Dice Hall includes:
d4
d6
d8
d10
d12
d20
d100
Choose a die, quantity, and modifier, then press Roll.
Recent rolls remain visible during the session.
The Dice Hall may be collapsed when more battlefield space is needed.
Coordinates
The battlefield uses A–T across the top and 1–14 down the left side.
Examples:
Rivin at O8
Goblin at K8
Ogre occupying N6–O7
Treasure Chest at G5
Stone Wall occupying J4–J7
Coordinates allow every player and Worldkeeper to know exactly where each creature and object is located.
The map is the authoritative source for battlefield positions.
Health Indicators
🟢 Healthy – No serious visible injuries
🟡 Wounded – Injured but still fighting
🟠 Critical – Near defeat
⚫ Defeated – Unconscious, destroyed, or removed from combat
Mobile Tips
Rotate your device to landscape for the best battlefield view.
Drag tokens and objects with one finger.
Tap a creature or object before editing it.
Use class portraits and object artwork to identify battlefield pieces quickly.
Collapse the Dice Hall when you need additional screen space.
Unlock a piece before attempting to move it.
Worldkeeper Notes
The Hornerville Battle Room supports tactical storytelling rather than replacing it.
The grid records exact positions. The initiative tracker records combat order. The objects create opportunities. The dice determine uncertain outcomes.
The Worldkeeper controls the world, its creatures, and the unfolding narrative.
Doors can be barred.
Tables can be overturned.
Barrels can roll.
Walls can collapse.
Treasure chests can be opened carefully, smashed loudly, or stared at suspiciously from across the room.
Every encounter can become part of your group’s continuing story.
May your adventures become legends. ⚔️