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Running Fights

PrinceWitherdick edited this page Nov 1, 2026 · 2 revisions

Running Fights

Stonetop has no initiative and no turns. The system's Fight tab replaces Foundry's Combat tracker with a picture of who is fighting whom, applies the book's rules for several attackers and groups, and lets everyone act straight from the map. This page is the GM's side; the players' side is on Fights (for Players).

Starting a fight

On the Fight tab, click Start a fight. The window lists everyone you might put in it, with whoever you had selected already ticked:

  • Heroes on this map, Foes on this map and Others on this map (others join as foes; you can move them later);
  • Characters not on this map, People and Monsters (From the bestiary, imported for you if needed).

The button counts the sides as you tick (Start the fight: 4 heroes, 6 foes). Anyone not on the map is placed near the middle of your view, heroes to the left and foes to the right.

Group and horde monsters ask how many? (the stat block's usual number is suggested), and whether to put A token for each one, each with its own HP or One token for the whole group, fighting as one.

Later arrivals join with Add to the fight. Line everyone up puts everyone who isn't fighting anybody yet into two lines, heroes on the left and foes on the right; fights already going on stay as they are. End the fight takes everyone out of it (tokens stay where they are).

The Start a fight window: Heroes on this map, Foes on this map, Characters not on this map, People and Monsters down the left, the picked fighters as chips, and the Start the fight: 3 heroes, 3 foes button

The Fight tab

Each row shows who a fighter is fighting or shooting at, with a Fought by N or Facing N badge, and the rules in play (for example +1 damage on Crinwin (2 attackers), or the group-against-group rule) with page citations. Hover a row for HP, Armor and Readiness. The eye on a row hides that fighter from players or shows them.

Right-click a row (GM) for:

Menu item What it does
Move to the other side Switch a fighter between heroes and foes.
How many are in this token A crew or warband on one token counts as that many attackers.
Stop shooting End a ranged engagement.
Merge into one group / Split into separate tokens Change how a group is shown on the map.
Mark out of the fight / Back in the fight For someone who's down or has fled.
Open sheet Open the fighter's sheet.
Remove from the fight Take them out entirely.

Did you know?

  • Drag a foe's row onto a hero's row (or a hero onto a foe) and the token steps up next to them on the map.
  • When there are several fights on one scene, arrows at the top step between them.
  • A fight started from Foundry's own tracker shows a note that Stonetop doesn't take turns, with Stop counting rounds.
  • Turn the Fight tab off with the world setting Fight tab (replaces the Combat tracker) to get Foundry's tracker back (it takes a reload), for example to use an initiative module.

On the map

The map shows who's engaged with whom: solid lines for melee, dashed arrows for ranged, and a ×N disc on a token several are fighting.

Left-click a monster's token during a fight for a ring of buttons: one for each attack its stat block rolls, aimed at whoever it's fighting. A group monster gets Swarm (all of them on one foe). Followers get Clash, Let Fly, Defend and Order, which their character's player rolls. Other NPCs get their damage. See Fights (for Players) for the heroes' ring.

Tokens in a fight on the village map: red lines join Pim and Brakkos to the Crinwin and the Hagr, with x2 discs on those fighting two

Damage

  • When several attack the same foe, damage rolls are pre-filled with the book's +N as its own ticked line in the damage window. On the damage card, Leave off the +N takes it back off.
  • The Apply damage button on a damage card appears for whoever owns the target, handles armor and piercing, and offers to spend Readiness from Defend. When a player presses it on something they don't own, the GM's Foundry makes the change.
  • Beside Apply damage the GM has an Ignores armor tick, for when the fiction says armor can't stop the blow (Book I p.239).
  • A monster whose armor depends on what hits it, like Armor 4, 0 vs. bronze, gets a ticked box on the damage card (Not bronze: 4 armor, which bronze goes straight through). Untick it when the blow is bronze. Weaknesses such as +1d4 from bronze show on the card as a reminder for the GM.
  • When a monster attacks, the Which attack? and Name the enemy's damage cards are made and posted by the GM's Foundry and are hidden from players.
  • A monster at 0 HP is marked out of the fight automatically, and the kill is noted on the timeline of whoever dealt it.
  • Defending heroes are asked whether they lose their Readiness when it's in question; it's never wiped without asking.
  • Hazards roll their damage onto the same card. See Threats and Hazards.

Attack effects

With the Sequencer and JB2A modules installed (and SoundFx Library for sound), blows that land are drawn and heard on the map: a sword swings, an arrow flies, a bite snaps, and pressing Apply damage bursts on every token that loses HP. The animation is chosen from the weapon or the monster's printed attack. The world setting Attack Effects on the Map turns it off. Anyone whose system asks for reduced motion, or who has turned on Foundry's Photosensitive Mode, keeps the sounds without the pictures.

When a hero drops

At 0 HP a character is dying, and Death's Door can open on their player's screen by itself. Use Not lethal: out of the action on the dying card when whatever dropped them wasn't likely to kill. See Death and Beyond.

See also

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