Chapter: The Basics

Section: Introduction 
As the name suggests, Campaign Suite Extended is a suite of tools designed to aid in the preparation of role-playing games. Unlike a true suite of seperate programs, the various aspects of Campaign Suite Extended (CSX) all link together, letting you customize every fascet of your game. For example, if you were to add a new "Cultist" NPC class, you would not only have access to this class in the character generator, but also in the demographics and community generation section of CSX. 
So many different features may seem overwealming at first, but there is no programming required. Every portion of Campaign Suite Extended has it's own interface, editors, wizards, and menus to help guide you through what you need. 
How to use this manual 
The first chapter, Essentials, gives you everything you need to get started without getting overwealmed by the vast number of features. Included is overviews of all the features and sidebars to help you get started. Later chapters deal with individual portions of Campaign Suite Extended. Lastly are chapters dedicated to the general use of computers in gaming, and how they can help you. 
Chapter references are shown in italics, such as, "See chapter 1: How to use this manual." Buttons, dialog box items and menu items are shown in bold text such as: Toolbar: New Character. Bold, underlined text refers you to a sidebar for a more specific definition. 

** Sidebar**
Sidebars 
Sidebars contain definitions, examples, and other information to help you understand the functionality of Campaign Suite Extended. 
** End Sidebar**

** Sidebar**
Registration Key 
A Registration Key is tied to the name you supplied to Twin Rose Software during the purchase process. It is a 16 letter key, case-sensitive, that uniquely identifies your copy of Campaign Suite Extended. 
** End Sidebar**

** Sidebar**
CSX 
CSX stands for Campaign Suite Extended, and is used interchangably with the full name of the product throughout this manual. 
** End Sidebar**

Installation 
Campaign Suite Extended comes in a self-installing file, whether you are running from CD or Download. The CD will run itself when put into the drive, beginning the installation procedure. Follow the steps of installation, from beginning to end. You will be prompted to agree to the terms of the End User License Agreement (EULA). You must agree to proceed. A copy of this EULA is provided at the back of this manual. 
The CD and Full Download versions are both self-contained and self registered, and do not require a registration key. 
Using your Registration Key 
If you have a registration key, you will be prompted to input it the first time you run Campaign Suite Extended. Click the button, "Enter Key" and then input your name, and registration key, exactly as they appear in the email that you received from Twin Rose Software. The key and name are both case sensitive, so you must enter them exactly as they appear, or your key will not work. 
Upgrade Installation 
If you are upgrading to CSX from the previous Campaign Suite Classic, or you have a Registration Key and Upgrade sent to you from Twin Rose Software, you must follow the steps of installing the Registration Key first. After this, you must exit Campaign Suite Extended, and then run the installation program for the Upgrade, exactly as you would for the full version. When complete, your Campaign Suite will be upgraded to Extended. 
Loading and Saving Configuration Files 
The File Menu has a sub-menu for "Configuration". The load and save functions for configuration files are located in this sub-menu. So, you go to File: Configuration and then then option you wish, such as opening, saving, importing, or building. Only use Import when you wish to add the data from one configuration file into one you already have loaded. Configuration files should not be confused with campaign files. 
The default configuration files that come with Campaign Suite Extended, specifically 3.0, 3.5 and Modern, have links directly in the Configuration Sub-Menu. To switch to these default configurations, simply activate the correct menu item. It is recommended that any unique work that you do to modify one of these files, you save seperately using File: Config: Save As. 
Expansion Files 
There are a number of Expansion Files, available from Twin Rose Software as well as directly from the publisher. Whether a stand-alone configuration file, or one designed to be imported into an existing configuration file, they are all designed to enhance your CSX - and game play - experience. Service and support from Twin Rose Software only applies to officially approved Expansion Files. 

** Sidebar**
Configuration Files 
A configuration file is one that contains the information for the generator portions of CSX. Classes, feats, demographics, races, and other factors that are used during the generation portions are stored in configuration files. 
** End Sidebar**

** Sidebar**
Campaign Files 
A campaign file stores individual towns, dungeons, characters, and other aspects of CSX. You must load the correct configuration file to go with a given campaign file, or you may get strange behavior from missing classes, economics, treasures, etc. 
** End Sidebar**

** Sidebar**
Tip: Save your work 
It is a very good idea to save your work between each piece of data that you enter into CSX. You may also wish to save every few minutes. Computers crash, power goes out, people hit the wrong buttons. It is also a good idea to keep a running back-up of all your configuration files, perhaps weekly or even daily. Storing each in a seperate folder will help you keep track. 
** End Sidebar**

Section: Layout
** Image of CSX open **

A) Toolbar
B) Status bar
C) Menus
D) Workspace

Toolbar
The toolbar contains many of the most commonly used commands within Campaign Suite Extended, such as new characters and campaigns, opening and saving files, and printing.  The toolbar is designed to help make the use of CSX easier, highlighting the functions you are most likely to use.

Status Bar
The status bar displays a log of the last used action, such as saving or loading, as well as the time of day, and the status of such keys as the Insert Key.

Menus
The menus in CSX are extensive, but grouped together by what function they perform along with those of similar function.  Each group of editors, all file operations, as well as text editting commands are located in menus.

Workspace
The workspace is where individual windows within Campaign Suite Extended are located, whether they are minimized, maximized or somewhere in between.  CSX remembers the location and size of each window as you move it around, so that when you load it again in the future, your resizing will remain as you left it.

The Toolbar
The Toolbar is located at the top of your CSX workspace by default.  You can, however, move the toolbar around by holding down the left mouse button on any gray area of the toolbar.  You can reshape it, size it, or move it around in the same way that you could any window.  It will always appear on top of other windows.

** Image of the Toolbar, labeled from A to S*

The functions contained within the toolbar, and their shortcuts, are:
A) New Character (Control-N)
Create a new character from scratch.

B) New Character Wizard (Control-W)
Use the "Character Generation Wizard" to create a new character.

C) New Campaign
Create a new Campaign.  A campaign contains dungeons, communities and towns, outdoor encounters, treasures, and other relevant pieces of data.

D) Open File (Control-O)
Open an XML file into Campaign Suite Extended.

E) Save File (Control-S)
Save the current window (Campaign, Configuration, Creature, or Character)

F) Configuration - Character Info
Edit character information such as feats, classes, or races for the currently loaded configuration file.

G) Configuration - Character Generation
Edit dice rolling and other assignment methods for character generation in Campaign Suite Extended.

H) Configuration - Spells
A window for editting spells, psionics, and relevant pieces of data.

I) Configuration - Coins & Magic Items
Edit types of currency, magical item charts and other treasure generation rules.

J) Configuration - Creatures
Edit the creature database, types of creatures and encounter tables.

K) Cut (Control-Delete)
Cut selected data/text.

L) Copy (Control-Insert)
Copy selected data/text.

M) Paste (Shift-Insert)
Paste previously cut or copied data/text into current selection.

N) Undo (Alt-Backspace)
Undo the last action.  Not all actions can be undone.

O) Find (Control-N)
Find a piece of data/text.

P) Find Next (F3 key)
Repeat last Find.

Q) Print
Print out data from the current window, such as a character, or dungeon.

R) About
Show important information about the current version of CSX that you are running, such as copyrights, credits, and version number.

S) Context Sensitive Help (F1 key)
Activate the Context Sensitive Help cursor to left-click on any window or control, and receive help about that particular item.

Chapter: Character Generation

Section: Introduction 
Character generation is one of the most important aspects of your game, and therefore it is also one of the most detailed and important features of Campaign Suite Extended.  While CSX is much more than a character generator, every dungeon, every town is nothing without characters to populate them.  To this end, we have worked hard to make the character generator in Campaign Suite Extended as easy, configurable, and powerful as possible.

The character generator is broken down into several sections, or pages, filled with related information.  The pages can be modified in any order, and tweaked until you have the perfect character for your campaign - whether you are a player, or a gamemaster.  Each page has it's own button on the left hand side of the character generation window, and you can flip between pages using the "Page" button.

Section: The Main Page
** Image of Main Page **

Name
The name of your character.  This field can contain up to 128 letters - enough for first and last name, nick names, or whatever other information you wish to add here.  This name is also the default filename for your character.

Random
Use this button to create a completely random name for your character.  Each standard race has its own set of naming rules, which gives a broad range of possible random names.  Click this button until a name comes that suits you, or one that inspires you to edit to your taste.

Race
The race drop-down is one of the first you should use when creating a character.  Right click on the drop-down list to select the race that you want for the character.

Class
Select a class using the class drop-down list.  When you select your initial, first level class from this list, your character will automatically be advanced one level in this class.  If you add later classes, the class will not be added to the character until you advance it manually.

Some prestige classes your character may not qualify for when you attempt to select it.  In this case, you will get a message listing the qualifications the character does not meet.

Alignment
The alignment of your character is entered through this drop-down list.  Some games do not use alignment, and this drop-down list may be blank.  

Gender
The gender, male or female, of your character.

Creature Button
Click this button to select a creature as the race for your character instead of one of the standard PC races.  If you do not have a creature file loaded, you will be asked to do so now.  If you don't load a creature file, you will be unable to select a creature race for the character.

See chapter ## for more information on creature files, and using the creature search window.

Template Button
The template button allows you to select from any template in your currently loaded configuration file and apply it directly to the character.  This template can adjust alignment, creature type, or countless other aspects of the character through the use of affects, the same as a feat or class might.

See chapter ## for more information on templates.

Height/Weight/Age
Use these boxes to set the height (in inches), weight (in pounds) and age (in years) for your character.

Stat Box
The stat box shows all the Ability Scores for your character.  The first column, stat, lists the name of the ability score.  The second column, Value, shows the total value of the ability score.  The final column, mod, shows the modifier that the ability score grants.  

You can switch any two ability scores by holding down the left mouse button when it is over the name of the ability score, and then dragging it down to the ability score with which you want to switch it.

Reroll Button
Reroll all ability scores and other points for the character.

Base Button
The Base button sets all your ability scores to the average ability scores for that character, based on race, age, and other factors.

Class/Level Box
This box lists your characters classes, levels, and creature type.  Additional information such as Hit Points is also provided by default, as well as all of their values.  

You can bring up a right-click menu when you are over a specific class to advance your character in a specific class, or reduce his level in the selected class.  This will increase or decrease hit points, skill points, and feats as appropriate.

Advance Button
The advance button advances your character in his currently selected class.  If you have no currently selected class, you will be asked to select a class at this time.

Reduce Button
The reduce button reduces your character by one level, removing his most recently advanced class level.  This will reset skills, hit points, and other values that were assigned during this advancement.

Edit Button
The edit button allows you to modify the hit points and other factors of a given character on a level by level basis.

Section: The Skills Page
** Image of Skills Page **
The Skill Tree
The skill tree lists all of the skills in your configuration file.  Some skills may contain "sub skills", such as Craft or Profession.  Double-clicking on any of these skills will expand the sub skills, showing them as well as all of the "parent skills".

The tree will display whether or not a given skill is a class skill, if you have ranks in that skill, and other valuable pieces of information.  The characters rank in any given skill will be shown in parenthesis next to the name of the skill.

White Background: Class Skill, no ranks
Gray Background: Cross-Class skill, no ranks
White Background, Yellow Highlight: Class Skill, has ranks
Gray Background, Yellow Highlight: Cross-Class Skill, has ranks

Rank Box
The rank box displays the characters current rank in a skill.  You can adjust this up and down as you wish, though there are pre-set minimums and maximums you must adhere to.  Adjusting these arrows up or down will spend a single skill point, whether or not this grants an entire rank in the skill.

Max Button
The max button brings your currently selected skill to the maximum available, depending on skill points or level(s) of the character.

Remove Button
This button removes all ranks in the currently selected skill, returning the skill points back to the character.

Class Drop-Down
Unlike the class drop down on the Main Page, this drop-down list only contains classes (or races) that the character posesses.  Use this list to select which class you are spending skill points for.  This will determine which skills are cross-class or not, and how many skill points you can spend on each.

Language Box
The language box lists all the languages your character can select.  Default languages are indicated with a gray X.  Languages you have spent points on, from skill ranks or high intelligence score, are marked with a red X.  The number of languages you are able to select is located at the top of the language box.

** Sidebar**
Tip: Skill Ranks
It may be a good idea to set your skills in blocks of four point (four ranks or two ranks, depending on the skill), which makes it easier to balance your character.  You may also want to consider, for better balance, allocating your skill points each time you advance your character by one level.
** End Sidebar**

Section: The Feats Page
** Image of Feats Page **
Category Drop-Down
The Category Drop-Down lists all categories that contain feats available to your character.  In some cases, such as the Modern configuration file, feats may not just be feats - they could be occupations or even templates, and their categories will be shown here.  If using the modern configuration file, use this drop-down to select "Occupations" when you are first creating your character, to give him an occupation.

Available Feats List
This lists all the feats that are available for you to select for your character at this time.  If your character has the feat slots available, and meets the requirements for the feat, and it is in the category selected by the Category Drop-Down, it will appear in this list.  Double click to add the feat to your character, or right-click and choose "Add this feat to character".  You can also drag a selected feat from this list to the Selected Feats List to add the feat to your character.

Selected Feats List
This list shows all the feats that your character has choosen, or has been given "Free" by virtue of his class, race, or other factors.  You can remove any feat not given free by double-clicking on a selected feat, or by dragging the feat from this list to the "Available Feats List".

Feat Slot Display
This display shows the number of feats available to your character.  The three categories are: Level, Class and Race.  Each is handled slightly differently, but feats that you select for your character will be in order from Race to Level to Class.  Class feats often have their own specific list to choose from, whereas level and race feats let you choose from any feat available to your character.

Section: The Spells Page
** Image of Spells Page **
Level Check Boxes
The Level Check boxes indicate which levels of spells you want to show, from 0 through 9.  You can select one, some, or all of these check boxes to show spells in any of these levels.

Available Spells List
This list will show all the spells available for your character to learn with his currently selected class, as well as the levels chosen in the Level Check Boxes.  Some classes will limit the amount of spells for any given level.  To add a spell to your character you can double-click a spell, right-click to bring up a menu and choose "Add selected spell", or drag the selected spell to the spells known list.

Spells Known List
This list shows all the spells that your character has for the current selected class in the levels selected in the Level Check Boxes.  Removing a spell is the reverse of adding one from the Available Spell List.

Export Button
Export a print-out of the characters entire spell repetoire to a detailed Spell Record Sheet.

Section: The Gear Page
** Image of Gear Page **
Show All Checkbox
If this box is checked, the Items Available List will show all items, regardless of whether or not your character is proficient in the use of that item.

Free Purchases Checkbox
When the Free Purchases Checkbox is selected, items that you add to your character will not cost him any of his wealth.

Items Available List
This list is broken up into several categories, to make it easier to navigate.  Double-click any category to expand it, and list all the items found within that category.  When you have found the item that you wish to add to your character, you can double-click it or you can bring up a Right-Click menu with two options: Add Selected Item will purchase the item normally, depending on the status of your Free Purchases Checkbox.  "Add Selected Item for Free" will add the item to your character at no cost.

The Coin Grid
The Coin Grid shows all the wealth that your character posesses in the form of currency and coin.  The name, abbreviated name, amount and value of the coin are displayed.  You can sort the way the coin is displayed by clicking on the column headings, for example if you wish to show them from most valuable to least, you can click the "Value" column heading.

Reroll Button
This will reroll all random wealth for the character.

Standard Button
This gives your character a basic equipment package that nearly all adventurers might take, such as lanterns, a sack, and oil.

Treasure Button
This will assign your character a completely random treasure, based on his Effective Level.

Magic Button
When you click the Magic Button, you will go through a series of windows to select the magical item that you want to add to the character.  When you have finished, the item will be added to the Inventory Grid.  

The Inventory Grid
Name:
The name of the item, as it will appear on your character sheet or statblock.

Equipped:
Where the item is equipped.  Items must be equipped to effect armor class and ability scores for the character.  Weapons do not necassarily need to be equipped, unless you are using Two Weapon Fighting or other options that may make a difference on the characters final attack bonuses.

M (Masterwork):
If this column is labelled "Y" then the item is a masterwork, otherwise it is not.  Clicking this column once when an item is selected will toggle whether or not the item is a masterwork quality item.

Mighty:
If the item is a ranged or other weapon capable of using the strength bonus of the character even when normally it would not, you can set the maximum amount of bonus by using this column.  A drop down list will appear when you click on this column, listing the bonuses that you can select for any given item.  

Bonus:
This is the magical enhancement bonus of the item, typically a piece of armor or a weapon.  When you click this column, a drop-down list will appear listing the available magical bonuses you can add to the selected weapon.  Some magical bonuses are expensive, however, and you may be told the character does not have enough money for the enhancement.

Size:
The modified size of the item.  Using weapons of a different size than your character may result in penalties.

Stats:
Some general information about the item, such as damage or armor bonus.

Special:
This will show special information about the item, special notes or abilities that the item might posess because of classes, feats, magical bonus, or other reasons.

Attached:
This is a special column that lets you attach accessories to weapons and armor, or even put an item inside a bag or other container.  Typically, this column is only used for accessories such as Armor Spikes, or Sniper Scopes, that directly impact the behavior of either the selected item, or the item to which it is attached.

Right Click Menu for Inventory Grid
When you Right-Click on the Inventory Grid, you will have a wide range of possible things you can do with the item.

Remove Selected Item:
Choosing this option will remove the item from your characters inventory.  If you purchased the item, you will get the wealth back to your character.

Add to Quantity:
A pop-up window will ask you a number to add to the quantity.  When you have selected a number, this many of the item will be added.  For example, if you choose to "Add to Quantity" on a flask of oil, and then choose "3", you will now have 4 flasks of oil.

Subtract from Quantity:
This works identical to Add to Quantity, above, only in reverse.  Subtracting quantity below 1 will have no effect - use Remove Selected Item instead.

Remove all Items:
Remove every item from the characters Inventory.

Add Magical Item:
This works the same as the Magic Button on the Gear Page.

Add Gems/Art:
This command allows you to add gems or works of art to the character.  A window will pop up that allows you to select a value for the gem or work of art, or you can choose to randomly generate one based on the characters level and other factors.

Set this items Material:
Some materials such as Mithral or Cold Iron will have special effects when an item is made out of them.  You can select those materials using this option, which may adjust the price of an item, as well as other modifications or factors.

Add Special Ability to Item:
If the item is a weapon or a piece of armor, and is magical, then special abilities such as Flaming may be added to the item using this option.  Note that this may effect the cost of the item.

Add Custom Special Ability to Item:
This option can be used if you do not wish to spend the time to add a one-time special ability to you configuration file.  Simply type in the name of the special ability in the input-box provided, and it will be added to the item for you.

Remove Special Ability from Item:
Choosing this menu option will bring up a box listing all the special abilities that are applied to the selected item.  When you select one of the special abilities listed, it will be removed from the item.  This may adjust the price of the item, as well as other factors and modifiers.

Section: The Misc Page
** Image of Misc Page **
Points by Level Grid
The Points by Level Grid shows the "Custom Point" totals that your character has, as well as the totals for each level that he has attained.  If the Custom Point is one that can be modified, you can click on the individual levels of the point, and modify them manually through a simple up-down box.

Other Information Grid
This grid shows some other information about your character.  Double-Click on the second column to adjust this information.  Here you can select a deity for your character, his profession (a sort of Archtype for characters) and some other bits of information.  The profession lets you perform functions like the Character Generator Wizard, or add/remove equipment that the character has to fit the archtype that you select.

Section: The Notes Page
** Image of Notes Page **
Note Name Textbox
Here you set the unique name for a given note.  Certain notes are a part of the default character sheet, but you can add any phrase here that you could want - and use it in your own customized character sheets.  Sub-races and cultures, scars or tatoos, or just about anything else could be placed here.

Main Text Body
In the Main Text Body you enter in the actual text of the note.  This is unformatted text, though you can use the character sheets to create your own formatting.  When you have finished editting the text in this, or the Note Name Textbox, you should click the Update Button to ensure all your changes are saved.

Note Listbox
This listbox shows all the notes that you have added to the character, both the standard ones and any custom notes that you add as well.  When you create a new note, all times are stored, so that you can keep a running log very easily.  Each uniquely named note can be accessed here.

Update Button
Update changes to the currently selected note.

New Button
Add a new note, timestamped for the current system time.

Reload Button
Abort any changes you've made to the currently selected note, and reload the Note Name Textbox and the Note Listbox.  All changes will be discarded to the last Update.

Remove Button
Click this button to clear the currently selected note.  Using this function automatically updates all notes, except, of course, the one to be deleted.

** Sidebar**
Using Notes
Character Notes can be used to keep track of NPCs that the character knows, places he as been, and non-treasure items that he may have found.  You can also keep specific notes on the items that he keeps in his inventory.
** End Sidebar**

Section: Printing Characters
You have several options when printing a character.  The default is to use a standard character sheet, supplied in your installation of Campaign Suite Extended.  You can export your character to HTML and automatically load it into your favorite browser by clicking the Print Button on the Character Generation Window, or by going to the Character: Create Sheet.  The actual printing is handled within your favorite browser.

You can also create a simple statblock for the character, as well as a spell repetoire.  These, also, are found in the Character Menu, under Create Statblock and Create Spellsheet, respectively.  As with the standard character sheet, these are also loaded into your favorite browser, letting you print - or directly modify the HTML, should you wish to.

Custom Sheets
The last option for printing an HTML character is to use a custom sheet that you have made, or downloaded from sources on the internet.  First, choose File: Transform and then select the Character File for your character.  Next, find the XSL Stylesheet that you wish to use, and select it.   Finally, you will be asked to choose a directory and filename for the final character sheet you want to export.  Once you have done so, you may view the file in your favorite browser, or you could modify the HTML before viewing.

Versions of Campaign Suite Extended greater than 05.04.XX may include browsers for your favorite character sheets, as well as links to online sites carrying CSX compatible XSL character sheets.

Chapter: Campaigns

Section: The Campaign Window Layout
The Campaign Window is where you can work on the individual aspects of your Campaign.  The Campaign Window is identical to the configuration editors, and uses the same layout.  When the Campaign Window is active, using File: Save will save the current Campaign.  Use File: Config: Save to save your Configuration File.

Campaign Tree
The left hand area of the Campaign Window is the Campaign Tree.  You can expand each node of the Campaign Window to bring up more information that is grouped with it by double-clicking, or by single-clicking on the box located to the left of the name of the node.  Nearly all Campaign Tree nodes will have Right-Click Menu's associated with them, detailed in the section for each individual Campaign Workspace.

Campaign Workspace
The Campaign Workspace is the main workspace where you can work on your Campaign or Configuration.  The controls and data located here will change, depending on which node on the Campaign Tree you have selected.  Each individual Campaign Workspace will be detailed in this chapter, as well as in Chapter ##: Configuration Editors.

Section: Campaign Nodes
Campaign Node
The Campaign Node is expandable, to bring up your Adventures, Dungeons, Character Lists, Campaign Notes, and Weather.  Expand it by double-clicking on the Campaign Node itself, and you will see these options beneath.
Right-Click Menu: 
The Campaign Node has no associated menu.

Adventures
The Adventures Node contains one sub-node for Locales. 
Right-Click Menu: 
The Adventures Node has no associated menu.

Locales/Dungeons
The Locales node contains all of your adventure locations, called Encounter Groups.  These groups can be anything from "Overland Encounters between City A and B" or "Fetid Swamp Encounters" or any other group of encounters that you might want.  Dungeons may include "The Caves of Death" or "The Ruined Keep."
Right-Click Menu:
Add a New Encounter Group/Add a New Dungeon: This adds a new Encounter Group or Dungeon to the Campaign.

Encounter Group Node
The name of this node will change to fit the name of the Encounter Group that it is associated with.  Here you can select general details of the Encounter Group.
Right-Click Menu:
Reroll this Group: Allows you to randomly roll all encounters and treasures in the group.
Delete this Group: Selecting this will delete all encounters from the group, and then remove it from your Campaign.
Add an Encounter to this Group: When you choose this menu option, a new Encounter will be placed within the Encounter Group.  The creature and treasure of the new encounter will be randomly rolled based on the Table and Levels that you have selected for this Encounter Group.
Send this Encounter Group to CC2 Pro: If Campaign Cartographer 2 Pro is running on your computer, selecting this option will let you place this Encounter Group on the loaded map in CC2 Pro.  See Chapter ##: Linking to Campaign Cartographer 2 Pro for more information.

Dungeon Node
The name of this node will change to fit the name of the Dungeon that it is associated with.  Here you can select general details of the Dungeon.
Right-Click Menu:
Generate this Dungeon Randomly: Allows you to randomly roll all encounters and treasures in the group.
Delete this Dungeon: Selecting this will delete all encounters and rooms from the dungeon, and then remove it from your Campaign.
Add a new room to this dungeon: When you choose this menu option, a new Dungeon Room will be placed within the Dungeon.  The creature and treasure of the new encounter will be randomly rolled based on the Table and Levels that you have selected for this Encounter Group.
Send this Dungeon to CC2 Pro: If Campaign Cartographer 2 Pro is running on your computer, selecting this option will let you place this Dungeon on the loaded map in CC2 Pro.  See Chapter ##: Linking to Campaign Cartographer 2 Pro for more information.

Group/Dungeon Name
This text box is where you enter in the name of your Encounter Group, such as "Fetid Swamp Encounters".

Group/Dungeon Level
Here you select the average encounter level for the entire Encounter Group.

Table Button
Click the Table Button to select an encounter table for this Encounter Group.  Choosing a table will set the default Encounter Level for the entire group, as well as the encounter table used to randomly generate encounters within the group.

Balance Button
When you click this button you will get a quick shortcut showing how balanced the treasures in your Encounter Group are.  It will show you the average value of treasure for the entire Encounter Group.  It is up to you to determine if the treasure is too great or small for your game.

Group/Dungeon Notes Node
See the section below on Notes for more information on this node.  These notes are directly associated with the Encounter Group.

Dungeon Room Node
When you select this node, you are able to fill out the specific name of the dungeon room, and other details, that you are editting. 

Encounter Node
The Encounter Node will have the name of the current Encounter.  It is an expandable node, with more information about an individual encounter within it.  

Name
The name field only appears when the Encounter is a part of an Encounter Group.  Set this box to the individual name of the Encounter, such as "The Hermit of the Fetid Swamp".

Encounter Type Drop-Down
Set this box to represent the type of encounter that takes place in the Encounter.  Friend, Fiend, and other options can be selected.  This drop-down will automatically be set with the general type associated with the creatures rolled for the encounter.

Number Button
Rerolls the number of creatures in the Encounter, attempting to balance it with the average encounter level for the Encounter Group that this Encounter is a part of.

Add Button
The add button brings up the Creature Selection Window, letting you search and pick a creature to add to this encounter.

Creature Box
This box contains all the individual creatures found in the encounter.  You can adjust the number appearing with the up-down box on the left, randomly reroll the number appearing, remove the creature from the encounter, or re-pick the creature using the Creature Selection Window.  

Character Lists Node
The Character Lists Node holds all of the Character Lists associated with a given section; Campaign, Encounter Group, Encounter, Dungeon Encounter, Community and more.
Right-Click Menu:
Add a character list
Select this menu option to add a new list to the current Character List group.

Character List Node
This contains all the information about the Character List that you are working on.  
Right-Click Menu:
Delete this character list
When you choose this option, the current list will be removed from the Character Lists Node.  However, all the individual characters files will remain intact, they will not be deleted.

Character List Name
This text box contains the name of the character list, such as, "Tuesday night regulars".  The name of the Character List Node will update itself to fit the name you enter here.

Set Path Button
This button sets the default path to look for characters for this list.

New Button
With this button you will bring up the Character Generation Window and create a completely new character from scratch.  When the character is saved, he will automatically be added to this Character List.

Wizard Button
This works the same as the New Button, but the new character will be created using the Character Generation Wizard.

Generate Button
This button uses any default lists that are included in your configuration file, and lets you select one for randomly generating the entire list.  A list generator may include inn patrons, orcish warbands, or nearly anything that you can design.

** Sidebar**
List Generation
Twin Rose Software is dedicated to bringing you more List Generators in the form of Expansions.  Check http://www.twinrose.net/ to see when they become available.  Stock NPCs may also be available.
** End Sidebar**

File Button
Click the File Button to add a Character File to the current list.  This is a great way to have the same NPC appear in two different locations.  Any CSX character file can be added to the list, no matter how many times it may appear in other lists.  Consider making a folder of "Stock NPCs" such as innkeepers and farmers for use in Character Lists.  

Remove Button
Remove the currently selected character from the list.  You will be asked if you want to also delete the character file, which will completely remove the character from your system.

Weather Node
This node is for simple, random generation of weather.  Weather is not saved in the Campaign File, but is simply used to print and display randomly generated weather for in-game use.  This random generator may be of especially good use when used with a Laptop PC during play.  You may print the weather generated with File: Print.

Generate Button
When you click this button, you will be asked a series of questions to determine the weather that you wish to generate.  The questions are:

Select a Climate (Cold, Temperate, Warm)
Select a Season (Winter, Spring, Summer, Autumn)
Season Details (Beginning, Middle, End)
Is this a desert?
Is this a seacoast?
Select the number of days to generate

Communities Node
The Communities Node is where you can randomly generate villages, towns, and cities.  See Demographis Node to customize the specifics for your community generation.
Right-Click Menu: 
Add a New Community
Select this option to create a completely new community, and begin to generate/edit it.

Community Node
This is the main editor for any Community that you are modifying within Campaign Suite Extended.   It has several options to help you set up your generation.

Right-Click Menu:
Delete Selected Community
When you choose this option, the current community will be removed, however, if you have saved the community the file will remain intact.  
Send this Community to CC2 Pro: If Campaign Cartographer 2 Pro is running on your computer, selecting this option will let you place this Community on the loaded map in CC2 Pro.  See Chapter ##: Linking to Campaign Cartographer 2 Pro for more information.

Community Name
This text box contains the name of the community, such as, "Stew Port".  The name of the Community Node will update itself to fit the name you enter here.

Random
The Random Button uses the JH Namegen rules to create a completely random, appropriate name for your community.  You may click this any number of times to get a community name that suits your needs.

Class Drop-Down
This drop-down list displays the various methods of determining Class for a community.  Campaign Suite Extended comes with three default Class types: Standard, Barbarian and Monastic.  The amount of Barbarians, and Monks are adjusted to fit these three class types.

Race Drop-Down
The Race Drop-Down lets you select the racial mix of any community.  Currently, Campaign Suite Extended only supports three different types of human settlement.  An upcomming expansion will introduce several new racial mixes, including creature races, for a wider variety of generator possibilities.

Size
The size of the community determines the base population, and certain racial and class factors.  The currently supported community sizes are: Hamlet, Village, Small Town, Large Town, Small City, Large City and Metropolis.

Population
You may adjust the population specifics with this Up-Down box.  Campaign Suite Extended supports up to 1 million people, but Twin Rose Software recommends generating several smaller communities, seperately, rather than trying to generate several million people at once.

Export Button
Export a print-out of the entire communty as a table in your favorite web-browser, for printing or simple viewing.