Nobody else saw a name. Check in quietly.
Break time
Preview: one scene, nothing saved.
Your storybook
How did it go?
One tap, no names. It helps other tables pick an adventure.
Thanks. Counted, with no names.
Could not send it. Try again in a moment.
What next?
Pick the adventure you want to play next time.
Name your party
Which name should your party have?
Plan the next one
Now playing
Your guide is getting the story ready
Read this aloud
What do the heroes try?
Roll your d20 and tap the number
Clue notebook
That is one scene
In the full game your guide reads what happens next, moves the map pin and calls checks.
On the table
Table jobs
Turn order
Just for you: no one else at the table can see this
Just for you: no one else at the table has this
Your secret goal: only you and the game master can see it
You did it. The game master saw it happen.
Find a moment in the story to make it happen. It is never a way to fail.
When the quest ends, the storybook can show your goal. Switched off, it stays a secret.
The map
Tap the map to move the pin.
Players see the hatched parts as fog.
Run the game
How long a break?
Every player and the table screen see the countdown. The scene waits, and the story picks up where it stopped.
Tonight we'd rather skip
Is there anything your players would rather not meet tonight? Tick it, and you will be warned before any scene that has it, with a gentle way to change it. You can change this any time.
Only you see this list. The players never do.
Your own quests are not checked.
Which trait
Brave for daring and fighting, Clever for sneaking and puzzles, Kind for talking and calming.
How hard is it?
What this scene is for
Ways to try it
Tip
No scene notes for this scene.
Table screen
Put the scene, the map and whose turn it is on a TV, laptop or tablet the whole table can see. Players without a device play along from the big screen; you keep running the game from here.
On the big screen, open and type this code:
Open here suits a laptop plugged into the TV, or a browser tab you cast.
Playing with someone far away? This opens the call layout in a new tab: share that tab on Zoom, Meet or WhatsApp. Players on the call join on their own phone or tablet with the table code and roll from there.
Hand over the game
Another player takes over as game master on their own phone or tablet. The story, the map, your notes and every private card carry on.
On their device, scan this or open the game and type the code:
Table talk
On unless you switch it off. Players talk by tapping ready-made phrases, so nobody types anything personal. Switched off, players can type: their words show once and are never saved, and phone numbers, emails and web addresses are blocked. You can always type.
New players join with a friendly spun name instead of typing one.
Scene sound
Load a quest to see the suggested sound.
While a sound is playing, each new scene switches to its own suggested sound.
Tap anywhere to start the sound on this device
Sound buttons
Short sounds for this scene. They play on the device chosen under Scene sound.
This scene has no sound buttons.
No sound buttons and no scene sound on any device until you switch it off.
Things to skip
Tick what your players would rather not meet tonight. You are warned a scene ahead, with a line to read instead. Kept for this game.
Pause card
Every player has a big Pause card. When one is pressed, only you see who, and nobody asks them why.
Table jobs
Give each player one small job for the scene: reading aloud, the map, the torch, the dice, the storybook or the cheers. Nothing is scored.
Secret goals
Deal each player one small private goal, like "Find something shiny". Only that player and you see it. When it happens in the story, tap Reward.
Quick calls
Players roll their own d20 and tap the number. The game adds their trait and says if it worked.
Ask the players for ideas. The name and banner show on every screen and on the storybook.
Banner
Say yes. If a player tries something clever that isn't written down, let them, then ask for a check if it's risky or uncertain. That's most of the fun.
Calling a check. Pick the trait that fits: Brave (fighting, daring), Clever (sneaking, puzzles, tricks), Kind (talking, calming, caring), and how hard it is:
The player rolls d20 and adds the trait; meeting or beating how hard it is works. A failed check is never the end of the story: it just makes things harder, or sends the story a different way.
An unplanned fight. Drop in a monster from the quest's stat blocks above. To attack, a hero rolls d20 + Brave against the monster's Guard; a hit costs the monster the damage on its attack line. Monsters attack back the same way against the hero's Guard (10 + Brave). Use the Heart Points buttons to apply it. At 0 Heart Points a hero is worn out, not defeated: they sit out the rest of the scene and are back to full at the start of the next one.
Making friends instead. Every creature has a friendship meter: 2 steps for a small one, 3 for most, 4 for a boss. Call a Kind check and pick the creature under “Aimed at”; each passing roll fills one step, and a whole-party check fills one step for every hero who passes. A full meter makes the creature a friend: every screen celebrates, it sits out the fight, and the storybook remembers it. Hurting a creature you were winning over frightens it again and empties its meter, and that goes for a friend too.
An unplanned person or place. Use “Show something custom” below to put a name, a line of description and up to six choices on everyone's screen: that's a new NPC, a locked door or a whole new scene in ten seconds.
Same rules as the How to Play page, nothing new to learn.
A prop for the table to read. It sits beside the scene, so handing one over never clears what the party is looking at.
A potion, a lantern, a key: it goes on that hero's sheet, and they tap Use it when the moment comes.
Ready to give
Or write your own
Its picture
Only the player you pick is sent this: split the party, pass a note, hand over a clue.
Rolled for your eyes only. The party's dice log never sees it.
Player choices
Combat: initiative
Dice
Your rolls
At the table
Creatures made at this table
In the scene
The expedition so far
Carried with you
Take the game master seat
You will run the game from this device. The story carries on right where it is.
You are watching
Another player runs the game now. To take the seat back, ask them for a handover code.
Table talk
You told the table your idea.
Typing is off for your account. Tap a quick phrase to talk to the table.
Your guide has quick phrases on for this table. Tap one to talk.
That looked like a phone number, email or web address, so it was not sent. Keep those off the table.
Tap one to tell the table. Your own idea is great too!