The DM console
The console is the catalogue of everything the engines can do, reached by a person instead of by the AI's tools. Every button here calls the same handler the AI Dungeon Master reaches, so a condition you apply, a hit you adjudicate or an encounter you deploy is validated, clamped and written to the chronicle the same way.
Adjudications
Sixty-odd engine actions in one searchable list: damage and healing of any type, conditions with a duration, saving throws and checks against a DC, advantage and disadvantage, death saves, exhaustion, temporary hit points, spell slots, resources, inspiration, experience, coin, items in and out of packs, movement, doors, hazards, teleports, rests, the clock. Each one shows its effect before you commit.
Initiative and turns
Start an encounter from a prepared one or from the bestiary, with the opening distance the scene calls for; the table is asked for initiative, and Reset initiative asks again. Reorder, add and remove combatants, delay and ready, end the turn, end the fight. The monsters' turns arrive as cards above the message box with Play the rest for me and Hand on the turn. Lair actions fire on 20; legendary actions and resistance are counted from the stat block. Declare intent on a monster to show the table what it plans, if enemy intent is on.
The bestiary and the NPC forge
Search the content pack's 3,000-odd monsters, your workshop's bestiary and your homebrew. A monster's stat block is editable in place: abilities, skills, senses, languages, alignment, spells, environment, traits. Start a workshop copy of this on a monster's rulebook page copies it into the bestiary under a name of its own, playing exactly like the original until you change it. The NPC forge makes a named character with a role, a portrait, a voice, a location and a relationship to the party; speak as them from the narrate bar.
Encounters and odds
Build an encounter from monsters and placements with live difficulty against the actual party. Templates carry hidden enemies, stat overrides, rewards and a private note, and deploy them all. The odds panel gives to-hit and save probabilities for anything you are about to do. Prepared encounters survive the fight they were drawn for.
Effects and scene trackers
Active effects have real durations and end on their own. Non-combat scenes get trackers: a chase, a negotiation, a heist clock, a ritual, with a counter the table can see.
Shops, trades and factions
Open a shop priced by the server from the content pack, with haggling and restock; a shelf editor takes catalogue picks, hand-written lines and coin prices, and a played shelf stays as the table left it when the shop opens again. Players can trade with each other and both sheets move at once. Factions have standing, goals and power; an NPC's social DC follows the party's standing with their faction, and the chapter tick moves faction power along the arc.
Calendar and time
The calendar editor sets months, weekdays, moons, festivals and events; advancing the clock turns crossed events into facts and title cards, lights the sky on an outdoor map, and burns torches down on the board. Weather carries its rules riders.
Generators and imports
A seeded settlement generator invents a town's people, shops, rumours and a hook from the console, from the places list, or when the party arrives somewhere unwritten. One Page Dungeon and city imports from Watabou come in as maps with rooms and notes.
Ambience and read-aloud
The Sound panel triggers rooms, music and stings by hand, with takes and Next. A written beat can be read aloud in full by the narration voice, and every prose field takes dictation.
The rulebook
The book button in the header opens the whole SRD 5.1 over the game, bound as the Players', the Dungeon Master's and the Monsters' books, with search that lands on the passage, quick links for rules looked up mid-fight, and bookmarks. Every book page offers Start a workshop copy of this.
On a phone
The console is reachable on a phone or tablet; every tool is a tap, and hotkeys are desktop only. A tablet in landscape gives the map and the console side by side.