The table
Everything that happens in a campaign happens at the table. On a wide screen it is two columns: the story on the left, the side panel on the right, with a rail of tabs on the far edge. On a phone the tabs become a bottom bar and the same panels open one at a time.
The chronicle
The story column is the record of the campaign, in order: the Dungeon Master's narration, what each character said and did, every roll and its result, damage and healing, conditions taking hold, chapter titles, and out-of-character chat if the table keeps it inline. Narration renders bold and italic as type, in the campaign's table language. A quoted line goes to whoever the prose says spoke it and carries their name, and with narration on, is read in that speaker's voice. A menu on each Dungeon Master passage offers read-aloud, and for the party lead, the story controls (reroll, continue, fix, rewind).
Long campaigns are split into chapters. A chapter closes on a completed story beat, not on a message count, and each close awards experience, extracts facts the Dungeon Master will remember, writes a summary, and takes a snapshot the lead can rewind to. The Story tab holds the archive as a book whose pages turn.
Do, Say, OOC and Direct
The message box has four modes. The highlight slides to the one you pick.
- Do: an action. "I search the desk for a hidden drawer." The Dungeon Master decides what it takes and asks for a roll if one is needed. Messages are intent, never outcome: writing "I kill the guard" does not kill the guard.
- Say: words spoken in character, in quotes. NPCs answer.
- OOC: out of character, for the humans at the table. The Dungeon Master does not treat it as part of the story.
- Direct: an instruction to the Dungeon Master from the party lead. "Start an encounter with both husks and roll initiative." Used to steer, not to play.
The two buttons beside the box are raise hand (a request to speak when the table uses voice floor rules) and the microphone for push-to-talk transcription, which shows what it heard and lets you confirm before sending.
Ask the DM
A strip above the message box opens Ask the DM: a private question to the narrator that does not enter the story. "What do I know about the Ninefold Gate?" "Can I reach the ledge with a dash?" The answer draws on the campaign's lore, your sheet, the party's hit points and the recent dice as the server holds them, uses the cheaper utility model when the server has one, and is yours alone.
At any AI-narrated table, a player who thinks a ruling was wrong can choose Dispute this ruling on that passage. The table sees the dispute, and whoever steers the story upholds it, overrules it, or puts it to a vote of the players.
The side panel
| Tab | What it holds |
|---|---|
| DM | The Dungeon Master's console: everything waiting on the seat, and every ruling the engine can make on its say-so. Only the DM seat sees it. See The DM console. |
| Lead | The party lead's desk: the floor, notes waiting for approval, invites, the story tools, sending a stuck turn back in, focus pings and the lead seat. Only the lead sees it. |
| Party | Every character's portrait, hit points, armour class, passive perception, initiative and class resources, with condition chips. Tap a card for the full sheet, or Play as on one of your own when you field several. Your own dice look is editable under your character. |
| Battle | The battle map, while a fight has one up. See Maps. |
| Map | The region map, the places the party has found and the current location's picture. Enlarge it into a lightbox. |
| Story | The tale so far: chapters and recaps, quests, the timeline, handouts, the relationship graph, the archive, and the audited log of rolls and stat changes. |
| Notes | Story notes any player can suggest. The party lead approves them into the record. |
| Chat | Side chat between players, which the Dungeon Master does not read. At a human DM's table, a whisper to the DM lands in the DM's Whispers to you inbox here. |
| Context | What the Dungeon Master was actually sent last turn, block by block, with each block's cost against the model's context window and anything the budget cut. It includes the secret arc, so only story authority sees it. |
| Setup | The campaign's settings: world, setting, length, dice policy, narration voice, faces, ambience, enemy intent, pictures and the Story AI. Editable by whoever holds story authority. See The Setup tab. |
The table header carries the campaign name and the initiative ribbon during a fight, the Voice dock with its mute and volume controls, the Sound control for ambience and music, the Dice menu, the Rulebook (the whole SRD 5.1 as a searchable book, opened over the game), Help, the All campaigns button back to the lobby list, and the account menu.
On a phone
The chronicle fills the screen and the tabs sit in a bottom bar. During a fight the Hand becomes a snapping rail of cards under the message box instead of a fan, and the message box never gives way to it; on a short window the Hand is what scrolls. The battle map opens full screen from the Map tab, with pinch to zoom.
Leaving and coming back
Close the app whenever you like. Your seat, your character and the chronicle are on the server, and the table carries on without you if the party keeps playing. Reopen the campaign from the home screen to catch up; a recap card summarises what you missed. A turn that was waiting on you (a physical roll, for example) is still waiting.