Pick one

A party is made in one campaign and stays in it

There is no road from one into another. You choose when you make the party, and the Play button after that names the game you are already in.

Levels 1–20

Rivermark Chronicles

A trade town on a tired river, and the country it is losing hold of. Something is emptying the holdings west of the water, the priory has stopped answering letters, and the quarry road is not safe after dark. Start at the Golden Flagon and follow whichever thread pulls hardest.

Levels 1–20

The Undervault

Somebody cut a stair into the hillside and stopped writing things down. What is under it goes further than anyone has walked, and it is not the same twice — the diggings shift, the passages close behind you, and every crew that comes back up describes a different place. There is no story down there. There is a way down, and a way further down, and whatever is standing between you and it.

Levels 1–6

Eleven Weeks

Waerhaven builds the fleet the Ythan League has instead of an army, on a promontory with no river, behind one landward gate and a chain it can drop across the harbour in four minutes. It also has nineteen hundred people from Drennmark living outside the wall, in a suburb the League's charter says does not exist, doing the work that keeps the slipways moving. Everyone involved has a reason not to notice. The whole arrangement stands on the League Granary, the Factor has told Lathmere it holds twenty weeks of grain, and it holds eleven.

Fights you can think your way through

A real grid, and a server that does the geometry

Every fight is fought on a generated board of five-foot cells. Movement costs feet. Reach and weapon range are distances. A crate between you and an archer is cover, and stepping out of somebody's reach lets them swing at you on the way past.

  • It tells you why. Point at a target and the action list says what you may do and what is stopping the rest — “you have to be beside them”, “nothing you are carrying reaches that far”.
  • Cover, flanking, opportunity attacks and the rest are worked out on the server and shipped to the board. The screen never guesses at a rule and then disagrees with the fight.
  • Initiative down the side, hit points and armour class on every card, and a log that shows the dice.
A fight in progress: initiative order down the left, two adventurers,
                  an ogre and a worg on a five-foot grid with the worg's squares marked
                  in red, and an action list showing which actions are available and why
                  the others are not.
A fight on the five-foot grid, with a worg selected.

Somebody, rather than a set of numbers

Roll them up and they are yours

10 races and 12 classes off the open 5e rules, rolled abilities you can arrange, a background, a starting kit, and a portrait. Then a full character sheet — saves, skills, proficiencies, hit dice — that prints.

  • A face, and a body. Painted portraits for the party rail, and a 3D creator built into the second step if you want to choose the beard.
  • Parties of four. Tab between them on one sheet, hand things across, and pick who walks out to a fight.
  • Levels 1 to 20. The whole ladder — proficiency to +6, spell slots to 9th, an ability increase or a feat at 4th, 8th, 12th, 16th and 19th, and named features that keep arriving after — the class pages say exactly which the engine runs, and which are only printed.

See all 12 classes

The character screen: a fighter's full-length portrait, hit points,
                  experience and ability scores on a parchment beside it, the party
                  underneath, and a rail listing the account's characters.
Your characters on the right, whoever you pick on the left.

A dungeon nobody has drawn

The stair goes down as far as you do

The Undervault is a dungeon generated the moment you walk into it, in the manner of the old random-dungeon tables: rooms rolled from a size table, joined by corridors, stocked with what happens to be down there, and described in words that have never been written in that order before.

  • Traps, secret doors and wandering monsters, and a floor plan that fills in on graph paper as you find it.
  • An errand on every floor — a name, a hook, and rooms to visit — written when the floor is. It pays nothing. The monsters standing on it are the pay.
  • Deeper is worse. Each floor is sized against your party, and the one below it is sized against what you have become.
A generated dungeon floor drawn on graph paper: one lit room with the
                  party's tokens inside it, rubble hatching around the walls, and the
                  rest of the level still dark.
A generated floor. One room is lit. Everything else is still dark.

Or walk it from the inside

Step, turn, and look at the wall in front of you

Press V on a generated floor and the map becomes a view down the corridor — flat-shaded walls darkening with distance, a step at a time, turn in place. The same dungeon, from inside it. Press it again for the chart.

  • It is the same place. A step across a threshold is a real move, so a trap, a locked door or something waiting round the corner behaves exactly as it would on the map.
  • An unfound secret door is a blank wall — not a wall with a hint on it.
The first-person view of the same dungeon floor: flat-shaded walls in
                  brown and gold receding into darkness, with a FACING NORTH label, a
                  small map in the corner, and step and turn controls.
The first-person view, facing north.

What else is in it

A bag, and a shop

Buy, sell, equip and hand things across the party. The general store stocks ordinary goods, consumables and enchantment of at most +1 — anything better is something the world has to give you.

Rests that mean something

An hour's breather gives back a hit die and the features whose text says short rest. A night's camp gives back the rest. Where you may sleep is a fact about the place you are standing.

Dice you can watch

Every roll is shown with its parts — the die, the modifier, the target — and the log keeps them. Turn on the 3D dice and watch them land.

A sheet that prints

The full character sheet on paper, laid out for a binder, with the numbers the engine actually uses rather than a second set worked out for printing.

Your account, your characters

Characters and parties belong to the account that made them. Nobody else's list is reachable from yours.

Open rules, credited

Built on SRD 5.1 and 5.2 under CC-BY 4.0, with the licence and the attribution on its own page rather than in a footnote.

Free, and in your browser

Make somebody and pick a campaign

No download, no client, no card. An account, a character, and a game that stays the one you chose.