Roleplay Journal

Features / Run your campaign

Plan ahead. Improvise freely.

Chapters, scenes and notes that keep your whole story at your fingertips, with room for private GM notes beside every one.

Plan in chapters and scenes.

Build the story as chapters with scenes inside them. Move a scene between chapters, or keep it outside any chapter. Duplicate a scene to revisit a place without redoing the setup.

Arrival in SaltmereYarmas's Hearth, The harbour at dusk
The vaultA locked door
Not in a chapterA chance meeting

A sample journal.

Everything for the scene on one page.

A scene page puts the location, the scene description, the characters who are there, your notes and every connection in one place, with a private GM notes box for dialogue ideas and reminders that players never see.

1Location description
2Scene description
3Characters here: list or cards
4Notes
5Connections

Notes that sort themselves.

Keep Information and Quests on their own tabs, in the same note format. Notes attach to scenes and tie themselves to the scene's locations and chapter, replies stay with the note they answer, and you drag them into the order you want on each page. Mark a note Closed when it is done and it tucks itself away.

How to Notes, Information and Quests

A note is for something your players should know or do. Each note is one of two kinds, and the kind decides where it lives in the sidebar:

  • Information: facts, rumors, lore and clues.
  • Quests: jobs and goals the party can pursue.

Share it: use Seen by on the note (Only the GM, Specific people or Everyone in the campaign).

What players see: a note that is new to a player is marked High Priority for that player. They tick Read and it goes back to normal. Players can add notes too. Their notes start out visible to them and you.

Closing a note: when a quest is done, press Close. It folds up and its title is struck through. Reopen brings it back.

On a scene: notes tied to the scene's locations show up there, with sub-notes and replies, so you have them to hand at the table.

QuestsFind the vault key (High priority)
QuestsAn old promise (Closed)
InformationHarbour tides

A sample set of notes.

Roll without leaving the page.

Quick roll boxes on a scene show the result in a small pop-up, and a roll log, visible only to you, slides up from the bottom of the screen whenever you want to look back.

How to Rolling from stat blocks and quick rolls

Rolling dice from a scene

You must be the GM, inside a campaign.

  1. Open a scene and find the Encounter section. Open a creature's stat block.
  2. Click an attack bonus (for example +8) to roll a d20 plus that bonus. Click the dice in a damage line (for example 1d6 + 4) to roll damage. Click a saving throw bonus in the ability table to roll that save.
  3. Hold a link down for about half a second (or right-click it, or press the menu key) to choose how to roll:
    • Attacks and saves: Disadvantage, Normal, Advantage
    • Damage: Normal or Critical hit (twice the dice, the bonus added once)
  4. A small pop-up shows the result and your roll log (bottom of the screen) keeps it, with the creature's name and what was rolled.

Other dice in a creature's text, such as a Strength drain or how many hours until something happens, are links too. Click to roll them.

On a character's card, the Quick rolls box works the same way.

Roll logSlides up from the bottom, for you only
Quick rollA small pop-up shows the result

A front page that shows what is new.

Your campaign's front page lists the newest things in every section, so you see where you left off the moment you sign in.

Journal, Quests, Characters, Cities, Locations, Factions and Information, each with its latest.

Spend your prep time on the story.

Free to start. Bring your players when you're ready.

Start a campaign