The DM's Satchel
A toolkit for running fifth-edition tabletop games, plus a shared world wiki that several GMs can build together.
- Table Tools: NPCs (with ancestry, role, look, voice, wants and secrets), a quest builder, factions/guilds/clans,
names for people, towns, taverns, shops, ships and guilds, settlements/taverns/shops, sensory descriptions,
rumors, plot hooks, trinkets and loot by challenge tier. Reroll any single line with ↻.
- Character Forge: a complete character under the 2024 rules at any level from 1 to 20: species and lineage,
class and subclass, background with its ability bonuses, origin feat, skills and tools, ability scores (standard
array, point buy or 4d6), level-up feats and ASIs, HP, AC, attacks, spellcasting and slots, class resources and
features by level. Every character comes with a life story in the style of DCUGen's lifepaths: family and standing,
upbringing and childhood events, why they took up their background and class, adult life, the people in their
life, personality, goals, secrets, regrets and hooks for the DM. Each section rerolls on its own, characters are
seeded so the same link always shows the same character, and sheets can be copied, downloaded, printed or shared.
- World: a wiki for one shared campaign world: regions, settlements, locations, factions, guilds, clans and
houses, NPCs, player characters, deities, items, a timeline of events, quests and lore. Entries nest
("located in"), connect to each other ("member of", "enemy of"…), link by name with
[[Entry Name]], and carry
GM-only secrets players never see. Anything from the table tools or the Character Forge can be sent to the world
with Add to world. Every change records who made it; if two GMs edit the same entry, the second save is
stopped instead of overwriting the first.
- Places that work like hubs: regions hold areas and towns, towns hold taverns, shops and dungeons. Every place
has tabs for its People (roll one NPC or populate a whole town with residents suited to it, keep the ones you
like, move existing NPCs in or out), its Quest board (a corkboard of jobs: roll or write quests and move them
from Rumor to Active to Completed in one click), Places inside it (random towns, areas, taverns and shops),
Powers (guilds, factions and families based there) and Maps.
- Atlas: the whole world as a tree of places with people and open jobs counted on every row, and quick-add buttons.
- Build console (Admin → Build, open to every GM): add quests, key NPCs, NPCs, factions, guilds, houses,
regions, areas, towns, locations, deities, items, events and lore from one form. "Random" fills it all in, the
place you pick is remembered for the next one, and places can be pinned on a map straight after saving.
Key NPCs are starred on the world's front page and listed first in their town.
- Map pins manager (Admin → Map pins): every pin on every map in one table, editable in place, plus a list of
places not yet on any map.
- Maps: upload a world, city or dungeon map (or link one) and drop pins for places, lairs and points of interest.
Click a pin to open a side panel for that place with its people, quest board and sub-places, and roll NPCs or quests
right there. A new pin can create its town or area in the same step. Pins of places that have their own map open
that map, so you can drill from the world to a region to a city. Pan, zoom and pinch on phones.
- Relationship web: a live graph of how factions, people and places connect, built from each entry's
connections. Filter by type, focus on one entry and its neighbors, drag things around.
- Session log: each GM logs their sessions (number, date, GM, players, XP, loot, what happened). New sessions
number themselves, and every entry shows which sessions it appeared in.
- Party standing: the party's reputation with every faction, guild, house, god, town or person, from sworn
enemies (−5) to champions (+5), with a dated history of what changed it and which session it happened in.
- Family trees: parents, children, spouses and siblings, drawn as a tree for every noble house and clan.
- Rumor mill: gossip starts in a town and spreads to its neighbors, changing a little with each retelling.
- Who stands where: a grid of every faction, guild and house against every other, with tensions called out.
- Faction clocks: plans in motion (a cult's ritual, a guild's takeover) as clocks you fill between sessions; one
click runs a faction turn, then offers the players a ready-made notice of what visibly changed.
- Session prep: one page before each session with last time's notes, where the party is and who's there, quests
in play, clocks about to finish, upcoming dates, the party's HP, loose threads and a shared GM scratch pad.
- Table talk: players and GMs comment on quests, handouts, rumors and anything else players can see; GMs can
hide or remove comments. A feed shows the latest across the world.
- GM discussions: GMs talk on any entry ("I'm bringing her back in session 14") and resolve threads when
they're settled. An inbox lists every open thread. Players never see any of it.
- Search everything: Ctrl+K (⌘K) or
/ opens one search box for tools, world entries, classes, species and feats.
Press ? for keyboard shortcuts (g then a letter jumps between pages; g then y opens your own character).
- Many worlds, GMs and players: anyone signed in can create a world and becomes its owner. Each world has a GM
invite link and a player invite link; opening one asks for a name and hands out a personal sign-in code. Switch
worlds from the menu at the top. Worlds can be private (members only) or open (anyone can read).
- Players add to the world: players add their own characters and journal entries, and suggest anything else
(an NPC, a rumor, a place). Suggestions wait for a GM to approve, edit or reject them.
- Character sheets: characters from the Forge keep their full sheet in the world, with a play tracker the
player and GMs share: hit points, conditions, spell slots, hit dice, rests, coins, inventory and notes. Level up
in one click.
- What my character knows: players mark the people, places and secrets their character has learned, with notes.
- The Party: who's in the party, the shared treasury (coins and items, with a loot log anyone can add to and an
even split), current quests, handouts the GM reveals at the table, and the party journal.
- Encounters & travel: fights fitted to the party with the 2024 encounter budget (stat blocks open on D&D
Beyond), chance meetings, weather with its rules, a saved encounter table per area, and travel times between map
pins once a map has a scale.
- Dungeons & lairs: a keyed site in one roll, with monsters fitted to the party, traps, puzzles, treasure and a
map; GMs can add it to the world with a page per room and a pin on each.
- Import notes: bring in Markdown files, an Obsidian folder, or pasted notes, with a preview before anything
is saved.
- Export & print: the world, a region or one kind of entry as Markdown or a printable page, as a GM copy or a
player-safe copy.
- Works offline: install it like an app; the table tools, Character Forge and Reference work without a
connection.
- Calendar: your world's own months, weekdays, moons and holidays. GMs move time forward; events, sessions and
journals with dates appear on the month grid.
- More pictures: a gallery of up to 12 captioned pictures on any entry, with a full-size viewer.
- Pictures: upload a portrait, a town sketch or a handout image to any entry (or paste a link).
- Discord: connect your group's channel and post session recaps and handouts with one click.
- Your library: short notes on monsters, items, classes, subclasses, species, feats and spells from the books
your group owns. Bestiary monsters turn up in encounters and dungeons; your items in loot and shops; your classes,
species, subclasses, backgrounds and feats in the Character Forge (a class form covers hit die, proficiencies, features by level and
spellcasting, so the Forge builds the whole character); your spells join class spell lists in the Forge, NPC
spellcasting and the Spells reference.
- NPC table cards: print a card per NPC (voice, manner, wants, stats, attitudes, secret) for the people nearby.
- Saved encounters: keep a rolled encounter where the party will meet it; session prep reminds you.
- Printable session sheet: everything for the table on one page, from session prep.
- Member profiles: everyone adds their pronouns and a short note for the table, shown on the party page and beside their characters.
- Party bonds: players tie their characters to each other (rivals, siblings, debts…), shown on the party page.
- Attendance and XP: record who came and XP or milestones per session; the party page shows who's due a level.
- Session recaps: one click drafts the next session-log entry from everything that changed since the last one, opening with the session in numbers (coin earned and spent, items found, days passed, quests completed).
- Since your last visit: opening a world shows what others changed while you were away.
- Quest objectives: a checklist of steps per quest, some secret until revealed, with progress on the boards.
- Your own roll tables: write random tables (weights, dice, choices, tables inside tables) and roll them in play.
- What needs writing: a GM list of thin spots (undescribed entries, empty places, flat NPCs, quests with no steps).
- Spreadsheet import: bring in a CSV of NPCs, items or places, say which column is which, and check a preview first.
- Entry templates: save any entry as a template and start new ones from it.
- Quick notes: jot a journal note from any page (button or the j key), linked to what you're looking at.
- Keep going offline: character sheet changes and private notes made without a connection are kept and sent when it comes back.
- Private notes: everyone can keep their own notes on any page, seen by nobody else.
- Attitudes: how each NPC and power feels about each character, on both pages and in session prep.
- Quest rewards: completing a quest offers to put its reward (coin and items read from the text) into the party treasury.
- Bounties pay out: marking a wanted NPC dead or captured offers their bounty for the party treasury.
- Print a character: a clean printable page for any world character, from their sheet and play state.
- Hand it over: give an item or coin from your character to another party member; both sheets update at once.
- Split the loot: share the party treasury's coin between characters, by shares, straight onto their sheets.
- Time and light: the in-world hour during play and the torches and spells burning down, moved on by the GM and seen by everyone.
- Lights from the pack: lighting a torch or lantern on the clock can take it, or a flask of oil, from a character's inventory.
- Where are they now?: an NPC's daily routine, read against the world's clock: their page says where they are, and each place lists who's there now.
- Roll a routine: a roll button writes a likely day for an NPC from their role and the places in their town.
- Routines for the whole town: GMs roll a routine for every NPC in a town who hasn't one, check them, and save.
- Who's about town: a settlement's page lists the NPCs inside it right now, and where.
- The town by the hour: a settlement's page shows who is where through the day, from their routines.
- The regulars: a tavern's or shop's page lists who comes in at some hour, and when.
- Minding the shop: a shop's page says whether its owner is behind the counter right now, or where they are.
- Who's here, on the map: a place's map pin says who is there right now, from their routines.
- Who's around for the scene: session prep lists the NPCs whose routine puts them where the party is right now.
- Quick polls: anyone asks the table a question with a few choices; everyone votes and sees the tally.
- Notices: GMs post short notices ("No game this Friday") on the front page, shown as a banner until dismissed or expired.
- Suggest an edit: players propose changes to entries they can't edit; GMs see the difference and accept or decline.
- Handouts for one player: GMs give a hidden handout (or any entry) to chosen players only.
- Show to the table: a GM pops a handout (or any entry) up on every player's screen.
- Next session: propose a few dates, everyone answers yes / maybe / no, lock in the best one and post it to
Discord. The date shows on the world's home page.
- Downtime: players file what their characters do between sessions; GMs write how it went, and it stays on
the character's page.
- Measure on the map: click points along a route on any map with a scale to see the miles and travel time at each pace.
- The party on the map: a ⚑ token shows where the party is on every map with that place (or a place around it) pinned.
- Your own map markers: drop markers with notes on any map; private unless you show one to the party.
- Fog of war: paint over the parts of a map the party hasn't explored; players see only what's revealed.
- Light or dark: a header switch for light, dark or automatic (follows your device), remembered per browser.
- Members-only site: one switch makes every page and tool need a personal code or invite link.
- See it as a player: GMs preview the world exactly as players see it, then go back with one click.
- Hidden entries: GMs can keep any entry hidden from players while they prep, then reveal it in one click.
- Who shows up where: NPC pages say when the party last met them; session prep lists people nearby who could turn up again.
- Spotlight: session prep shows which characters the recent session logs name least, with their goals as hooks.
- Character goals: players write short and long-term goals (some kept from the party); GMs see them in session prep.
- Secrets and clues: a running list in session prep of things the party could find out; tick them off as they come out.
- Start here: GMs pick the entries newcomers should read first; they lead the front page and the session zero page.
- Session zero: a primer every member reads (pitch, tone, house rules, safety tools, lines and veils); players tell the GMs privately what to keep out, optionally without their name.
- Your own fields: GMs add extra fields to any kind of entry (shared or GM-only), shown on the form and the page.
- Follow an entry: hear about changes others make to the entries you care about.
- Recently viewed: the entries you opened last, in the sidebar and at the top of Ctrl+K.
- Favorites: star entries you keep going back to; they sit at the top of your world sidebar.
- Is that name taken?: the entry form warns when the world already has an entry with that name, or a close one.
- Make a copy: GMs duplicate any entry and edit the copy; a place can bring its people, shops and sub-places along.
- Say it right: a pronunciation beside any name, shown on its page, NPC cards and the session sheet, with an A–Z guide for the world.
- Where the party has been: each move of the party is kept with the in-world date; maps draw the route so far and the party page lists the journey.
- Wish lists: players note what their characters hope to find or earn; GMs see them in session prep and beside matching loot.
- Read-aloud in prep: session prep and the printable sheet gather the “> ” boxes from what's planned, in order, ready to read.
- Roll a detail: “Roll” beside an NPC's looks, personality, voice, wants and secret, a settlement's trouble or landmarks, and a place's features fills the field from the app's tables.
- The world in numbers: entries, words, sessions, the most talked-about NPCs, the busiest places, who has written the most and other records.
- Contents for long entries: three or more “## ” headings in a description give a small table of contents that jumps to each part.
- Picture wall: every picture in the world on one page (portraits, places, galleries, maps), by kind and tag.
- Text size: an “A” button in the header makes all text larger, largest or smaller, remembered per browser.
- Previously on…: the front page opens with the last session's summary and where the party left off.
- Pin a note to the session: one-off reminders for the next session at the top of prep and on the printable sheet.
- Places at a glance: a settlement's page opens with who leads it, who holds it, its size, how many people, shops and open jobs are there, and today's weather.
- Recently changed for GMs: the front page lists the last dozen changes by anyone, with who and when, each linking straight to that entry's history.
- A forecast for the week: session prep shows the next six days of weather where the party is, matching what each day shows when it comes.
- Reading for next session: GMs pick a few entries for players to read beforehand; players tick them off on the front page and GMs see who has.
- Reveal on a date: set a hidden entry to reveal itself to players on a chosen day, for a letter that arrives or a festival that's announced.
- Job board poster: a town's open jobs and wanted NPCs (with their bounties) as a printable notice-board poster, or popped up on everyone's screen.
- Also known as: other names for any entry (a title, an old name), found by search, mentions and the name check.
- How old they are: NPCs' and characters' ages today from their birthday and the in-world calendar, on their page and in Who's who.
- A rival party: roll another adventuring company (four members, what they want and their grudge) and save it as a guild with its people.
- Tavern menu: a bill of fare for any tavern (drinks, dishes, a bed for the night), priced to suit the town, to read out or print.
- Price list: a Reference tab with what things cost (gear, food, lodging, services), searchable, as usual or as one town's market has them.
- Not yet visited: the atlas shows GMs which places the party has never set foot in.
- Living costs: when days pass, charge the party for their lifestyle (each character's own, if they've chosen one), from each purse or the treasury.
- The treasury over time: a small chart of the party's coin after each change in the loot log, with a table view.
- Buy from and sell to a shop: players buy with their own coin or sell from their inventory at the shop's buy-back rate; the shelf follows.
- Quest deadlines: an in-world deadline on a quest, counted down on its page, the quest board, session prep and the calendar.
- Quest chains: a quest can follow another; its page shows the chain, and finishing one offers to open up the next.
- Weather for the table: today's weather where the party is, on the front page for everyone.
- Hirelings: hire NPCs at a daily wage; the party page lists the payroll, and wages come from the treasury as days pass.
- Tag colours: GMs give a tag a colour, shown on every chip for it.
- Our next move: players pick the quest they want to do next; GMs see the tally (and any split) in session prep.
- Who has it?: one search across every character's inventory and the treasury.
- Shops restock with time: when days pass, GMs are offered fresh stock for shops whose last delivery is a week old.
- Haggle at the counter: the shop's haggle DC on the buy panel; GMs grant the result for a character's next purchase.
- Stay the night: at a tavern with a menu, the party takes rooms, pays from their purses, gets a long rest, hears a rumour over supper, and the clock moves to morning.
- Rations run down: on the road, days passing eat each character's rations; the GMs hear who's run out and may give them a level of exhaustion.
- Rations from the stash: on the road, those who run short eat from the party treasury's rations first, in one line of its ledger.
- Hirelings eat too: on the road, hired NPCs eat from the treasury's rations first, with a warning when there aren't enough.
- Wages owed: when the treasury can't cover the hirelings' wages, what's unpaid is owed to each until a GM pays it.
- Hirelings go with the party: a hired NPC is wherever the party is, whatever their routine says.
- Into the stash: players put items or coin from their sheet into the party treasury, or take them out, noted in the ledger and on the sheet.
- Carrying for the party: treasury items a character holds show on their sheet.
- Everything the party carries: one printable list of all the party's gear and the treasury's, with who has each.
- Gifts for NPCs: players give an NPC an item or coin from their sheet; the NPC's page remembers who gave what.
- Debts between friends: lend another character coin; both sheets show what's owed until it's paid back or forgiven.
- Debts at a glance: the party page and the GM's party sheet list who owes whom.
- Make camp and short rests: a long rest anywhere, eight hours on the clock, and maybe something from the area's encounter table in the night; or an hour's short rest that gives warlocks their pact slots back.
- Hand out to everyone: GMs give the same item or coin to several characters at once, from nowhere or from the treasury.
- The party at a glance: a table for GMs of each character's hit points, coin, rations, exhaustion and conditions.
- A printable month: the calendar's month on one page, with sessions, holidays, moons, deadlines and birthdays, day by day.
- A party sheet for the GM's screen: one printable page of every character's hit points, armour class, passive Perception, coin and what they carry.
- Attuned: players tick the magic items they're attuned to; the sheet counts them against the limit of three.
- Tidy the pack: one button merges duplicate inventory lines on a sheet.
- Heavy packs: each sheet weighs what it carries (SRD weights, coins fifty to the pound) against its carrying capacity.
- Too heavy to carry it: the buy panel warns when a purchase would put a character over their carrying capacity.
- What it's worth: each sheet says what its gear would fetch at the shops, and the party sheet shows it under each character's coin.
- The journey on the calendar: the days the party arrived somewhere show on the in-world calendar.
- Worries in prep: session prep warns who's down, low, exhausted, out of rations or broke.
- Waiting on you: session prep gathers what needs a GM: things asked for in shops, wages owed, bounties not yet paid.
- Sell the loot: GMs sell the treasury's items to a shop in one go; coin into the treasury, items onto the shelf.
- Divide the loot: GMs give out the treasury's items in one go, choosing who gets each.
- A shop's ledger: each shop shows the party's recent trade there: who bought and sold what, for how much.
- Ask the shopkeeper: players ask a shop for what it doesn't stock; GMs see the asks and can put them on the shelf.
- Print the shelf: a shop's stock as a printable price list.
- Order from the menu: players order food and drink from a tavern's menu, paid from their sheet and noted in the tavern's ledger.
- A round on the house: GMs buy the whole party a dish or drink from a tavern's menu, from the treasury.
- A tab at the tavern: players put orders on the party's tab; a GM settles it from the treasury.
- Enough food for the road?: planning a trip on a map says who has enough rations for it and who's short.
- Too heavy for the road: planning a trip warns who is over their carrying capacity.
- A packing list: planning a trip puts the rations each character is short of on their shopping list.
- Open now?: a shopping list names the shops that stock each thing, their price, and whether they're open right now.
- Shut for the holiday: shops close on the world's holidays; taverns stay open.
- Closing time: a shop's page says how long until it shuts, or opens.
- Festival specials: on a holiday, taverns put a festival dish or drink at the top of their menu.
- Weather slows the road: heavy rain, snow or a strong wind where the party sets out adds travel days.
- A shopping list: players note what they mean to buy; shops offer it first, and GMs see the lists in prep.
- Downtime moves with the calendar: open downtime counts the days that pass and says when it's ready to resolve.
- A day on the road: after travel, a party journal draft of the journey: days, pace, weather and rations.
- What happened to my coin?: a history on each sheet of changes made from outside it (shares, living costs, rations, purchases, rests).
- You've got news: with the world open, players hear at once when the GMs change their sheet: "📜 Ann: Handed out by the GMs: 2 × Potion of healing".
- Since last session, for you: a player's character page opens with their coin up or down and items in and out since the last session.
- Coming up for you: a player's character page lists the week ahead in the world: their birthday, their quests' deadlines, festivals.
- Shops keep hours: shops are shut at night by the world's clock (taverns stay open late); GMs can still trade.
- Treasure from a fight: an encounter card rolls treasure for its challenge and puts it straight into the loot log.
- The party's wealth: the treasury plus every character's purse, on the party page.
- Weather on the map: the party's map marker shows today's sky there.
- Since you were last here: the road: "what's new" says how many days passed in the world and where the party went.
- Friends get a discount: shops give 10% off (and pay 10% more for goods) where the party stands well with whoever holds the town, and the reverse where it's hated.
- Export to a spreadsheet: download any kind of entry as a CSV file with its fields as columns; it imports back as it is.
- A new world like this one: start a world with another's calendar, own fields, templates, session zero page and tag descriptions, but none of its entries.
- Set a field for many: bulk actions set one field (a status, a type, a role) on every selected entry that has it.
- Between sessions: session prep gathers the players' journals, downtime, suggestions, questions and table talk since the last session.
- Who holds what: a map switch tints each pin by the faction, guild or house that controls the place, with a key.
- Their story so far: a character's page gathers sessions played, quests finished, goals reached, wishes come true and what they carry.
- Rename a tag: rename a tag across every entry, or fold it into another, from its page.
- Travel takes time: after moving the party on a scaled map, offer to move the calendar on by the journey's days at each pace.
- Conditions at a glance: a character's conditions say what they do, and the Reference has every condition (SRD 5.2).
- Join by QR code: Admin shows an invite as a QR code; people at the table join by pointing a phone camera.
- Pages the party writes together: GMs open an entry to the party and any player can edit its text, never its secrets.
- New table talk: the sidebar shows how many comments are new since your last visit.
- Quests by status: the quests list grouped into in play, on offer and rumored, with done and failed folded away.
- Forgiving search: a typo or two in a name or tag still finds it, in Ctrl+K and the world search.
- How far from the party: a map pin's card says how far it is from the party and how long the walk takes.
- Next and previous: arrows at the foot of an entry to the neighbouring entries of the same kind, with [ and ] on the keyboard.
- Picture descriptions: describe an entry's picture for screen readers and hover; gallery captions do the same.
- Coming or not: once the next session is set, everyone says whether they're coming; the front page and session prep show who's in.
- Who has read it: GMs see which players have opened a handout, and who hasn't yet.
- Roll a name: “Roll” beside the name for NPCs and characters (by ancestry), settlements, taverns, shops, regions, areas, factions and guilds.
- On this day: the front page notes in-world anniversaries, birthdays and holidays on today's date.
- Add to calendar: the next session as a calendar file or a Google Calendar link, with a reminder and a link back to the world.
- Missing links: “What needs writing” lists [[names]] with no entry behind them, where they're mentioned, and creates each in one click.
- Who's who: a printable cast list of the people the party has met, with pictures, pronunciations and when they were last seen.
- Spell cards: a printable card per caster with their spells and slot boxes to tick, plus full cards for spells from your world's library.
- Item cards: printable poker-size cards for magic items and loot, nine to a page, from an item, a tag, every item or what the party holds.
- Fuller backups: one file with entries, settings, maps and their pictures, standing, clocks, treasury and quotes, restorable as a new world without touching the original.
- Prep checklist: the GMs' own steps before each session, ticked off in session prep and cleared when the next session is logged.
- Repeating events: events that come round every week, month or year (until a date, if you like) show on the calendar and in session prep.
- Birthdays on the calendar: characters' and NPCs' in-world birthdays recur every year on the calendar and in session prep.
- Mood music: a music or ambience link on any entry; places inherit it from the place around them, and session prep offers it for where the party is.
- Reactions: 👍 😂 😮 ❤️ 🎲 on table talk and quotes, with who reacted.
- Quote wall: memorable lines from the table, with who said them and when; a random one greets you on the front page.
- Ask the GM: a private thread between each player and the GMs for questions between sessions, with a badge and a toast when something new arrives.
- Hall of heroes: characters who died, retired or went missing, with how and when, their player's epitaph and the sessions they played.
- Likely duplicates: a GM page of entries that may be the same thing, to merge or mark as different.
- Merge two entries: GMs fold a duplicate into the entry they keep; texts, tags, connections, what's inside it, mentions, talk, standing and map pins move over, and the spare goes to the bin.
- Many at once: GMs tick entries on any list or search and reveal, hide, tag, untag or move them into a place together.
- Tag pages: a list of every tag with counts, and a description on each tag's page.
- Search the talk: world search also finds words in table talk, GM discussions (GMs) and your own notes, and jumps to the comment.
- Link the mentions: entry pages show GMs names written as plain text that could be links, and link them in one click.
- Formatting: bold, italic, lists, small headings and "> read-aloud" boxes in any long text.
- Link suggestions: typing [[ in any text box suggests entry names; pick one to finish the link.
- Admin: world owners manage members and roles, rotate invite links, name the world, see recent activity, and
download or import a full backup. The site admin can see every world and every account.
- Reference: classes with features by level, species, backgrounds, feats and spell slot tables.
Players read what the GMs have revealed; GMs build, edit and see secrets. Each person's role is per world, so you
can be the GM of one campaign and a player in a friend's.
The session notebook keeps each DM's personal saves in their own browser.
Setup on Vercel
The site is static files plus a few serverless functions in api/. There is no build step.
- Import the repo into Vercel (Framework preset: Other). The table tools, Character Forge and Reference work
right away.
- Add a database: in the Vercel project, open Storage → Create → Neon (Postgres), and connect it to the
project. This sets
DATABASE_URL. Tables are created automatically on the first request.
- Set the admin code: in Settings → Environment Variables, add
ADMIN_CODE with a long random value
(for example from a password manager). Redeploy.
- Open the site, choose Sign in, and enter the admin code. Go to Admin → Members & invites and send the
GM link to your co-GMs and the player link to your players. Each person picks a name and gets a personal code
(shown once) to sign in on other devices. Changing
ADMIN_CODE later changes the admin login.
Local preview
npm install
npm run dev # static preview at http://localhost:5173 (the shared world needs Vercel and the database)
npm test
vercel dev runs the API locally too, if you have the Vercel CLI and a DATABASE_URL.
Legal
Unofficial fan content, not affiliated with or endorsed by Wizards of the Coast. Rules data summarizes game mechanics
in original wording; all names, tables, stories and descriptions are original except SRD terms.
This work includes material from the System Reference Documents 5.1 and 5.2 ("SRD 5.1", "SRD 5.2") by Wizards of
the Coast LLC, available at https://www.dndbeyond.com/srd. Both are licensed under the Creative Commons Attribution 4.0
International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.