Nobody else saw a name. Check in quietly.
Preview: one scene, nothing saved.
Your storybook
Now playing
Your guide is getting the story ready
Read this aloud
What do the heroes try?
Roll your d20 and tap the number
That is one scene
In the full game your guide reads what happens next, moves the map pin and calls checks.
On the table
Turn order
Just for you: no one else at the table can see this
Just for you: no one else at the table has this
The map
Tap the map to move the pin.
Players see the hatched parts as fog.
Run the game
Tonight we'd rather skip
Is there anything your players would rather not meet tonight? Tick it, and you will be warned before any scene that has it, with a gentle way to change it. You can change this any time.
Only you see this list. The children never do.
Your own quests are not checked.
Which trait
Brave for daring and fighting, Clever for sneaking and puzzles, Kind for talking and calming.
How hard is it?
What this scene is for
Ways to try it
Tip
No scene notes for this scene.
Table screen
Put the scene, the map and whose turn it is on a TV, laptop or tablet the whole table can see. Kids without a device play along from the big screen; you keep running the game from here.
On the big screen, open and type this code:
Open here suits a laptop plugged into the TV, or a browser tab you cast.
Table talk
For a younger group: players talk by tapping friendly ready-made phrases, nobody types. You can still type.
New players join with a friendly spun name instead of typing one.
Scene sound
Load a quest to see the suggested sound.
While a sound is playing, each new scene switches to its own suggested sound.
Tap anywhere to start the sound on this device
Things to skip
Tick what your players would rather not meet tonight. You are warned a scene ahead, with a line to read instead. Kept for this game.
Pause card
Every player has a big Pause card. When one is pressed, only you see who, and nobody asks them why.
Quick calls
Children roll their own d20 and tap the number. The game adds their trait and says if it worked.
Say yes. If a player tries something clever that isn't written down, let them, then ask for a check if it's risky or uncertain. That's most of the fun.
Calling a check. Pick the trait that fits: Brave (fighting, daring), Clever (sneaking, puzzles, tricks), Kind (talking, calming, caring), and how hard it is:
The player rolls d20 and adds the trait; meeting or beating how hard it is works. A failed check is never the end of the story: it just makes things harder, or sends the story a different way.
An unplanned fight. Drop in a monster from the quest's stat blocks above. To attack, a hero rolls d20 + Brave against the monster's Guard; a hit costs the monster the damage on its attack line. Monsters attack back the same way against the hero's Guard (10 + Brave). Use the Heart Points buttons to apply it. At 0 Heart Points a hero is worn out, not defeated: they sit out the rest of the scene and are back to full at the start of the next one.
Making friends instead. Every creature has a friendship meter: 2 steps for a small one, 3 for most, 4 for a boss. Call a Kind check and pick the creature under “Aimed at”; each passing roll fills one step, and a whole-party check fills one step for every hero who passes. A full meter makes the creature a friend: every screen celebrates, it sits out the fight, and the storybook remembers it. Hurting a creature you were winning over frightens it again and empties its meter, and that goes for a friend too.
An unplanned person or place. Use “Show something custom” below to put a name, a line of description and up to six choices on everyone's screen: that's a new NPC, a locked door or a whole new scene in ten seconds.
Same rules as the How to Play page, nothing new to learn.
A prop for the table to read. It sits beside the scene, so handing one over never clears what the party is looking at.
A potion, a lantern, a key: it goes on that hero's sheet, and they tap Use it when the moment comes.
Ready to give
Or write your own
Its picture
Only the player you pick is sent this: split the party, pass a note, hand over a clue.
Rolled for your eyes only. The party's dice log never sees it.
Player choices
Combat: initiative
Dice
Your rolls
At the table
In the scene
The expedition so far
Carried with you
Table talk
You told the table your idea.
Typing is off for your account until a parent approves it. Tap a quick phrase to talk to the table.
Your guide turned on quick phrases for this table.
Tap one to tell the table. Your own idea is great too!