WAYFARER’S LEDGER

YOUR FIRST ADVENTURE

How to Play

Bring a character, gather your table, and decide what happens next. The ledger keeps the records; your group tells the story.

One table. Two roles.

A player describes what their character tries to do. The Dungeon Master (DM) describes the world, plays its other inhabitants, calls for checks, and rules on the outcome. Agree on your adventure and table boundaries together before you begin.

This is a companion for a human-led game. Arrange conversation with your group separately. You can also create a character and try its sheet before joining a campaign.

I’m a player

  1. Create your adventurer. Sign in, open Characters, and choose Create character. Follow the builder’s class, background, species, ability-score and equipment choices. Start at level 1 if you’re new.
  2. Get to know your sheet. Check HP, Armor Class, skills, attacks and resources. Spellcasters should review their spells and preparation choices before play.
  3. Join your table. Open Campaigns and accept your DM’s invitation. In Members, choose a character to share. Joining alone does not share a character; combat control is a separate consent choice.
  4. Say what you try. For example: “I listen at the door before opening it.” Wait for the DM to decide whether a roll is needed, then use the appropriate skill or ability roll.

I’m the DM

  1. Make a table. In Campaigns, choose New campaign and complete its setup.
  2. Bring in your players. Invite existing accounts in Members. Invitations appear in Campaigns; no email is sent. Ask players to accept and share their characters, then add those characters to the party.
  3. Set the scene. Prepare an encounter, add its actors, and share it when ready. Describe what the characters can see and ask what they do.
  4. Run the encounter. Record initiative and start combat when needed. Advance turns, resolve declared actions, and record consequences through the supported controls.

At the table: declare, roll, resolve

  1. Declare your intent and target. The DM checks range, sight, timing and any other requirements. On your turn, use your own actor’s movement, Action, Bonus Action and other available resources.
  2. Roll when asked. A d20 check adds the appropriate modifier. Advantage rolls two d20s and uses the higher; Disadvantage uses the lower. A roll alone does not prove a hit or change target HP.
  3. Record the outcome. The DM resolves hits, saves, damage types and durations, then records an adjudication. Generic rolls and spending an ordinary Action are separate steps. Supported casting and feature buttons record their costs; read their timing and table-managed notes.
  4. Keep resources honest. Resolve pending concentration checks and death saves. Adjust ammunition and consumable quantities after agreed use. Heroic Inspiration can reroll one eligible die: it spends the Inspiration, and the new result replaces the old even when lower. Both results remain in history.

Dice rolled with a selected character are saved with that character. The dice tray without a selected character is a temporary local scratch roll. Use encounter roll controls for the shared encounter record.

Save, rest, and return

Completed supported actions save to the server. Form edits and notes may need their Save button: wait for confirmation before leaving. If a save is unconfirmed, use Check previous save before creating another record. Cancel a navigation warning to keep editing your unsaved draft.

After combat, the DM ends the encounter. Owners record completed rests, accept their assigned Loot, and equip or attune items separately. The DM can record XP or a milestone in Progress; each owner still completes their level-up choices. Progress records do not restore resources or change levels by themselves.

Return to the same account and campaign to continue saved play. Character and campaign file tools provide exports and private-copy recovery; keep exported files somewhere you trust.

Sharing and current limits

Sharing gives the campaign owner and GMs your character’s detailed mechanics. Basic combat stats are visible to all campaign members, including viewers. Journal, backstory, appearance and private item prose stay private within the app’s campaign sharing.

Combat-control consent lets the owner and GMs change supported combat state. Revoking sharing removes the character from that campaign’s party, encounters and tokens. Review Members before sharing.

Core automation focuses on supported SRD 5.2.1 class paths through class level 5. Not every subclass, feat, spell effect or edge case is automated. The spell reference is not a promise that every effect executes automatically. Agree on table-managed outcomes with your DM.

For the underlying game rules, read SRD 5.2.1 · Playing the Game (CC BY 4.0).