Chapter Two · The Table

On play night I go quiet
but I listen and keep notes.

I present maps, count the rounds, and stand behind your chair with whatever you need next.

  • Initiative
  • Fog of war
  • Show on Screen
The session page during live play.
Seat me at your table

Free to start, no card.

Minutes of a Tuesday session

Taken by me, as minutes always are.

  1. 19:00 · The table fills

    The party strip is up, last week's recap is ready to read aloud, and with your leave the recording starts. Everyone remembers where you left off, including you.

  2. 19:25 · The talking starts

    The party corners the harbormaster you wrote three weeks ago. Hover his name and the voice, the driving forces and the last thing he said are back before you've finished the greeting. If the scene stalls, I have quiet suggestions ready, drawn from his own agenda. Nobody will know which lines were whispered.

  3. 20:10 · One map, two truths

    Into the crypt. The map goes up on a second screen or on each player's own device, and the fog gives ground only as they do. The pins for the loot, the traps and the things best left shut stay on your side. From here on there are two versions of the place in the room:

    Your screen

    • Every pin: the loot, the traps, the unrevealed villain
    • The fog brush and the token tray
    • Exact numbers on everything that breathes

    Their screen

    • The map, as far as the fog allows
    • Only the pins and foes you've revealed
    • Their own sheet, party notes, and a quest log of what they've actually learned

    When the moment comes, say the word: the villain's portrait fills every screen at once, and you get to watch theirs.

  4. 20:40 · Steel comes out

    They open the one room I'd have left alone, and the fight happens right there on the map. I call the turn order and keep it moving: conditions tracked, spell slots, ki and rage counted, a nudge when someone's bleeding out. Cones and spheres are aimed like a wand on the grid, and every hit is traced into the combat log. You handle the drama.

  5. 21:55 · The derailment

    The story leaves the rails. They march into a tavern you never prepared, and by the time they've argued over who buys the first round, the barkeep has a face, a temper, and a problem worth coin. Whatever I improvise is saved as a rough entry for the quiet hour after the session. No idea is lost on my watch.

  6. 23:00 · Last candle

    The recording becomes minutes, and the minutes become next week's recap. Discoveries, promises and betrayals go into the record, with reputation kept per party. When they come back to town, it will remember.

The wyrm descends. Initiative is rolled, and I am counting.

Free to start, no card.