← DivineDungeoner

How it works

DivineDungeoner turns a published adventure into a guided, branching session. You still need the book for maps, full stat blocks and art — this keeps your place, tracks consequences, and puts what you need on one screen.

1. Start a campaign on your laptop

  • Open Run a Campaign, pick the adventure and where to begin (Rage of the Giants can start at Lastrope at level 1 or jump into Chapter 2 at level 5; The Heist of Yew North starts by choosing its villain and season).
  • Give the campaign and party a name and optionally list the characters. You'll land on the DM dashboard — keep this tab; the browser remembers it holds the DM key.

2. Pair your phone (or another browser)

  • Click Pair phone in the dashboard header and scan the QR code. The phone opens already paired — no typing — on the Player Display's Scene, Encounter, Puzzles and Map tabs.
  • Phones must be on the same Wi-Fi as the laptop. On another computer, open /play and enter the campaign code and PIN.
  • A paired device also holds the DM key: open the dashboard on it (/host/CODE/admin) for full control, in sync instantly with the laptop.

3. Run the story beat by beat

  • The Play tab shows the current beat: a summary, boxed text to read aloud (paraphrased; page references point to the book), the Scene Clues board (the beat's steps, ticked off as you go), encounters with stat summaries, ability checks, NPCs, treasure and DM tips.
  • At the bottom are the choices the players can make. Picking one advances the story and applies its effects: party level, story flags, items, NPC status and travel on the map.
  • Step back undoes the last move — including its effects. The Story tab lets you preview and jump to any beat when players go off-script.
  • Some choices only appear once the party has done something (for example, returning to the oracle after winning a relic). Hidden ones are counted so you know they exist.

4. Keep track of the world

  • Map: the region with every notable city, town and landmark. Click a place for its summary, the story beats set there and who lives there, then mark the party as having travelled there. Their route is drawn on the map.
  • Log: every choice, jump, roll, note and level-up, grouped by session. Start a new session with a recap and export the whole log as Markdown.
  • Compendium: NPCs (with met/ally/dead tracking), bestiary, magic items, rollable random tables, factions and background lore.
  • Party & Combat: roster, items, story flags, a pinned reminder and a shared initiative tracker. “+ Initiative” on any encounter drops its monsters in with average HP.

5. Show the players something

  • Player Display opens the art-led screen for a TV facing the table: the current scene's artwork fills the screen, with the map, a rumor drawn from this chapter's bestiary, magic items and NPCs, and your announcements (post them from the dashboard's Announcements tab).
  • Event Display opens a spoiler-free text screen: the scene's read-aloud text and the party (Scene), or the map showing only places the party knows about (Map).

6. Bring your own adventure

  • Write your own story beats, plotlines, characters and enemies, with scene and monster art, in one folder. Write your own adventure (/community) has a starter kit: a complete example adventure with the format guide inside.
  • Upload the folder or a .zip. It's checked at once, with every problem listed by file. While a moderator reviews it you can playtest it in a private campaign; once published, it appears in the adventure picker for everyone.