New game · step 1 of 2
New game · step 2 of 2 ·
A new room gets its own code. Friends join with it, and it saves itself.
Open rooms in this world
Load game
Saved rooms
Room
Ash, Ember, Cinder, and Flint hold this chapter. Or create your own under the D&D 5.2.1 rules. A character code brings that sheet into this room. If this foyer was saved, your place comes back with you.
Create a character · SRD 5.2.1
Class, origin, ability scores, then a name and a look. Every choice follows the D&D System Reference Document 5.2.1. The server checks it again before your lantern is lit. Keep your character code to bring them back.
Level up
Fallen
Rolls
Level up
Ability improvement. +2 in one score, or +1 in two.
Prepared spells
Class
Character creation comes later.
Company
Tap the floor to walk. Tap people and things to use them. The line under the hall name says what to do next. Extra lanterns share the same world.
Press T (or the button) to speak freely to the people here, or to ask the Game Master a question (Shift+Enter). Esc closes the line.
Smartphone layout puts quickslots on the left and right edges. The quest line folds to a short chip; tap it to read the step.
Zoom out to see more of the hall, or in so it fills the glass. The - and + keys do the same.
Slow and Slower make each fight tick two or three seconds. A round stays six ticks, and you still walk 30 feet in that round.
Day 1 · 08:00
Abilities
Prepare leveled spells after a long rest. Keys 2–9 are quickslots.
Journal
Rules lookup
Spells, monsters, items, and the rest of the rules.
Studies
Place studies and people for the Ashen Marches. In character creation, each of these people is a body for that species and class, with a walk cycle.
Worn and carried
Equip armor, a weapon, and an off hand. A two-handed weapon leaves no room for a shield.
Cartography
Ostler's chart