Sample data. The Lantern Coastis a made-up campaign we use for demos. No real table’s sessions, notes or players appear here.

A sample campaign

The Lantern Coast

A harbor town, two faiths, and someone putting out the lamps.

This is what you have after a session: a recap, the names the AI heard, and a wiki your players can read without seeing your secrets.

Sessions

  1. Session 1 — Arrival at Greylantern

    The party arrives in Greylantern, a harbor town on the Lantern Coast.

  2. Session 2 — The Guild’s Favor

    The Lamplighters Guild asks the party to find out who has been smashing the lamps on Tallow Street.

  3. Session 3 — Into the Sea Caves

    Wet footprints lead the party into the sea caves beneath the lighthouse, to a shrine to the Tide Mother.

    Open this session ↓

Session 3 — Into the Sea Caves

From the recording

A few lines of the transcript. The numbers match the recap.

  1. [1]DM: The footprints off Tallow Street are still wet. They lead down toward the water.
  2. [2]DM: Under the lighthouse, a crack in the rock opens onto the sea caves. You can climb down.
  3. [3]Bram: Fresh salt and copper coins on the altar. That’s a shrine to the Tide Mother, and someone was just here.
  4. [4]Ilsa: I check the crates behind the altar. Anything stamped on them?
  5. [5]DM: One lid is stamped GRAY HERON. You’ve seen that name in Oswin Wick’s ledger.
  6. [6]DM: Water is pooling around your boots. The tide is coming in.

Session recap

In a real session, the AI writes this from your recording. Click a number to see the line it came from.

Following wet footprints from Tallow Street, the party climbed down into the sea caves beneath the lighthouse [1][2]. They found a shrine to the Tide Mother with fresh salt and copper coins on the altar [3], and a crate stamped with a ship name from Oswin Wick’s ledger [4][5]. The session ended as the tide started coming in [6].

3 names heard in this session, waiting for the DM. See the review queue ↓

Campaign wiki

Players see what the DM shared. Switch to the DM view to see the one thing they haven’t earned yet.

  • 6 cards
  • Religion

    The Tide Mother

    Greylantern’s old sea faith. People leave salt and copper coins at her shrines before a voyage. Her priests say the tide returns what it takes.

  • Religion

    The Keeper of the Last Lamp

    A younger faith of lamp-keepers. They hold that a lamp left dark is a promise broken to every ship at sea.

  • Place

    Greylantern

    A harbor town on the Lantern Coast, with a lighthouse above the water and sea caves below it.

  • Group

    The Lamplighters Guild

    Keeps Greylantern’s street lamps lit. It took the party in, and wants a name for whoever is smashing the lamps on Tallow Street.

  • NPC

    Oswin Wick

    Keeps a ledger of ships. One of the names in it turned up on a crate in the sea caves.

  • Lore

    The Gray Heron

    A ship named in Oswin Wick’s ledger. Its name is stamped on a crate behind the Tide Mother’s altar.

AI proposes, the DM decides

  • The Sea CavesPlace · heard 4×

    Party: 👍 3 · 👎 0

  • Tide Mother shrinePlace · heard 2×

    Party: 👍 1 · 👎 1

  • Grey HeronLore · heard 3×

    Party: 👍 0 · 👎 0 · same as The Gray Heron (2)

A picture of the DM’s review queue, not a working one. Players vote on what they heard; the DM makes the call.

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