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The Endlessness
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Getting started· I

Your first session

What actually happens between creating an account and your first line of story.

Last updated

A switchback path descending a gorge on the road into the Brightvale Wastes

How do you start a D&D campaign with an AI Dungeon Master?

Create a free account, choose one of four worlds and an adventure inside it, bring a hero, and the Dungeon Master writes you an opening scene. There is no card and no download. The whole path is five screens, and only one of them takes any thought.

  1. Make an account

    Email and a password, or Google, or Apple. If you sign up with email, confirm the address from the link in your inbox before you play.

  2. Choose a world

    Four authored worlds, plus the option to describe one of your own in a sentence. Emberfort at the edge of a living darkness, the moving sea-city of Pattis, the village of Thornfield, or a fighters' tunnel with the gate already rising.

  3. Choose an adventure

    Nine playable adventures with their own level bands, so you can start at level 1 or walk in at level 17. Two more are visible but greyed out, because we would rather show you the shape of the ladder than pretend it ends where the finished content does.

  4. Bring a hero

    Build one in the guided wizard, take a ready-made hero built for that world, upload a sheet you already have including a photo of a paper one, or bring a hero you saved from another campaign.

  5. Read your opening scene

    The longest thing the Dungeon Master ever writes: the world, why you are in it, the scene in front of you, and the first choice that is genuinely yours.

What does the opening scene look like?

Every world opens somewhere specific rather than in a tavern with a stranger in a hood. Brightvale puts you at the southeastern edge of a valley that survives behind a holy light, on the day you arrive to make your name as a Venturer:

“In a world smothered by the Umbra, a sentient darkness that devours all it touches, the valley of Brightvale survives behind the holy light of the Beacon. You arrive at Emberfort, the fortress-town that guards the only passage into the Wastes below.”
Descent into the Umbra, levels 1 to 4

Old Armis starts you coming ashore at Pattis, a city that moves, to join a ship's crew in a young and growing empire. Farthreshold does not ease you in at all: you are already signed up, geared, and standing in the tunnel while the crowd screams.

Why does the first scene take a few minutes?

Because it is written rather than generated in fragments. The opener establishes the world, your place in it, the scene, a hook, and a mystery that will not be answered for several sessions. It typically runs 400 to 800 words in one uninterrupted piece, and the game says plainly that it is working.

It is also the one turn where the Dungeon Master deliberately has no dice and no tools, so it can never open by demanding a roll you have no way to make. No opener ends on "roll initiative" and then leaves you looking at a text box.

What happens after that?

The story reveals a paragraph at a time, so you read at a reading pace rather than watching a wall of text land. Your character sheet is on one side, your party and quests and combat on the other. When the Dungeon Master needs a die, a card appears and you roll it yourself.

The throne room is silent except for the creak of your armor. The king's body lies cold on the stone floor. Above the throne, the crown hovers in mid-air, cracked down the center, leaking light like a wound.

I reach for it.

The crown screams. Not a sound you hear with your ears. A sound that lives in your bones. Your vision whites out.

Wisdom Saving ThrowDC 14

The crown's scream claws at your mind. Hold on to yourself.

Roll: 1d20+2

d2012

d20[12] +2 = 14

14

SUCCESS

You hold. Barely. The scream fades. The crown drifts lower, trembling, as if deciding whether to trust you. Every torch in the room has gone out. The only light is the gold bleeding from the fracture.

What do you do?

Play your adventure
A few turns of play, typeset the way the app sets them

There is no save button. Every turn is written down as it happens. Close the tab mid-sentence, come back next week, and it is exactly where you left it.

4
authored worlds, from a dark frontier to a bronze age of sail
9
playable adventures covering levels 1 to 20
20
turns a day on the free plan, with no credit card
0
things to install. It runs in a browser

The Story Continues

The Dice Are Waiting

Your first adventure is free. Your first character takes five minutes. The only thing standing between you and the dungeon is a single click.

What do you do?

Free · No credit card · Plays in your browser