What you spend· II
Turns, and what costs one
A turn is you talking to the Dungeon Master. Almost everything else is free.
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What counts as a turn?
A turn is one message you send to the Dungeon Master, plus two the game sends for you: the opening scene when a campaign starts, and the catch-up after time away in a Living World. Dice results, listening, party chat and skipped turns cost nothing. Free gets 20 a day, reset at midnight UTC.
Spends a turn
- A message you send to the Dungeon Master
- The opening scene when a campaign starts
- A Living World catch-up after an hour or more away
Costs nothing
- Rolling dice, however many a turn asks for
- Listening to the story read aloud
- Speaking your action instead of typing it
- Party chat at a multiplayer table
- Skipping your turn outside combat
- Asking the Fixer to repair something
The two that are not your own messages are there because the game genuinely wrote you a scene. An opener is the longest thing the Dungeon Master ever produces, and a catch-up is a real piece of storytelling about what the world did while you were gone. Charging nothing for them would be pleasant and slightly dishonest.
Why do dice not count?
Because you did not decide to roll them. The Dungeon Master asked, and the card gives you one button. A single turn can hold a skill check, an attack and a damage roll and it is still one turn.
The crown's scream claws at your mind. Hold on to yourself.
Roll: 1d20+2
d20[12] +2 = 14
14
SUCCESSIt was not always this way, and the old way was worse than it looked. When dice charged, they were most of a busy combat turn, and a free player hit the advertised twenty after a median of eleven actual messages. That changed in August 2026, and it is the largest correction we have made to how the free plan actually feels.
What do the plans give you?
| Free | Adventurer | Legend | |
|---|---|---|---|
| Turns per day | 20 | 100 | 400 |
| Campaign slots | 1 | 5 | 20 |
| Saved characters | 2 | 10 | 50 |
| Fixer repairs per day | 10 | 20 | 40 |
| Campaign imports per month | None | 1 | 3 |
What is a campaign slot?
One running story. A solo campaign, a Living World, a table you host, and a seat at a friend's table each take one slot. Free has one, Adventurer five, Legend twenty. It does not matter what kind of story it is; a slot is a slot.

What happens when you run out?
The composer closes and tells you how long until it reopens, to the minute. If you are at a table you can pass your turn for free so nobody is stuck waiting on you. A dice card the Dungeon Master already dealt you still works, because being cut off mid-roll would be a genuinely stupid place to hit a limit.
If a turn fails and produces nothing, it is refunded. And if you upgrade, the day starts over immediately: you get the new allowance in full tonight, not tomorrow.
- Turn.
- One message from you to the Dungeon Master that advances the story. A campaign's opening scene and a Living World catch-up count as well, because the game wrote a scene for you. Dice, listening, party chat and skipped turns do not.
- Campaign slot.
- One running story. Solo campaigns, Living Worlds, tables you host and seats at friends' tables all draw on the same count. There is no separate cap on hosting.
- Fix credit.
- A separate daily allowance for repairs, spent by the Fixer rather than by the Dungeon Master. Reporting that something broke never costs you story.
That last one has a chapter of its own, because it is the thing people are most surprised to find is free.
