Online Multiplayer
Everyone gets to be a player.
One Dungeon Master, one story, and a hero each. Bring the friends you never manage to get in the same room, or take a seat at a table that is already open.
2 to 7 players · hosting free on every plan · no credit card





An example table. Two to seven players, including the host, each playing a hero of their own.

Getting everyone in· I
From a share link to a shared adventure
Four things stand between you and a party. None of them is finding a night that works for six people, which we admit is the hard one.
- 1
Choose your adventure and hero
Create a campaign, pick a world and one of its adventures, then choose Online Multiplayer. Take a painted pregen or build your own. Host a table from the multiplayer hub if you would rather start there.
New campaign
The Western Voyages
Old Armis · Levels 1 to 4
Online MultiplayerSingle PlayerLiving World - 2
Open your table
Friends only keeps it private. Anyone online lists it under Find a table. Set the player limit, the hero levels you will accept, and what you expect of the people who sit down.
Manage table
- Visibility.
- Friends only, or listed publicly under Find a table.
- Players.
- Two to seven, including you.
- Hero levels.
- The band you are willing to accept at the table.
- Expectations.
- A line in your own words: a turn a day, an evening a week, whatever is true.
- 3
Invite your party
Copy the share link from Manage Table and send it however you talk to your friends. You can also invite the address they sign in with: nothing lands in their inbox, the invitation simply appears in their app under My invites.
Manage Table · share link
theendlessness.com/t/kestrel-and-companyCopyOr invite the address a friend signs in with. No email is sent: the invitation is waiting in their app under My invites.
- 4
Start the story
When the party is ready, start the table. Outside a fight the spotlight moves between heroes. Inside one, initiative decides. Everyone reads the same story as it arrives.
At the table
It is your turn, Kestrel.
The captain is still holding out her hand for the papers.
4 heroes at the table · everyone reads the same story
The order of play· II
Whose turn is it?
Nobody talks over anybody, and nobody has to be awake at the same time as anybody else.
- Out of combat, the spotlight.
- One player acts, the Dungeon Master answers, and only then can the spotlight move. It may stay with the same hero for a follow-up.
- In combat, initiative.
- Everyone rolls, the order is fixed, and the DM runs the monsters in their place on the ladder.
- Rolls finish the turn.
- If the DM asks a hero for a check, that roll is resolved before the turn is over. Nobody is left mid-swing.
- Party chat is yours.
- Plan, argue and change your minds in a channel the Dungeon Master cannot read. When you want an action resolved, put it in the story on your turn.
- Nobody blocks the table.
- Skip your turn and play carries on. The host can move past an absent player, and a skipped turn costs nothing.
Initiative
- 21Ser Haliathe host
- 18KestrelJoActing
- 14Owlbearthe Dungeon Master
- 11NeedleAlex
- 7Marlowe QuillSam
Rolled at the top of the fight and enforced from there. The Dungeon Master takes the monsters’ place on the ladder like everyone else.
What will you do?· III
See a story unfold
An example of play
Getting the party aboard.
One player acts, the DM replies, then the spotlight can move. It may stay with the same hero for a follow-up. If the DM asks for a roll, that roll is resolved before the hero's turn finishes.
Everyone reads the same story. Party chat is a separate conversation between players; the DM does not read it.
Bring your party‘Harbor papers,’ says the captain. Your ship is casting off. The goat starts eating the corner of your permit.
Alex's turn, playing Mara
Mara · Alex
I rescue the permit and hand it over, tooth marks and all.
‘Livestock costs extra.’ She stamps the damp paper and lets you through. Finn, a deckhand throws you the ship's last mooring line.
The spotlight passes to Jo, playing Finn
Finn · Jo
I catch the line and jump for the gangplank.
The gap is widening. Make a Dexterity (Acrobatics) check to land on the moving gangplank.
Finn rolls · Dexterity (Acrobatics)
Dexterity (Acrobatics)DC 12The gangplank is sliding away from the dock. Land on it anyway.
Roll: 1d20+3
d2014d20[14] +3 = 17
17
SUCCESSYour boots catch the edge. The deckhand grabs your arm and pulls you aboard, laughing. ‘Next time, try the stairs.’
What it costs· IV
Hosting is free.
What costs is the number of stories you keep open at once.
Every player brings their own daily turns, so a table is never one person paying for four. What a plan buys you is room: a campaign slot holds one running story, whether that is your solo campaign, a Living World, a table you host, or a seat at somebody else's.
Which is why Free can feel tight the moment friends start inviting you. One slot is one story at a time.
A turn is one message to the Dungeon Master, plus 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.
Campaign slots
A campaign slot holds one running story: a solo campaign, a Living World, a table you host, or a seat at a friend's table. Free has 1, Adventurer 5, Legend 20.
There is no separate cap on hosting, and no separate cap on joining.
Turns: 20 · 100 · 400 a day
At the table· V
Before you sit down
Yes, on both counts, and every player has their own 20 daily turns. There is one number to watch: campaign slots. A solo campaign, a Living World, a table you host, and a seat at a friend's table each take one. Free has one slot, Adventurer five, and Legend twenty. So on Free, taking a seat at a friend's table means finishing or clearing the campaign you already have.

The other shared mode
Or share a world instead of a party
In a Living World you keep your own campaign, but the places in it are shared with every other adventurer playing the same story. Their repaired bridge is standing when you get to the river. The clock runs at real time for all of you.
Read about Living WorldsThe 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

