

Storyteller
Your AI Game Master
Every ability score matters. Every wound tells a story. Every choice has consequences. Every voice is unique.
Pathfinder 2e · D&D 5th Edition · More coming soon
How It Works
Three steps to your first adventure
Forge Your World
The Architect shapes reality: game system, universe, realism mode, GM personality, 12 fine-tune sliders. Or pick a preset and jump straight in.
Create Your Character
Any class, any race, any backstory. 10,000+ real game records at your fingertips. The GM weaves your story into the world.
Play Continuously
No sessions. No scheduling. Take your turn whenever you want. The GM never sleeps. Your adventure runs 24/7. Play solo or with friends.
Your GM, Your Rules
Drag any slider. Watch how the GM changes. Total control over every aspect of your game.
BALANCED: Half-severity realism. Healing staggered over 2 rounds. Resting restores most HP but not all. Bleeding on critical hits. Armour degrades slowly. Rations tracked loosely. A good middle ground for players who want some grit without the full weight.
GM ENHANCED: The GM uses official content as a foundation but adds personal touches. That +1 longsword has a name, a history, and a faint blue glow. The goblin chieftain has a unique war cry ability. The tavern serves a homebrew ale that gives temporary HP. Official rules, custom flavour.
Your party enters the tavern. 'Oh wonderful,' the bartender mutters, immediately sliding the decorative pottery beneath the counter. He hides the good glasses next, then the portrait of his mother. He has a system.
Three powerful factions each want the dragon dead for entirely different reasons. The king's public 'request' is actually a loyalty test designed by his spymaster. The reward changes depending on which faction you report to first. Everyone is watching your next move.
The signposted road leads to your destination, but the GM takes time to describe what you pass: a shrine with fresh offerings, a bridge where someone carved initials, smoke from a farmhouse chimney. The world feels lived in and full of stories you could follow.
Danger is everywhere outside city walls. The wilderness teems with predators, rival factions, and territorial monsters. Two or three fights per day in hostile territory. Camp defence is critical. You cannot travel far without conflict.
The shopkeeper notices the scars on your hands as she passes you the supplies. She asks about them directly, without hesitation. Her eyes are kind but searching. Do you tell her the truth about where they came from?
Enemies are starting to think. The goblin notices your wizard is unarmoured and prioritises them. Two goblins try to flank the fighter. They use furniture as cover when retreating. You need to pay attention now.
You roll a natural 3 on your attack. The GM smirks. 'A natural 3. Perhaps consider a career change? Something in agriculture, maybe. Less swinging, more planting. The goblin sidesteps your blow without effort.'
Your arrow catches the bandit's sleeve and pins his arm against the wooden beam behind him. He struggles to free himself, fabric tearing, but takes no real wound from the shot.
You share a lingering look across the crowded tavern with the elven diplomat. Something unspoken passes between you, a warmth, a possibility. The GM describes the tension but takes it no further.
Your party enters the cave. The air drops several degrees in an instant. Your breath comes out in visible clouds. The hairs on your arms stand upright. Something deep in the blackness is watching you. You are certain of this without knowing why.
Incestuous noble bloodlines maintain magical power. A party member's backstory NPC is revealed as a serial killer. The 'rescue mission' target does not want saving because they are complicit. Deeply uncomfortable revelations that redefine what you thought you knew.

Combat Evolved
This isn't “I attack. I hit. Next turn.”
🎯 Targeted Strikes
Aim for the head, arms, legs, or torso. Each zone has different hit penalties and injury effects. Target an existing wound? Expanded crit range. A broken knee means you crit on 18-20 instead of just 20. Injuries persist until healed: broken bones, severed fingers, shattered knees. Your scars become your legend.
💥 CRIT FUCK-UP!
Natural 1? Roll a d100 severity. The higher the roll, the worse it gets, and the funnier. Your weapon flies across the room. You trip into the enemy. You fireball yourself. The bard is already writing a song about it. Natural 20? Roll d100 glory. Pin enemies to walls. Cleave through two targets. The table tells this story forever.
🧠 Smart Combat
Every turn, the GM suggests 3 actions based on who your character is. A wizard spots environmental combos nobody else would notice. A barbarian sees raw power moves. Try something too clever for your stats? The GM makes you roll for it. Fail, and comedy ensues. Monsters think too: a high-INT dragon plays chess while a goblin just charges.
💊 Drugs & Alchemy
50+ fantasy substances from street-level Greysmoke to legendary Void Salt. Every high has a crash. Every boost has a cost. Addiction is real and CON saves determine if you can handle it. Become a dealer for steady income and criminal connections. Or become a customer and hope your supply holds out.
Browse The Apothecary →
Every Stat Matters
Your stats shape how you think, fight, and survive.
Every combat turn, the GM suggests 3 actions based on who your character IS. Your strongest stats determine what you naturally think of. No two characters play the same way. Try something too clever for your INT? The GM makes you roll for it. Fail, and comedy ensues.
🧠INTPlan
Your GM suggests environmental combos, multi-step tactics, and battlefield manipulation. Higher INT means cleverer ideas with bigger payoffs.
▼ Tap for example
“Aldric sees three possibilities: the oil lamp chain above the bandits, the cracked support beam, and the fact that grease is flammable. One arrow, one spell, three enemies down.”
👁WISNotice
The GM describes the world in MORE DETAIL to high-WIS characters. You perceive wounds, lies, hidden dangers, and intent that others miss entirely.
▼ Tap for example
“Everyone hears 'Three bandits burst through the door.' Lyralei also hears: 'The one on the left favours his right leg. Old injury. The middle one keeps glancing at the window. Escape route.'”
🗣CHAInfluence
Intimidate, negotiate, deceive, inspire, or taunt. End fights with words or make them personal. Failed attempts have real consequences.
▼ Tap for example
“The bandit leader is wavering. Maren steps forward: 'Your men are burning. Your plan is ruined. Kneel, and I might let Desna show you mercy.'”
⚡DEXReact
Tumble for flanking. Disarm with precision. Dodge behind cover mid-attack. The faster you are, the more the battlefield bends to your movement.
▼ Tap for example
“Lyralei rolls between the orc's legs, emerges behind him for flanking, drives her dagger into his back, then spins behind the pillar before the archers can retaliate.”
💪STROverpower
Throw enemies into hazards. Rip doors off hinges. Use the environment as a weapon. You do not dodge problems. You remove them.
▼ Tap for example
“Grog grabs the orc by the belt and hurls him bodily into the campfire. Then he rips the bench from the floor and swings it like a battering ram into the shield wall.”
🛡️CONEndure
CON does not give you options. It removes consequences. Shrug off pain, resist poison and addiction, fight through exhaustion. The immovable wall.
▼ Tap for example
“The mace hits Grog square in the ribs. He looks down at the dent in his armour. He looks at the orc. He smiles. High CON means you keep fighting when others would fall.”

Three Realism Modes
Choose how brutal you want your world to be
Classic
Standard 5e/PF2e rules. Instant healing. Full HP on rest. For players who want a traditional experience.
- •Instant healing
- •Full HP on long rest
- •Standard death rules
- •No bleeding or infection
Balanced
RecommendedThe recommended default. Healing takes time. Damage has consequences. But you won't need a week to recover.
- •Potions stagger 2 rounds
- •Exhaustion on dropping to 0 HP
- •Armour degrades on crits
- •Weather affects combat
Realistic
HardcoreBrutal. Not for the faint of heart. Every wound bleeds. Every rest matters. Death is permanent. You will fear taking damage.
- •Potions: 4 rounds (25% each)
- •Spells: 3 rounds (33% each)
- •Bleeding, infection, trauma
- •Armour + weapons degrade
- •Noise attracts enemies
- •Fire spreads realistically
- •Death requires quests to reverse

Every Wound Tells a Story
Only critical hits with a severity roll of 51% or higher leave permanent damage. Those injuries become part of your character forever: a verse in a bard's song, a flaw that defines how you fight, a scar that NPCs recognise. The same applies to your enemies.
Minor Injuries
Bruises, strains, superficial cuts. Heal on a short rest. A reminder that combat hurts, even when you win.
“The orc's club catches your shoulder. It will ache for a day or two, but nothing is broken.”
Major Injuries
Broken bones, deep wounds, dislocated joints. Require magical healing or weeks of downtime. Mechanical penalties until healed.
“Your wrist shatters. No two-handed weapons until a cleric can mend the bone. You learn to fight with your off hand.”
Permanent Injuries (Crit 51%+)
Lost eyes, severed fingers, shattered knees. Require Regenerate (7th level) or a quest. These become part of your character's identity.
“The dragon's claw takes your left eye. You gain the Blinded (left) condition permanently. But now you are the one-eyed ranger that bards write songs about.”
Build CHARACTER, Not Just Stats
You can give your character traits and flaws from the very start. A limp from a childhood accident. A fear of fire from a past trauma. A missing finger from a deal gone wrong. The GM will allow a trade-off benefit to balance each flaw, keeping your character mechanically fair but narratively rich.
Flaw: Fear of Fire
Disadvantage on saves against fire effects. Your character freezes near open flame.
Trade-off: Fire Survivor
+2 to Perception checks in smoke or low visibility. You learned to navigate by sound and smell when your village burned.
Flaw: One Arm (Lost in Battle)
Cannot use two-handed weapons or shields. Disadvantage on Athletics (climbing, grappling).
Trade-off: Unyielding Will
Advantage on saves against fear and intimidation. You have already lost the worst thing you can lose. Nothing scares you now.
The GM awards XP for playing your flaws convincingly. Lean into your fear of fire when the dragon breathes. Struggle with the one arm when climbing the cliff. Flaws are not penalties. They are opportunities for great roleplay, and the GM rewards that.
Adapt and Overcome: Prosthetics
Clockwork Hand
Restores basic grip. Can be upgraded: lockpick fingers, hidden blade, magnetic palm for disarming.
Iron Knee Brace
Restores full movement speed. Heavy: adds 5 lbs. Distinctive clanking alerts enemies in stealth.
Enchanted Eye Patch
Removes Blinded penalty. Rare versions grant Darkvision or See Invisibility. Expensive. Worth every coin.
Locking Gauntlet
Permanently grips a weapon. Cannot be disarmed. Trade-off: cannot drop the weapon voluntarily. Designed for a broken wrist.
Prosthetics are crafted by smiths, enchanted by wizards, or found as rare loot. Your character adapts. Your story deepens. Your flaws become your legend.

The Drug Economy
50+ substances. Cartels, street dealers, temple suppliers, and military quartermasters. Every city has its own drug trade, its own laws, and its own consequences.
Dealers are NPCs with names, personalities, and agendas. Trade routes connect cities. Gangs control territory. The cleric sells Godsbreath out the back of the temple. The guard captain has a Gutter Dust problem he does not want anyone to know about.
Street
1-5 gp↑ Mild euphoria, +1 social checks
↓ Perception -1. Addictive after 2 weeks daily use
2 gp↑ Numbs ALL pain, suppresses HP threshold penalties
↓ GM stops telling you your condition. You fight at 3 HP thinking you are fine
4 gpBlack Market
15-50 gp↑ DEX +2 for 1 hour
↓ Hand tremor afterward, disadvantage on fine motor tasks
25 gp↑ Immune to Frightened, all penalties suppressed
↓ Crushing depression, -3 to all checks for 6 hours
35 gpNoble
50-200 gp↑ CHA +2, effortlessly charming
↓ Arrogance. WIS -2, you believe you are always right
120 gp↑ Advantage on Initiative for 4 hours
↓ Paranoia. Everyone seems suspicious, even allies
80 gpReligious
Temple-controlled↑ WIS +1, possible prophetic vision from the GM
↓ Emotional vulnerability. Disadvantage on saves vs Charmed
DonationMilitary
Rationed↑ Removes exhaustion from forced marches
↓ Appetite suppression, reduced rest recovery for 24 hours
Issued↑ +1 AC for 4 hours
↓ Skin cracks and bleeds when it wears off. 1d4 damage
IssuedUnderdark
100-500 gp↑ Telepathic link with all creatures in 30 ft
↓ Permanent telepathic leakage with extended use
150 gp↑ See into the Ethereal Plane for 10 minutes
↓ Something on the Ethereal Plane sees YOU
300 gpBecome a Dealer
Players can run drug operations as a side business. Buy low from suppliers, sell high in the right district. Build a network of criminal NPC contacts who trade information alongside product.
Lucrative gold stream for the party
Criminal NPCs who know everything
The cleric disapproves. The rogue thrives.
Find suppliers, dodge guards, crush rivals
That much gold raises questions
Creative entrepreneurship earns experience
4-Tier Addiction System
Cravings. No mechanical penalty yet.
Weekly use required or withdrawal kicks in.
Use every 3 days. -2 to boosted stat when sober.
Daily use or you take damage. Will betray allies for a hit.
CON saves determine addiction resistance. Dwarves get +2. Gnomes get -2 on perception enhancers. High CON characters can experiment freely. Low CON characters play with fire.
The Architect
You don't just play the game. You build the universe.
Every setting, every law of nature, every faction and custom creature: it's yours. The GM runs everything on autopilot. You only take the controls when you want to. Like a pilot watching the instruments: intervene when inspired, relax when it's smooth.
✈️ The Autopilot Rule: The GM handles everything by default: music, difficulty, NPCs, events, faction tracking. The Architect's controls are override switches, not primary controls. Most Architects set up the world and then play as a regular character, with no idea what the GM will throw at them. For the first time ever, the person who builds the world gets to actually PLAY in it and be surprised. They only step behind the curtain when something needs a nudge.
Choose Your Involvement
Set & Forget
Build the world, then play as a normal player. The GM handles everything on autopilot. You only intervene if quality drops.
Quality Control
Play as a player with a simple dashboard. See session health, pacing, difficulty. Make small tweaks between sessions.
Director
Design story arcs, schedule world events, create custom NPCs and monsters, set branching storylines, all between sessions. During gameplay, you're just a player.
Puppet Master
Real-time dashboard during gameplay. Trigger events, spawn NPCs, shift weather, send visions. Players never know if it's the GM or you pulling strings.
God Mode
See everything. Override GM decisions. Alter reality mid-scene. You don't play a character. You ARE the world.
Architect Powers
World Events
Schedule future events: dragon attacks, plagues, assassins. The world moves with or without the players.
Custom Monsters
Design creatures with custom stats, abilities, weaknesses, and lore. The GM treats them as real.
Custom NPCs
Build recurring characters with personality, voice type, hidden agendas, and relationship dynamics.
Secret Objectives
Give players hidden quests only they can see. Spies, curses, secret loyalties. Trust becomes fragile.
Branching Stories
Pre-design story branches. Save the village or ignore it. The world reacts either way.
Faction System
Define factions. Every action shifts reputation. Help the guild, gain allies. Cross them, gain enemies.
Soundtrack
Ambient audio matches the scene: tavern, dungeon, combat, rain. The GM picks automatically. You override when inspired.
Live Analytics
Damage stats, MVP, best rolls, worst CRIT FUCK-UPs, resources consumed, XP awarded live. No sessions, just continuous play. Check your stats anytime.
Custom World Laws
"Magic fails near iron." "The dead rise on moonless nights." "Gold is worthless. Trade in favours." Your rules, your world.
Difficulty Curve
Design the arc: easy start, gradual ramp, brutal endgame. The GM adjusts encounters to match your vision.
Live Intervention
Trigger a storm. Plant a rumour. Send a dream vision. Betray an NPC. Players never see the strings.
World Laws
32 settings + 11 sliders. Every rule of reality is yours to define, from magic to mortality.
32 campaign choices + 11 sliders + 12 Architect powers + 5 involvement levels = your universe, your rules.
The Whisper System
Private conversations with your GM
Both players and the Architect can whisper privately to the GM, but with different authority levels. Players ask questions and make secret requests. The Architect gives directives the GM must follow. No one else sees these messages. The GM weaves them seamlessly into the story.
“Can I steal the guard’s keys?”
“DEX check DC 14, you have advantage from the shadows.”
“Set violence to 9/10.”
“Understood. Violence escalated.”
“I want to secretly betray the party.”
“Interesting. We’ll need a Deception check...”
🛡️ Safety lock: The GM can NEVER change its own settings without Architect authorisation. Players can request, suggest, and scheme, but only the Architect controls the rules of reality.

The GM Remembers Everything
And they will never let you forget it.
“Ah, Grog.approaching ANOTHER mysterious stranger in a tavern? The last time you did that, you ended up face-down in a cooking pot, wearing nothing but a goblin's loincloth, while Aldric tried to convince the city guard you were a performance artist. But sure.go ahead. I'm sure THIS time will be different.”
Blunder Journal
Every CRIT F*CK-UP recorded. Referenced later with maximum sass.
“Previously On...”
Each session opens with a recap. The GM never forgets where you left off.
NPC Memory
NPCs remember you. The merchant you swindled? He remembers. The guard you helped? She owes you.

Hear Your World
Every voice is unique. Every moment narrated.
GM Narration
The Storyteller speaks. Atmospheric, dramatic, with full vocal range. Male or female voice.
NPC Voices
Every NPC has a distinct voice.gruff bartenders, sinister wizards, nervous merchants. The GM speaks AS them.
CRIT F*CK-UP!
When disaster strikes, you HEAR it. The GM announces critical failures with gleeful dramatic flair.
Game Systems
Play what you love
D&D 5th Edition
The world's most popular TTRPG. Full SRD support.classes, spells, monsters, feats.
Available NowPathfinder 2e Remaster
Deep, tactical, 3-action economy. Full ORC-licensed content. 10,000+ game records.
Available NowMörk Borg
Artpunk doom metal RPG. The apocalypse is here.
Coming SoonCall of Cthulhu
Investigate cosmic horror. Sanity is a resource.
Coming SoonShadowrun
Cyberpunk meets fantasy. Hack the matrix, cast fireballs.
Coming SoonCustom System
Bring your own rules. The GM adapts to anything.
Coming Soon
Campaign Forge
32 choices. Infinite possibilities.
World
Game system, universe, era, region, magic, technology, economy, deities
Campaign
Theme, length, tone, morality, stakes, death rules, reactivity, exploration
Table
GM personality, voice, combat style, PvP, pacing, leniency, harshness
Character
Starting level, content boundaries
Fine-Tune
11 sliders: violence, humour, horror, GM sass, survival realism...

Play Anywhere. Anytime. Continuously.
No sessions. No scheduling. No waiting for everyone to be online at once. Your adventure runs continuously. Take your turn from bed at midnight. Pick it up on the train. The GM never sleeps. The world never pauses.
If a player is unavailable, the GM can take over their character using their established priorities. The Architect sets the response window, from 10 minutes (real-time) to 48 hours (casual pace). XP is awarded live. Level up whenever you rest.
Continuous
play
Chat-based
gameplay
Voice narration
on mobile
GM plays for
absent players
No download
required
10,000+ Resources at Your GM's Fingertips
Every spell, monster, feat, item, class, and rule from Pathfinder 2e and D&D 5e. Plus cross-edition inspiration from D&D 3.5e. All legally sourced under ORC and Creative Commons licences.
Your GM does not hallucinate rules. It looks them up.
Pathfinder 2e Remaster
The complete PF2e ruleset under the ORC licence. Every class, ancestry, spell, and monster from the core books and supplements. Free for commercial use.
D&D 5th Edition SRD
The full 5e System Reference Document under Creative Commons. Classes, spells, monsters, feats. The foundation of the world's most popular RPG.
Cross-Edition Inspiration
D&D 3.5e prestige classes, epic-level content, and classic monsters. Tagged as inspiration, not active rules. The GM draws from decades of RPG history.
Why Storyteller?
See how we compare
| Feature | Storyteller | AI Dungeon | ChatGPT | Traditional |
|---|---|---|---|---|
| AI Game Master | ✓ | ✓ | - | - |
| Real Game Rules (16K+ records) | ✓ | - | - | ✓ |
| Voice Narration (GM + NPCs) | ✓ | - | - | - |
| 5 Ability Score Combat Pillars | ✓ | - | - | - |
| Targeted Strikes & Injuries | ✓ | - | - | - |
| 3 Realism Modes | ✓ | - | - | - |
| Bleeding, Infection, Trauma | ✓ | - | - | - |
| Drugs & Alchemy (34 substances) | ✓ | - | - | - |
| GM Remembers Everything | ✓ | - | - | ✓ |
| Mobile-First Design | ✓ | ✓ | ✓ | - |
| 32 Campaign Choices | ✓ | - | - | ✓ |
| Free to Play | ✓ | ✓ | - | ✓ |
Join the Adventure
Players are already exploring
“The injury system is insane. My fighter has a scar across his eye from session 3 and I wouldn't change it for anything.”
- Early Access Player
“When the GM announced CRIT F*CK-UP and my barbarian fell off the bridge, I laughed so hard I woke up my flatmate.”
- Early Access Player
“I play on my phone during lunch breaks. 15 minutes, a few turns with the GM, and I'm back in my world. It's like reading a book that writes itself.”
- Early Access Player
Simple Pricing
Start free. Upgrade when you need more.
Adventurer
Free
- ✓ 100 GM turns per month
- ✓ Text-only responses
- ✓ 1 campaign, 3 characters
Hero
$9.99/month
- ✓ Unlimited GM turns
- ✓ Voice narration (GM + NPCs)
- ✓ Unlimited campaigns & characters
- ✓ Smart combat suggestions
- ✓ Priority support
FAQ
Common questions answered
Is this like ChatGPT playing D&D?+
Do I need to know the rules?+
Can I play with friends?+
What game systems are supported?+
Is it really free?+
Is my progress saved?+
How realistic is Realistic mode?+
What about the drugs system?+
Can players cheat or hack the GM?+

Ready to Play?
Your AI Game Master is waiting. Choose your world. Choose your master.
Start Your Adventure.Free