Your Room
The room over the bar that's yours. Who you are, what you own, what you've done, and somewhere to sit down.
Last looked at 2026-10-30
Up the stairs
Every account gets a room over the bar.
It's where everything you are, everything you own and everything you've earned is kept.
Go up the stairs from the tavern floor, or open it directly at /town/tavern/upstairs. It's on the website and in the iPhone app, and it's the same room in both. Like the floor downstairs, you walk to a piece of furniture and press it, and there's a Show me round that goes once round the room clockwise. It ends at the stairs back down.
The looking glass: who you are
The mirror is who you are in the tavern. Each character has a name, a people, a class, a look, where they hail from, six scores and a portrait.
- Room for seven, for now. One of each class is the idea, but it's a head count, not a rule. Press another face in the glass and you're them, clothes and all.
- A name is the only thing you're ever asked for. Until you give one, you're a stranger, and that's a perfectly respectable way to drink.
- Some choices are made once. A character's people and their class are chosen once and kept. Their six scores are rolled once, too, either by the house or by six taps of a real die, and you don't get a second go. Their looks change as often as you like. A name can be changed, but a named character can't go back to being a stranger.
- The house paints your first portrait. Give a character a name and the house paints them for nothing, as long as you've said yes to having it done by Google's AI and the house has the paint for it. After that it's Sable who paints, for coppers; Sit for a Portrait has the details.
The chest: what you own
The chest holds everything you own and everything you've got on. What you put on is what the tavern sees, down to the hat. One thing to a slot, so the tricorn and the pointed hat are a choice.
Each character has their own chest. If you have more than one, tabs along the bottom let you open someone else's chest without becoming them. Your coppers are the account's, so every character shares one purse.
The pack and the belt are what a character carries rather than wears: supplies for the cellar, finds brought back up, odds and ends. The belt holds the four kinds of thing they'll want within reach. Supplies can be handed to another of your characters with Give to….
The writing desk: what you've done
The desk is a book with tabs:
| Tab | What's on it |
|---|---|
| Errands | Every job a regular has given you: what to do next, how far you've got, and what it pays. |
| Your record | The short version: how many dice, how many rolls, and whether the last one landed. |
| Your dice | Every die you've claimed, the same collection as the dice page. |
| Every roll | Every roll those dice have made. |
| Journal | Your own private notes. |
| The candle | A clock to burn down through a session. |
| Bestiary | What you've met in the cellar, filled in as you kill it. |
| Crawl log | Every trip down the cellar stairs, and how it went. |
Errands keeps the regulars' jobs in one place. The desk opens on it. Anything you can hand in is at the top with a red wax seal (the same seal shows on the tab), then the jobs still under way, each with a tick list and its reward. What they said shows the regular's own words again, and Go to takes you downstairs and lights them up. The log never pays you: you still hand things in to the regular in person. Finished jobs move to Done, where you can clear them one at a time or all at once. Clearing only takes them off the list. Down in the cellar, press J (or Errands at the top of your pack) for the same list, and it ticks along as you go.
The journal is yours alone. It's stored encrypted, and nothing on the site shows it to anybody but you, admin pages included. It's plain text, with up to twenty thousand characters an entry. You can edit an entry (it says edited afterwards) or delete it, and Download the whole journal gives you every entry as one file.
The candle is a session timer. Light it, shut the desk, and a small card stays over the room showing how long is left to burn, with a way back to the desk.
The trophy shelf
Every achievement you earn ends up on it, whether in the tavern, in the cellar or at somebody's table. Press it to see the lot.
The table
The table by the fire has four pages:
- Your adventurers: your 5e characters, the ones you take to other people's games.
- Games: today's throw, and games to play on your own.
- Puzzles: for an evening in.
- By post: a game against somebody else, a move at a time, with no need for you both to be in at once.
Play a Table Game has the rules of the house.
The fire, the bed, and the rest
- The fire is your own. Throw a log on and it burns. The armchair beside it has the evening paper on the side table, with the day's tabletop news.
- The bed. Lie down and the room goes dark and plays sounds to fall asleep to. If you ask for an alarm, it's Wire playing a tune off the sheet music shelf.
- The stairs go back down to the tavern.