LoreNPlay
Manual

DM Manual

Everything you need to run your table with LoreNPlay: campaigns, characters, live sessions, battle maps, homebrew content, and the AI assistant. Every screenshot comes from a real demo campaign — Ashes of Blackglass — so what you see here is exactly what you get.

1.Getting started

LoreNPlay is a Dungeon Master's operating console: it keeps your campaigns, party, session notes, battle maps, and rules reference in one place, so game night needs one browser tab instead of six apps and a paper screen.

RoleWhat it's for
DMThe full workspace: campaigns, characters, sessions, battle maps, Workshop, Gallery. This is the default role for new accounts.
PlayerA focused view: their characters, the campaigns they play in, and the live table their DM publishes. Players are invited by a DM.
AdminSite administration (users, translations, global settings). Only relevant if you host LoreNPlay yourself.

Creating an account and logging in

  1. Open lorenplay.com and press Sign up in the top-right corner.
  2. Fill in your name, username, email, and a password, then confirm the verification email that arrives in your inbox.
  3. Log in. New accounts start as DMs — if you were invited as a player, your DM's admin sets your role.
The login page. Language (EN / EL) and theme can be switched from the header at any time — even before logging in.
The login page. Language (EN / EL) and theme can be switched from the header at any time — even before logging in.
Everything in the header — language, theme, and your account menu — follows your account: set it once in Settings and every device you log in from matches.

2.The dashboard

After login you land on the dashboard: your campaigns, your character pool, and anything that needs your attention — like a character a player has sent you.

The DM dashboard. At the top: a character request from a player, waiting for Accept / Decline. Below: the first-game checklist and your campaigns and characters.
The DM dashboard. At the top: a character request from a player, waiting for Accept / Decline. Below: the first-game checklist and your campaigns and characters.
  • Character requests — players can propose their own characters to you; accepting copies the character into your pool (see §4).
  • Set up your first game — a three-step checklist (campaign → party → session) that tracks your actual progress and takes you to the right screen.
  • Campaigns / Characters — jump straight into a campaign hub, a live session, or a character sheet.

3.Campaigns

The campaign is the anchor of everything: sessions, party, battle maps, codex, and rules all live inside it. Campaigns in the header lists yours; each one opens into its Campaign Hub.

The campaign list. Create a new campaign from here — name, setting, description, and the ruleset it runs on.
The campaign list. Create a new campaign from here — name, setting, description, and the ruleset it runs on.
  1. Press New campaign.
  2. Give it a name and (optionally) a one-line setting — both appear on every session screen.
  3. Pick the ruleset: D&D 5.5e (2024), or one of your own homebrew systems from the Workshop (§7).
  4. Open the campaign — you land in the Campaign Hub.

The Campaign Hub

The Campaign Hub, Overview tab: stats, description, and the DM-authored “story so far” recap that players also see on their campaign page.
The Campaign Hub, Overview tab: stats, description, and the DM-authored “story so far” recap that players also see on their campaign page.
TabWhat lives there
OverviewDescription, the “story so far” recap (players see this too), and quick stats.
SessionsAll sessions, past and planned. Create the next one here and jump into the live workspace.
Party & PlayersThe party roster: which character belongs to which player login, HP/AC at a glance.
MapsEvery battle map in the campaign — maps belong to the campaign, so any session can reopen them.
CodexThe campaign's memory: NPCs, locations, quests, factions, lore, items (§8).
Rules & RulingsHouse rulings you've made at this table, so they stay consistent (§7).
The Sessions tab: session 7 is ready to run, session 8 is scheduled for next week.
The Sessions tab: session 7 is ready to run, session 8 is scheduled for next week.
Party & Players: the four PCs of the demo party. Two are assigned to player accounts (Maria, Nikos) — those players see their character in their own player view.
Party & Players: the four PCs of the demo party. Two are assigned to player accounts (Maria, Nikos) — those players see their character in their own player view.

4.Characters

Characters in the header is your character pool: every PC you own, reusable across campaigns. Characters get into the pool three ways — you build them in the wizard, you import them from D&D Beyond, or a player sends you theirs.

The character pool. Each card shows class, level, and which campaigns the character is linked to. The Public templates view lists ready-made characters anyone can clone.
The character pool. Each card shows class, level, and which campaigns the character is linked to. The Public templates view lists ready-made characters anyone can clone.

Building a character in the wizard

  1. Press New character → the creation wizard opens.
  2. Pick class (and subclass from level 3), species, background, and assign ability scores — the wizard enforces the 2024 rules for you.
  3. Choose skills, equipment, and spells where the class calls for them.
  4. Save: the engine computes AC, HP, initiative, saves, skills, and attacks. The character appears in your pool, ready to link to a campaign.
The creation wizard. Everything you pick is validated against the 2024 rules, and the resulting sheet is fully computed — no hand math.
The creation wizard. Everything you pick is validated against the 2024 rules, and the resulting sheet is fully computed — no hand math.

The character sheet

The sheet's Main tab: abilities, saves, skills, senses — plus live HP, rests, death saves, and inspiration at the top. Everything here is clickable at the table: damage, healing, short/long rests.
The sheet's Main tab: abilities, saves, skills, senses — plus live HP, rests, death saves, and inspiration at the top. Everything here is clickable at the table: damage, healing, short/long rests.
The Spells tab: prepared spells by level with slots you can spend and restore during play. Casting from the battle map uses the same data.
The Spells tab: prepared spells by level with slots you can spend and restore during play. Casting from the battle map uses the same data.
The Inventory tab: equipment with equip/unequip (AC updates automatically), currency, and a deposit into the campaign's shared party stash.
The Inventory tab: equipment with equip/unequip (AC updates automatically), currency, and a deposit into the campaign's shared party stash.

Assigning a character to a player

  1. Open the campaign's Party & Players tab.
  2. On the character's row, choose the player's account as its player.
  3. That player now sees the character on their own home page and can open its sheet and the live table (see the Player Manual).
Players can send you characters too. When a player shares a character with you, it appears on your dashboard as a character request — accepting copies it into your pool, where you can link it to a campaign like any other.

Importing from D&D Beyond

From the character pool, Import accepts a D&D Beyond character PDF. The importer extracts the sheet into the same computed model the wizard uses, flags anything it wasn't sure about for review, and from then on the character behaves exactly like a wizard-built one.

5.Running a session

The session workspace is your screen for game night. Create a session in the Campaign Hub, press Run session, and everything for the evening is in one place, organised in tabs.

The session workspace, Party Roster tab: every PC as a live card — HP, damage/heal, rests, death saves — with the full sheet one click away.
The session workspace, Party Roster tab: every PC as a live card — HP, damage/heal, rests, death saves — with the full sheet one click away.
TabWhat it does
Party RosterLive PC cards: HP, temp HP, rests, conditions, inspiration. What you change here is what players see.
Battle MapThe campaign's maps: open one live, or create a new one (§6).
Notes & MarkersSession notes (including DM-only secrets) and quick timestamped markers: clue, combat, NPC, loot, quest.
CodexThe campaign codex, in the room with you — look up an NPC mid-scene without leaving the workspace.
TranscriptThe live transcript of what's said at the table (see below).
TimelineThe structured event log: rests, damage, spell slots, inspiration, battles — written automatically as you play.
AssistantThe AI copilot, grounded in this session's transcript, notes, and codex (§10).
Notes & Markers: an open note, a DM-only note (players never see these), and quick markers captured mid-scene.
Notes & Markers: an open note, a DM-only note (players never see these), and quick markers captured mid-scene.

The live transcript

LoreNPlay can capture what is said at the table. Recording runs in your browser — no install — and lines land in the Transcript tab with speaker and timestamp. From any line you can make a note, a marker, or ask the assistant about it.

The Transcript tab during session 7: DM and player lines, each with actions to turn a moment into a note or marker.
The Transcript tab during session 7: DM and player lines, each with actions to turn a moment into a note or marker.

Per-player capture: each player can record on their own phone. Generate the session's capture link (QR code) from the Transcript toolbar; every player who opens it records their own voice, and their lines appear in the same transcript under their name.

The capture page a player opens from the QR code — one button, records locally on their device, lines stream into the session transcript.
The capture page a player opens from the QR code — one button, records locally on their device, lines stream into the session transcript.
The Timeline tab: everything that happened, as structured events — long rests, damage, slots spent, inspiration, battles started.
The Timeline tab: everything that happened, as structured events — long rests, damage, slots spent, inspiration, battles started.

6.Battle maps (the virtual tabletop)

The battle map is a full virtual tabletop: token movement, initiative, fog of war, spell templates, dice, and live sync to your players' screens. Maps belong to the campaign, so any session can reopen an old map.

A live encounter in the vault: initiative running (round 2), monsters with HP bars and conditions, a Spirit Guardians aura, and the whole thing already published live to players.
A live encounter in the vault: initiative running (round 2), monsters with HP bars and conditions, a Spirit Guardians aura, and the whole thing already published live to players.

Creating a map

  1. In the session workspace, open the Battle Map tab → New map.
  2. Pick a map image — upload one, or choose from your Gallery (§9).
  3. Adjust the grid (columns, rows, cell size) until it lines up with the image; set feet-per-cell if your map isn't 5 ft.
  4. Your party appears automatically as tokens in the tray — drag them onto the map.

Monsters and the library

The map's Library tab: search the full SRD bestiary plus your own Workshop monsters — creatures pinned to this campaign sort first. Drag to place.
The map's Library tab: search the full SRD bestiary plus your own Workshop monsters — creatures pinned to this campaign sort first. Drag to place.

Running combat

  • Initiative — press the initiative button: PCs roll with their real modifiers, monsters with theirs. Reorder, add, or re-roll freely; Prev/Next steps turns and rounds.
  • HP and conditions — click any token to damage, heal, set temp HP, or apply conditions (prone, poisoned…). PC tokens sync with the character sheet both ways.
  • Fog of war — hide the map and reveal as the party explores, or enable dynamic line-of-sight if your map has walls.
  • Spells — cast from a PC's sheet or drop an area template (cone, circle, line…). Templates stay on the map and effects track their duration in rounds.
  • Auto-combat (opt-in) — resolve attacks and saves automatically: attack roll vs AC, damage applied, save DCs checked. Turn it off any time for full manual control.
  • Undo — every change is a move in the map's history; step backward and forward freely.

Publishing to players

  1. Press Live to players — players with the link (or on their player page) see the published state of the map.
  2. You control what they can do per map: move their token, open their sheet, roll dice, measure, cast. Nothing is allowed until you allow it.
  3. Copy player link gives you a share URL for players without accounts — they watch as spectators.
Dice rolled on the map are synchronized 3D dice: every player watches the same dice land on the same numbers, and every roll is kept in the map's roll log.

7.Workshop: homebrew content

The Workshop is where reusable content lives: monsters, NPCs, items, character options, and whole rule systems. Everything you make here can be attached to campaigns and dropped onto battle maps.

Workshop → Creatures → Monsters: the SRD bestiary as your starting library. The Blackglass Revenant is a homebrew clone — SRD stats, re-skinned and edited.
Workshop → Creatures → Monsters: the SRD bestiary as your starting library. The Blackglass Revenant is a homebrew clone — SRD stats, re-skinned and edited.

Monsters

  1. Find a creature close to what you want and press Quick clone (or New monster for a blank stat block).
  2. Edit the stat block: name, type, CR, traits, actions — anything.
  3. Add art: upload your own, or generate it with AI if you have an art key or credits (§10).
  4. Assign to campaign pins it to that campaign's map library so it sorts first when you're building encounters.

NPCs

Workshop NPCs: narrative profiles — voice, personality, motivation, secrets — with an optional stat block for when talking stops working. Brother Carrow keeps his secrets in the DM-only field.
Workshop NPCs: narrative profiles — voice, personality, motivation, secrets — with an optional stat block for when talking stops working. Brother Carrow keeps his secrets in the DM-only field.

Systems: your house rules as a package

A homebrew system bundles rule tweaks and member content under a name. Campaigns can run directly on a system you made.
A homebrew system bundles rule tweaks and member content under a name. Campaigns can run directly on a system you made.

A system is a named bundle: house-rule toggles and custom mechanics plus the monsters/NPCs/items that belong to it. Set a campaign's ruleset to your system and every table you run gets the same rules. Rulings (Campaign Hub → Rules & Rulings) are the lighter cousin: one-off table decisions written down so they stay consistent.

8.The Campaign Codex

The codex is your campaign's memory: NPCs, locations, quests, factions, lore, and items, cross-linked so you can follow the thread from a quest to its giver to the faction behind them.

The Codex tab of the demo campaign: 8 entries across all six types. The quest tracks objectives; NPCs link to their Workshop stat blocks.
The Codex tab of the demo campaign: 8 entries across all six types. The quest tracks objectives; NPCs link to their Workshop stat blocks.
VisibilityWho sees it
DM onlyYou. The default — safe for secrets.
All playersEvery player in the campaign sees the entry on their campaign page.
Specific playersOnly the players you pick — for the warlock's private patron lore.
Every entry also has a secret section that is *never* shown to players, regardless of the entry's visibility — reveal the NPC, keep their agenda.

Codex entries can bridge to the Workshop: an NPC entry linked to its Workshop profile shows the at-the-table cues (voice, personality) and stat block right where you need them, and a quest can point at the NPC who gave it.

10.Monsters & rules reference

The monster browser: the full SRD bestiary with art, filterable by type, size, and CR.
The monster browser: the full SRD bestiary with art, filterable by type, size, and CR.

Reference is the searchable 2024 SRD: spells, magic items, conditions, glossary rules, and monsters — the same lookup that's embedded inside the session workspace, so a rules question never means leaving the app. Content is bilingual: with the interface in Greek, translated entries show in Greek.

The Reference page answering a mid-session rules question.
The Reference page answering a mid-session rules question.

11.The AI assistant

The Assistant tab in the session workspace is a DM copilot that actually knows your table: it reads this session's transcript, your notes and markers, the codex, your homebrew, and the rules reference — and answers with sources.

The assistant recalling what the party learned about the vault mechanism — grounded in the transcript and your DM notes, with the sources it used.
The assistant recalling what the party learned about the vault mechanism — grounded in the transcript and your DM notes, with the sources it used.
  • “What did they learn about the counterweight last session?” — answered from the transcript.
  • “Stat reminder for the drowned servants” — answered from your Workshop homebrew.
  • “Draft a recap of session 6” — generated from notes, markers, and the transcript.
AI features need an AI key: either the site's (if the admin enabled your account) or your own key added under Settings → AI (BYOK). Without a key the Assistant tab simply doesn't appear — everything else in this manual works without AI.

12.Settings & profile

Settings: language, theme, 3D dice appearance — stored on your account and applied on every device. DMs can also add their own AI keys here.
Settings: language, theme, 3D dice appearance — stored on your account and applied on every device. DMs can also add their own AI keys here.
  • Language — English or Greek, for the whole interface (and translated SRD content).
  • Theme — several visual themes; the 3D dice have their own skin setting.
  • AI (BYOK) — bring your own OpenAI (or other provider) key; your AI features then run on your key.
  • Profile — display name, username, email, and password changes.