Meet Scribe

The only co-GM who remembers everything.

Scribe sits beside you during a live session. You type what happened — “Grom hits the raider for 11, it drops” — and Scribe writes the prose you read aloud, in your style, grounded in your world. It streams into the GM Panel and every turn is saved to the session log.

It narrates from your campaign — not thin air.

Before every turn, Scribe is briefed on the real state of your game:

Your real party

Actual character sheets — spells, attacks, feats, gear, current HP and conditions. Scribe references real capabilities and never invents one a character doesn’t have.

The live combat

The true initiative order from the dice engine. Enemies get health described in story terms — staggering, barely standing — never exact numbers.

The room you’re in

The authored write-up of the area — description, atmosphere, exits, hazards — so places stay consistent instead of being reinvented each time.

Who’s on stage

Each NPC’s voice, mannerisms, attitude toward the party, and only the knowledge already revealed. Secrets stay GM-only until you say otherwise.

The story so far

What has happened, what is live now, and where the chapter is meant to end — including hidden truths it may foreshadow but never state outright.

Scribe does no math.

The dice and combat engine owns every roll, hit and turn. Scribe is held to hard rules that sit above every style setting — no combination of settings can override them:

  • Never computes, invents, or changes an outcome you reported — the dice engine owns every roll
  • Never states exact enemy HP — condition is conveyed through description
  • Never announces whose turn is next, and never declares an encounter over
  • A hidden creature stays "a gaunt figure" until your players actually identify it

As much help as you want. Never more.

NPC dialogue runs on a three-stop slider — from a nudge to full voice acting:

Light Touch

A motive and a direction in a sentence or two — then it stops. You do the talking.

Guided Improv

A briefing on what the NPC knows, wants, and will reveal — and you improvise the voice.

Full Scribe

Verbatim NPC lines and read-aloud prose, with clickable options for where to take it next.

And the narration itself is yours to tune — per session or saved as your profile default:

SettingYour options
Voice2nd or 3rd person · brief to detailed · plain, literary or evocative · which senses to evoke
ToneNeutral, dark & moody, grim, heroic, lighthearted or eerie · violence from restrained to visceral
CombatOne beat at a time or one flowing scene · narrate or summarize misses · cinematic killing blows
NamesName NPCs and monsters always, only once introduced, or describe appearance only
House rulesFree text the narrator honors — "Weapon Finesse applies DEX to damage too"

Keeper — the session clerk.

Where Scribe writes the prose, Keeper decides whether what just happened is worth remembering — and writes one terse line into the session journal. Kills, plot beats, new NPCs, revealed secrets, quest progress, loot, travel. It runs automatically after every turn, it is allowed to decide nothing happened, and every entry stays clearly marked as a machine-written draft until you confirm it. That journal feeds your session recaps and the campaign's memory — so you never take notes while running the game again.

And if AI isn't your thing? Turn it all off. Every tool in Etournal works great without it — Scribe and Keeper are the co-GM you can invite, not a requirement.