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.

Meet Scribe
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.
Before every turn, Scribe is briefed on the real state of your game:
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 true initiative order from the dice engine. Enemies get health described in story terms — staggering, barely standing — never exact numbers.
The authored write-up of the area — description, atmosphere, exits, hazards — so places stay consistent instead of being reinvented each time.
Each NPC’s voice, mannerisms, attitude toward the party, and only the knowledge already revealed. Secrets stay GM-only until you say otherwise.
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.
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:
NPC dialogue runs on a three-stop slider — from a nudge to full voice acting:
A motive and a direction in a sentence or two — then it stops. You do the talking.
A briefing on what the NPC knows, wants, and will reveal — and you improvise the voice.
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:
| Setting | Your options |
|---|---|
| Voice | 2nd or 3rd person · brief to detailed · plain, literary or evocative · which senses to evoke |
| Tone | Neutral, dark & moody, grim, heroic, lighthearted or eerie · violence from restrained to visceral |
| Combat | One beat at a time or one flowing scene · narrate or summarize misses · cinematic killing blows |
| Names | Name NPCs and monsters always, only once introduced, or describe appearance only |
| House rules | Free text the narrator honors — "Weapon Finesse applies DEX to damage too" |
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.