Battle map · AI Dungeon Master · Dice · Voice chat
Share the room code with friends. Players: leave the DM key blank (or paste a party code). The first person to enter a DM key claims the DM seat — keep it secret. Players always play free.
Realms of Fate — owned by Sterling Heinz
Read this once — 60 seconds — and you'll know exactly what to do.
steves-friday-game) and share it only with your group.RF-XXXXX) → drops you into your friend's game. It will never make you the DM.
Realms of Fate
GM
Damage eats temp HP first; healing never passes max HP. Everything is announced to the table.
Running games as the Dungeon Master is a DM Pro feature. Players always play free.
Your subscription comes with a license key (emailed at checkout). One key unlocks the DM seat on every table you run. Your key is checked securely on the server and saved only in your own browser — we never store payment details.
Welcome, adventurer! Everything you need, from joining to slaying. Click any section to open it.
RF-XXXXX) — type it into the 🎟️ Party code box on the join screen and you'll land in your friend's game automatically./roll 2d6+3 in chat for anything custom. Save your favorites as macros./whisper name message sends a private message (/reply answers the last one).The DM master guide — run your first session in 10 minutes, then go deep. Every tool, in the order you'll need it.
/check perception 15 in chat (or /check stealth with no DC). Every player gets a Roll banner; their real bonus is rolled and posted with ✅ pass / ❌ fail. Great for "everyone roll perception" moments without the table-wide scramble./save dex 15 — same thing for saving throws (a trap goes off, a dragon breathes). Uses each character's real save bonus. Works with any ability: str, dex, con, int, wis, cha.speed on the token; otherwise it assumes 30 ft.Between adventures, spend your days. Rolls use your character's real ability scores, and results post to the table so the DM can weave them in.
1 pp = 10 gp = 20 ep = 100 sp = 1000 cp
| Coin | = in copper | = in gold |
|---|---|---|
| Copper · cp | 1 cp | 0.01 gp |
| Silver · sp | 10 cp | 0.1 gp |
| Electrum · ep | 50 cp | 0.5 gp |
| Gold · gp | 100 cp | 1 gp |
| Platinum · pp | 1000 cp | 10 gp |
When you spend, coins are drawn from your purse and change is made automatically — you never lose value.
Spend coin hobnobbing — a CHA check makes contacts (or trouble).
Dig into a topic — an INT check uncovers lore.
Make an item over time — materials cost half its value, progress ~5 gp/day.
Learn a tool, language, or skill — roughly 10 workdays & ~25 gp per workweek with a teacher.
The clever magic that solves problems instead of dealing damage. Cantrips are at-will; leveled spells spend a slot from your sheet. Every cast announces itself to the table so the DM can rule the outcome.
At levels 1–4 every torch, ration, and lucky roll matters. Kit up, light the dark, make camp, and live off the land. Actions post to the table so the DM can raise the stakes.
Drops the classic wilderness essentials straight onto your sheet: torches, rations, waterskin, rope, bedroll, tinderbox & a mess kit.
Burns one torch from your pack — bright light 20 ft (dim 20 more) for about an hour.
Eat a ration, bed down, and see what the night brings — a roll on the watch table.
A Survival (WIS) check to find food and water, follow a trail, or keep your bearings.
Give this to your players. On the join screen they type it into the GM PASSWORD box — and they'll land in your game automatically. It never makes anyone a GM.
The code is permanent for this game and survives restarts. The join link takes them straight in — the code is for friends who already have the site open.