This runner plays one episode at a time. Follow the buttons in order.
Episode flow
Roll Hook – Roll 1d6 and use that hook to start the scene.
Resolve Progress – Pick an approach (A–D), enter your skill and modifier, then roll. You get a clue (partial, solid, or strong). On a fail you still get a compromised clue and Heat goes up.
Roll Pressure – Roll 1d6 + Heat (+2 if Progress failed). The result can add Heat, give you disadvantage next roll, or mark the next clue compromised.
Roll Reveal – Roll 1d8 for the reveal. If conditions are met (e.g. Heat 3+), a 2, 5, or 7 can turn into a Site; you may see the Sealed Family Chapel or another location.
End Episode – Wrap up. If Doom is on, roll 1d6 for Doom (1–3 no change, 4–5 +1, 6 +2).
Case DC, Heat, Doom
Set Case DC (13, 15, or 17) before play. Heat (0–5) goes up on failed Progress and some Pressure results. Turn on the Doom clock (0–6) if you use it; it is rolled only at End Episode.
Approaches
Choose one approach per Progress roll. Legwork can spend 10 gp for advantage. Shadow Work adds +2 Heat on failure. Divine can add +1 Heat on success if you check “Public pressure.” Social gives a second lead if you beat the DC by 5 or more.
Tables and export
Use the Tables tab to view or edit the hook, pressure, reveal, and site text. Use Copy Discord block to paste a summary into Discord, and Copy Avrae command for the current skill check (e.g. !check investigation).
How to use
Run an episode in order: Roll Hook, choose Approach, Resolve Progress, Roll Pressure, Roll Reveal, then End Episode. Set Case DC (13, 15, or 17) and track Heat (0 to 5). Optionally turn on the Doom clock and roll it at End Episode. Use the Notes area for Leads and Clues. Export a Discord block or Avrae command from the Export section.
Case DC / Heat / Doom
0
0(rolled at End Episode)
Episode actions
Approach
Approach: choose one. Options below apply only to the selected approach.
Progress
Notes (Leads and Clues)
Export
Edit table text below; effects for Pressure are fixed. Save stores to this session.