Storyteller Console
A lightweight playtest surface for the AI DM. Use it to send player messages, trigger story syncs, ask grounded Storyteller questions, start sessions, and tweak project or voice settings without opening Discord.
Session: session1
Project: solo-playtest Β· High D&D fantasy Β· adventure, mild comedy, light, fun
Playtest Feed
Voice Playground
Voice tools ready.
Idle
Manual
Mic level 0%
Waiting to begin
Browser microphone capture transcribes into the draft box. With Interactive voice mode on, Start Listening becomes a hands-free conversation loop: speak, pause, hear the reply, then continue until you click Stop Listening.
π¨ **Event Detected:** Kael takes a physical action to move forward along the path.
Let's continue down the path.
\n\nThe trail is easy to follow, marked by snapped branches, trampled undergrowth, and the distinct, muddy tracks of several small, booted feet. It winds deeper into the woods, leading away from the relative safety of Silvercreek.
**Narrator:**
The wide, well-trodden dirt of the Old North Road gives way to a narrow, hastily beaten path. Here, the forest thickens, and the tall pines form a dense canopy that blots out the evening sun, casting long, deep shadows. The air grows cooler, filled with the scent of damp earth and pine needles.
π¨ **Event Detected:** Kael moves deeper into the forest and asks for a description of the environment.
I move down the pathway, deeper into the forest. What do I see?
**Narrator:**
You step off the dirt road, the familiar sight of Silvercreek's gate vanishing behind the thick pine trees. The air grows still and the woods darken, the tall pines forming a dense canopy that blots out the sky. Before you, a muddy, makeshift trail has been carved into the forest floor. Small, clawed footprints and the deep ruts of a heavy cart are clearly visible in the damp earth, leading deeper into the shadows.
π¨ **Event Detected:** The player takes a physical action to move the character cautiously towards the woods.
Let's cautiously move towards the woods.
Before you lies the Old North Road, where deep ruts in the muddy track show the path of the stolen cart before it veers sharply off into the dense, dark woods. The trail is fresh.
"It was right there!" he squeaks. "They jumped out from the trees, maybe a half-dozen of them. Nasty little things with rusty swords. They took the whole cart and dragged it off into the forest that way!"
**Narrator:**
The crisp air of the pine forest hits you as you step out of the warm, noisy tavern. Alistair, the merchant, hustles to keep up, his face still pale with fright. He leads you a short way down the main road, pointing a trembling finger towards the edge of the woods.
π¨ **Event Detected:** The player character decides to head outside to begin tracking their targets.
Okay, let's head outside and try to track them down.
**Narrator:**
"Weapons? Yes, yes, crude things! Rusty swords, jagged axes, even a few bows. They were small, but they looked vicious!" the merchant stammers, his eyes wide with remembered fear.
π¨ **Event Detected:** The player is asking the narrator for specific details regarding the equipment of characters in the scene.
Did they have weapons?
"They scrambled off the main road, into the Whisperwood! Just vanished into the trees, they did. Took my whole cart!"
**Narrator:**
The merchant, wringing his hands, points a trembling finger roughly eastward.
π¨ **Event Detected:** Kael asks a direct question regarding the direction of the targets, requiring a response from the environment or an NPC.
Did you see which direction that they headed?
"Oh, mercy... it all happened so fast! Nasty, brutish things. I'd say there were at least five of them, maybe six! They were quick... and so very green."
**Narrator:**
The portly merchant jumps at your question, wringing his hands.
π¨ **Event Detected:** Kael asks a direct question regarding the number of goblins spotted, requiring a response from the Narrator or an NPC.
How many goblins did you see?
Yes, I can help you with that.
Yes.
Yes, I can help you with that.
Yeah, I think I can help you. Yeah, I can help you.
Yeah, um, I think I can help you. I wasn't talking about dolphins, I was talking about goblins.
"So... will you help me?" he asks, his voice trembling slightly.
**Narrator:**
There are no dolphins in the tavern. The panicked merchant, however, is looking at you expectantly, clutching his empty coin purse.
π¨ **Event Detected:** The player is asking the Narrator a direct question about their surroundings regarding the presence of dolphins.
dolphins do I see?
"Gardens? No, no, there are no gardens! Just the road, the woods, and the goblins! Are you going to help me or not?"
**Narrator:**
The panicked merchant looks at you, his face a mask of confusion.
π¨ **Event Detected:** Kael asks for specific information about the environment/surroundings.
How many gardens did you see?
How many gardens did you see?
"Goblins, you say? Sounds like a fine way to earn some coin and knock a few heads together. Count me in."
Just then, Kael approaches from the bar, a fresh mug of ale in hand.
"Oh, thank the gods! My name is Barton. My cargo is fine silks, headed for the capital! The little beasts ambushed us just as we rounded the bend past the old watchtower."
**Narrator:**
The merchant, Barton, looks at you with immense relief, grabbing your arm.
π¨ **Event Detected:** The player addresses the narrator directly, prompting the start of the interaction or a response.
you
you
you
"Thank the gods! The name's Bartholomew. My cargo... it's a heavy chest, full of rare silks from the East. The goblins were dragging it towards the Whisperwood. Please, you must hurry!"
**Narrator:**
The merchant grabs your arm, his eyes wide with a mixture of relief and lingering fear.
π¨ **Event Detected:** Kael approaches an NPC and offers assistance in recovering their goods, initiating a direct interaction.
I approach the man and say: "I think we could help you recover your goods!"
π΅ *Suggested Ambience: Lively Tavern Music, Fantasy Ambiance*
π **Session Start**
The evening air in the town of Silvercreek is crisp, carrying the scent of pine from the nearby woods and roasting boar from the chimney of The Tipsy Dryad tavern. Inside, the common room is a cheerful chaos of flickering hearth-light, the clumsy strumming of a lute, and the clatter of wooden mugs. You find yourselves here for your own reasonsβperhaps seeking a hot meal, a strong drink, or simply a moment's peace from the road.
**Elara**, you've secured a small table near the fire, nursing an ale and watching the diverse patrons. **Kael**, you're leaning against the crowded bar, trying to catch the barkeep's eye for a refill.
Suddenly, the tavern doors burst open, letting in a gust of cold wind that makes the lanterns sway. A man in mud-spattered merchant's clothes, his face pale with panic, stumbles inside. He leans heavily on the doorframe, breathing hard.
"Help!" he gasps, his voice cracking. "My cart... on the Old North Road, not half a mile from the gate! Goblins! They came out of the woods, scattered my guards, and they're making off with my cargo!" He looks around the room with desperate eyes. "Please, someone! There's a reward! Fifty gold for the safe return of my goods!"
π² **Rolling initiative...** (Drafting session start)