Home — this week
Look at the one large card per campaign: it says when, who is coming, and the single thing it wants from you, and nothing else on the page competes with that button.
The session — Plan
Look at the strip of sessions and the Now bar above the page, the three phases across the top, and on the desktop the GM's prep sheet opening inside Plan rather than on a page of its own. The tabs work, and so do the chips in the strip.
The session — Play, in progress
Look at the desktop, which is Dana's split view — recording and rules lookup on the left, the shelf and the reveal button on the right — and the phone, which is what a player sees lying flat on the table.
The session — Review
Look at the recap on the left and, beside it, the checked list of events it was written from (beneath it on a phone). The desktop is the morning after, before Dana has approved anything; the phone is a player reading it once she has.
Prep tools
Look at the campaign-wide generators as one palette, with rules and bestiary lookup as a tool in its own right. The sheet for a particular session is deliberately not here — it lives in that session's Plan tab, and the banner points you there.
World — the wiki’s front page and search
Look at the World button at the end of the session strip: the wiki is the campaign’s reference, one step from any session, and its front page leads with where the party is and who they have met. Search it for “tide” and the rules come back too, tagged. Only Dana sees the three suggestions from Session 13 and the health check.
World — an NPC, Odile Marsh
Look at “Last seen” under her name, and at the three sessions it marks in the strip above: a page leans on the sessions it came from. On the desktop, switch to View as player to see what Wren gets. Hover or long-press a link for a preview; the dashed one has no page yet.
World — editing Odile’s page
Look at the hatched GM blocks in Dana’s copy and the note at the top of Wren’s: players edit the same page, but never see or overwrite what the GM keeps private. The chips above Dana’s editor show its other states.
World — the map
Look for the party’s trail down the coast, then zoom in: from the coast into Amberwake, and from Amberwake into the Drowned Halls. On the desktop Dana also sees what the players don’t — find the portal. On the phone Wren sees her own notes and the party’s, in a sheet that rises from the bottom.
World — the party, the Lowmoor Irregulars
Look at the phone, where this is Wren’s own page in the campaign: who has come and gone over thirteen sessions, where the party stands, and what it carries. Her ring is only “a tarnished silver ring” to her; Dana sees what it really is, and one handout she has not revealed yet.
World — a quest, the Tidewatch Ledger
Look at the quest log as chapters of the story, with Wren’s rumour waiting for Dana at the top. Dana’s copy of the ledger quest carries objectives and a reward the players cannot see; tap the ledger on the phone to compare. This is also where Prep tools → Quests now leads.