What your game master can do
Your AI narrates the story, but every mechanical fact of the game lives in Tavernbard, where it cannot be fudged, forgotten, or lost to a context reset. Here is the toolbox, in player terms.
Dice
Every roll is made on Tavernbard's servers: checks, saves, attacks, initiative, with modifiers and advantage or disadvantage. The game master announces the result it was given. No roll is ever invented, and every roll is on the record for the whole table.
Characters and sheets
Characters are created, leveled, and stored server-side: stats, hit points, armor, conditions, resources, and notes. Ask for a character sheet and it renders as a rich card right in Discord; the party can see who is hurt, who is out of spell slots, and who is holding the rope.
Each player owns their character. During private scenes the game master can only touch what belongs to you, so a solo side quest never rewrites the party.
Combat
Encounters run on real initiative with a turn order the engine enforces. Attacks resolve as hit, miss, or crit; damage respects resistances and temporary hit points; conditions like prone or poisoned stick until they are cured; and timed effects (poison that ticks, a blessing that fades) count down round by round.
Inventory
A party stash and personal gear, tracked as first-class game state. Add loot, hand items between characters, drink the potion (the engine decrements it), and pull up a searchable inventory card in Discord at any time.
Resources, abilities, and rest
Spell slots, rage uses, ammunition, custom pools: anything spendable is tracked. Abilities are reusable moves that spend the right resource when used. A short rest refreshes what recharges quickly; a long rest heals and restores everything the rules allow.
Save points
Checkpoint the campaign at any moment: before the boss, before the heist, before the party votes to split up. Every checkpoint captures the full campaign state, and you can roll back to any of them. A total-party-kill becomes a plot twist instead of a funeral.
Recaps, chronicle, and facts
Campaign-defining beats (the fallen villain, the sworn oath, the chapter that closed) are recorded in an append-only chronicle. Ask for a recap and the game master retells where the story stands, drawn from real state, not from what happens to be left in its context. Smaller details are stored as facts: the innkeeper's name stays the innkeeper's name, three sessions later.
Backstory can be private. A secret recorded for your character is visible only to you and the game master until the story reveals it.
Private scenes
Run /chatsetup in a direct message with the bot to open a private line to the game master: solo scenes, secret plans, character questions. The engine keeps private turns from touching shared party state, and the game master keeps your secrets until you spill them.
Table directives
Standing table preferences, remembered forever: longer scene descriptions, family-friendly content, more spotlight for the quiet player. Tell the game master once; the directive is stored server-side and honored in every session, even after a restart.
Custom worlds
None of the above is tied to one ruleset. Campaign modules let your game master learn an entirely custom system; the custom campaigns guide shows how.