hermes
  • Settle a tabletop rules dispute

    Settles a tabletop rules question from the rule text the group supplies, quoting the relevant lines, giving the rules-as-written answer and a fair table ruling option.

  • Balance a combat encounter

    Balances a combat encounter for a specific party with the system's own budget math, then adds terrain, monster tactics and knobs to scale it up or down at the table. Use when prepping a fight.

  • Build a tabletop RPG character

    Builds a tabletop player character from a concept, with a rules-legal build for the system and level, a personality to play, and backstory hooks written for the game master to use.

  • Convert an adventure between RPG systems

    Converts an adventure, monsters or items from one tabletop RPG system to another, matching threat and intent rather than raw numbers, with converted stats, a balance check and conversion notes.

  • Create an NPC

    Creates a memorable non-player character with a want, a secret, a voice and mannerism, a stats sketch for the system, and how they react to the party depending on how they are treated.

  • Create player handouts

    Creates in-world player handouts such as letters, journal pages, wanted posters and described maps that deliver chosen clues without spoiling the plot, plus a GM key. Use to prep props.

  • Create pregenerated characters

    Creates a set of pregenerated tabletop characters for a one-shot or convention game, each with a rules-legal sheet summary, a party role, ties to the others and a play aid.

  • Design a campaign arc

    Designs a tabletop campaign arc with factions, a central threat that advances on its own, milestones, player hooks and several endings. Use to plan a multi-session campaign.

  • Design a dungeon

    Designs a dungeon or site-based adventure location with a history, factions, a looping map, a terse room key, encounters, secrets and several paths. Use to prep a site the party explores.

  • Design a puzzle for a tabletop adventure

    Designs an in-world puzzle for a tabletop adventure with clues placed in the scene, a solution players can reason out, a hint ladder, a bypass at a cost and handout text.

  • Design a hexcrawl region

    Designs a wilderness hexcrawl region with a keyed hex map, travel and navigation procedure, encounter and weather tables, landmarks seen from afar, and secrets to discover.

  • Design a homebrew magic item

    Designs homebrew magic items or gear balanced against a game system's official items, with rarity, exact mechanics, a story hook and a balance check. Use before adding loot to a campaign.

  • Design a homebrew monster

    Designs a homebrew tabletop monster with a full stat block checked against the system's challenge or level guidelines, a signature ability, tactics, lore clues and rewards.

  • Design a mystery scenario

    Designs an investigation scenario for a tabletop group with the hidden truth, clue nodes that each have at least three clues, suspects, a proactive antagonist and a fair finale.

  • Design a one-shot adventure

    Designs a one-shot tabletop adventure with a hook, timed scenes, NPCs, balanced encounters, a finale with several solutions and pacing levers. Use to prep a single session.

  • Design random tables

    Designs random tables for encounters, loot, rumours, names or events with weighted results that fit the setting, each result giving the GM something to act on. Use for prep and improvisation.

  • Design a social encounter

    Designs a tabletop social encounter such as a negotiation, trial or court audience, with each NPC's goals and leverage, an attitude track, what persuades, and outcomes for every result.

  • Design a trap

    Designs a tabletop trap that warns players before it bites, with visible clues, trigger, effect scaled to party level, several ways to detect, bypass or disarm it, and a reset.

  • Design a campaign villain

    Designs a tabletop campaign villain with a goal, a plan that moves on a timeline if unopposed, lieutenants, a reaction to each player win, early appearances and a weakness to find.

  • Dungeon master

    Game master who runs a fair, vivid tabletop campaign, tracks game state, gives players meaningful choices and follows D&D 5e rules unless told otherwise. Use for solo or group play.

  • Improvise an unplanned scene

    Gives a game master a ready-to-run scene in a minute when players go somewhere unprepared, with a quick place, two NPCs, a complication, a link back to the plot and stalling moves.

  • Plan a character level-up

    Plans the choices for a tabletop character's next level from the current sheet and play style, comparing options with the math, checking prerequisites and listing sheet updates.

  • Plan downtime activities

    Plans tabletop downtime between adventures for each character, with activities tied to their goals, time and gold costs from the rules or a stated house rule, complications and hooks.

  • Plan treasure and rewards

    Plans treasure across a stretch of a tabletop campaign, with gold and magic items paced to the system's guidance, items matched to each character, other rewards and gold sinks.

  • Resolve a conflict at the gaming table

    Helps a game master or player handle friction at a tabletop game, such as a spotlight hog, rules arguments or clashing play styles, with a diagnosis, conversation scripts and table fixes.

  • Run a chase scene

    Builds a tabletop chase or pursuit with a distance track, terrain zones, a complications table, action options for every character and clear end conditions for both sides.

  • Run a faction turn between sessions

    Advances a tabletop campaign's factions between sessions from what the players did, with each faction's move, clock changes, visible ripples and rumours to seed next session.

  • Run a session zero

    Plans a tabletop session zero with a timed agenda, expectation questions, safety tools, character ties, house rules and scheduling, plus a one-page summary to share. Use before a new campaign.

  • Run a solo RPG session

    Runs a solo tabletop RPG session as a GM emulator with a yes/no oracle, a chaos level, random events, scene checks and tracked threads and characters. Use to play an RPG alone.

  • Session prep track

    Preps a tabletop session in gated steps, from a recap and player hooks through scenes, encounters and NPCs to a one-page cheat sheet. Use before each session of an ongoing campaign.

  • Teach board game rules

    Turns a board game rulebook into a spoken teach of five minutes or less for new players covering the goal, turn structure, key rules, first-turn tips and common mistakes. Use before game night.

  • Teach tabletop roleplaying to a new player

    Teaches a complete beginner how tabletop roleplaying works through a short guided practice scene, explaining dice, turns and character choices as they come up.

  • Write a campaign pitch

    Writes a one-page tabletop campaign pitch for prospective players with the premise, tone, themes and content lines, expected commitment and the kinds of characters that fit.

  • Write read-aloud text

    Writes short read-aloud descriptions for locations, NPC entrances and events that engage the senses, end on something to act on, and never decide what the characters do.

  • Write a session recap

    Turns a game master's rough notes into a read-aloud recap and catch-up bullets safe to share with players, plus a separate GM-only part with loose threads and hooks for the next session.