A campaign for the GM and the players.
Plan your arcs, run sessions at the online table, keep a record of what happened. Players join with a link.



Arcs and quests.
Quests sit inside arcs. Close an objective and the arc shows how much is left.

Doom track.
What happens in the world if the heroes don't step in. Events are grouped in stages; mark off what has happened and the next stage unlocks.


The online table.
A battle map with fog of war, walls and doors, portrait tokens and five ranges. Open an Atlas article in the middle of a fight.





Every card's mechanics work in play.
You don't have to read a card and work out how it plays: everything it describes is already built into Joinery. In play it has action buttons, dice, an effect on the map and a card in chat. That goes for all 210 domain cards and every class feature.


Rules-aware math.
Joinery adds advantage and Experiences to the roll, runs damage through thresholds and armor, and collects Fear on the GM's panel.


The log.
Every roll, hit and spent Fear stays in the session log. Notes to yourself are visible only to you.


Journeys.
The party crosses the hex map day by day and sees only what it has explored.

Shops.
Pick a type and tier, and Joinery stocks a shop with a shopkeeper and prices in handfuls. Heroes buy straight from the counter.