STR
Quality Assurance
Break it like a bloodthirsty player. Catch the dragon before it leaves the cave.
Sealed for Ruairi · Side quest energy
Necromancer. Tiny Dungeons DM. Pirate captain with a crossbow. Pull up a chair on a chill pet project — your taste, whenever you’ve got it.
Chapter I · The Legend of Ruairi
The wiki says Dragonborn are driven by honor. Cute. You’re driven by knowing when a session slaps — and when the DM should’ve quit two hours earlier. Necromancer energy. Tiny Dungeons command. Taste that can’t be faked.
Chapter II · Other seas
Other campaigns. Other DMs. A pirate with a crossbow who somehow still looks cooler than the rest of the party. That’s intel — you know what tables want because you sit at more than one.
Chapter III · Behind your screen
Tiny corridors. Huge vibes. You know pacing, clarity, and the exact second a rule becomes a vibe-killer. That instinct is gold for a tool like this.
Chapter IV · Rest in pieces
Our campaign didn’t TPK — the DM just… vanished into the mist. Tragic. Iconic. Extremely on-brand for the hobby. Honest theory: Jure might still be DMing if he’d had the tool we’re about to forge. So yeah — we’re also building this for every Jure who almost made it.
Chapter V · The Quest
Characters. Worlds. Invites. A full reference wiki — species, spells, gear, monsters, the works. Built to feel like rolling dice with friends, not filling out tax forms. Foundation’s up. Would be cooler with your judgment in the mix.
Chapter VI · Your loadout
Fancy names for the fun parts — poking holes, calling vibes, and keeping the quest log from becoming a spreadsheet.
STR
Break it like a bloodthirsty player. Catch the dragon before it leaves the cave.
INT
Translate table truth into clear needs — what the party actually wants, not what sounds fancy.
WIS
Nudge the quest log. Kill busywork. Point us at the next fun milestone.
CHA
Shape the feel of the realm — flow, taste, and the magic people remember.
DEX
Run it cold. Spot friction. You’re already at other tables — steal their secrets for good.
CON
Rules sense. Lore gut. Wiki taste. The voice that says “DMs will hate this” before we ship it.
Bonus feat · Connections
That’s not networking fluff — that’s the map. Tables you’ve sat at. Screens you’ve watched crack. When we need the truth from the wild, you already have the contacts.
Chapter VII · The hangout
Anyone can invent features. Almost nobody can smell when a campaign tool will bore a table to death. You’ve lived player hunger and DM burden — so yeah, your take matters. No pressure. Just good company on a fun build.
Chapter VIII · The realm so far
The bones are standing. Characters, campaigns, worlds, invites — and a reference wiki deep enough to get lost in on purpose.
Chapter IX · The road ahead
Sessions. Maps. Live dice. Initiative. Notes. Handouts. The fun legendary stuff — picked by someone who’s actually run a table (and watched one die when the DM ghosted). No rush. We go when it feels right.
Natural 20
Not a job offer. Not a blood pact. A cool side project with someone who gets the table — drop in when you want, roast what deserves roasting, leave the rest.
The threshold
From Tiny Dungeons to a living campaign realm — same soul, bigger playground. Portal’s open. Wander through when you’re free. Claw or crossbow — we’re flexible.
Final chapter
Quality Assurance. Business Analyst. Project Manager. Product Developer. Lead Playtester. Domain Expert — or just “the guy who knows when it sucks.” Pet project. Chill energy. Hit me up if you’re down.