The Daggerheart GM screen
The GM screen is everything you reach for mid-sentence, on one page: the rules you look up, the dice, the Fear pool, the countdowns, and the fight you built.
Bring a fight over
Section titled “Bring a fight over”Build an encounter in the encounter builder and press Run this. The roster arrives here as cards, the scene comes with it, and the trackers are already beside it.
It travels in the link, so there’s nothing to save and nothing to sign into — and you can build it on a laptop and open the link on the phone propped next to you.
Add and remove on the screen
Section titled “Add and remove on the screen”You can change the fight without going back to the builder.
- Add, on the fight panel, opens a small picker. Search by name, type or tier, and pick an adversary to put one more on the table. It stays open, so three Minions are three clicks, and each row shows how many are already out. If the encounter came with an environment, its adversaries are listed first.
- The × under a card takes that creature out of the fight, once you confirm. Everyone else keeps their number and their marked boxes: remove Archer Guard 2 of 3 and you still have 1 and 3, and the next one you add is 4.
- The link in your address bar keeps up, so a reload keeps the fight, and Change opens this fight in the encounter builder.
If you open the GM screen with no fight and add an adversary, that’s a new fight — nothing carries over from the last one.
The colossus
Section titled “The colossus”Take off screen, on the colossus notes, puts your colossus away without deleting it. The colossus builder still has it, and Add puts it back. If you build a new colossus, or edit this one in the builder, it comes back on its own.
With no colossus saved in your browser, Add offers the Tidewrack — our own example, not one from the SRD.
Running the fight
Section titled “Running the fight”Each creature gets its own card — the same card the browsers and the reference pages show — so three Archer Guards are three cards with three separate HP tracks. The boxes on the card are the tracker: click one to mark HP or Stress, and click a marked box to clear it and the ones after it. Show moves turns a card over for its features, and the enlarge button opens it full size, where the boxes are bigger and still mark the same creature.
Type the damage and it converts to marked HP by that target’s own thresholds: below Major marks 1, Major or above marks 2, Severe or above marks 3. ARM spends an Armor Slot, which steps the severity down one band rather than subtracting from the number.
Two taps on each card: the Difficulty sets the roller’s target, and d20 rolls that adversary’s attack.
One roll moves everything
Section titled “One roll moves everything”Rolling here isn’t just a number. Roll with Fear and the GM’s pool gains one. Every standard countdown advances, and progress and consequence countdowns advance by the amount that outcome dictates — a Failure with Fear drives a consequence forward by 3, a Critical drives progress by 3.
That bookkeeping is in the rules; most tools leave you to do it by hand across three tabs.
Rests and the scene
Section titled “Rests and the scene”- Short rest banks 1d4 Fear. Long rest banks 1d4 plus the number of PCs, and you may advance a long-term countdown.
- If your encounter carried an environment, its features are listed with their costs — a feature that starts a countdown can be tracked in one click, and one that costs Fear can be paid for from the pool beside it.
Arrange the reference
Section titled “Arrange the reference”Eighteen panels, and no fixed order suits everyone. Press Arrange, then:
- Drag a panel by its handle into the order you want. On a keyboard, tab to a handle, press space, move with the arrow keys, and press space again.
- Move to the front is the one-press version of dragging something all the way up.
- Put away what you never use. It drops to the bottom while you’re arranging, disappears when you’re not, and comes back to the same place.
- Collapse anything you want down to its heading.
It’s remembered in your browser, and Reset puts it all back.
At the table
Section titled “At the table”- Stay awake holds a screen wake lock so the device doesn’t sleep mid-session. It’s off unless you ask for it.
- Full screen hides the browser chrome.
- Print gives you a clean black-on-white reference sheet — the rules panels only, with the dice and trackers left off.
- The session log records what moved: rolls and their outcomes, Fear banked and spent, countdowns advanced and triggered, damage taken.
Inside PostRoll
Section titled “Inside PostRoll”Once you’re signed in, Widgets has a GM Screen of its own, built for the side panel. It has two tabs: Table, with the Fear pool, countdowns and rests, and Rules, with the reference panels and a search box. It keeps your Fear on your account and can save a table for each campaign.
It doesn’t carry the fight, the dice or the arrangement — for those, use this page.