Text RPG quests in your browser

Play a story. Or tell one.

Hour-long quests that read like a book and play like an RPG: choices that matter, dice you can see, fights, loot and endings to find. And a forge that turns your story into a quest you can send to your friends.

  • Free account, no card
  • About an hour each
  • Dice you can see
  • Share quests with friends

Two ways onto the road

Adventure through every quest, or become a Storyteller.

Some come to play. Some come with a story of their own. There is a plan for each, and a free account to start.

For players

Adventurer

Every quest in the library opens for you, and so does every quest our Storytellers publish. A new road almost every week.

Build your own hero with any perk, carry legacy perks from one quest to the next, keep three saves per quest and collect every ending.

$4.99 a month. Cancel any time.

For storytellers

Storyteller

Tell your story in plain words: who the hero is, what they want, what stands in the way. The forge asks you a few questions, then writes it into a full interactive quest.

Chapters, choices, dice, fights and several endings, tested thousands of times so it plays fair. Share the link with friends (they play free) or publish it to the library.

$19.99 a month, with 3 new quests every month and everything in Adventurer.

How it plays

A story that rolls the dice with you.

  1. Pick a quest

    Each one is a whole story you finish in about an hour. Start with the free one; it is complete, start to end.

  2. Choose who you are

    A Warrior, a Rogue or a Bard, each with a perk that changes how scenes go. Adventurers build their own.

  3. Roll and decide

    Risky choices roll two dice plus a stat, in plain sight. Fail, and the story goes somewhere new instead of ending.

The opening of The Drowned Bell, as it plays.

The reed causeway runs a mile across the fen, and the reeds on either side stand taller than you, whispering. Ahead, Hollowmere crouches on its stilts over the black water of the Mere. You know every board of this road. You left it nine years ago. In your pocket is your sister's letter, two lines in Ilse's square hand: The bell is ringing. And under it, smaller: Come home.

The library

Quests waiting on the road.

Each one stands alone, with its own village, its own trouble and up to four endings.

The whole library

folk horror · mystery

The Drowned Bell

A village that forgets. A bell that remembers. One night with no moon.

Your sister's letter says only: "The bell is ringing. Come home." But when you reach Hollowmere at dusk, nobody remembers you. Not even her.

about 60 min4 endings

The forge

From a story told by the fire to a quest anyone can play.

You bring the story. The forge does the rest of the work a game writer would.

  1. Tell your story

    Write it the way you would tell it to a friend: a few paragraphs is enough. Add the characters, places and endings you have in mind.

  2. Answer a few questions

    The forge reads every word and asks up to three questions about what the story leaves open, with suggestions to pick from.

  3. The forge writes it

    It plans the chapters, writes every scene, choice and fight, plays the quest thousands of times to make it fair, and has an editor read it.

  4. Play it, share it

    Play it first. Then send the link to your friends, or publish it to the Storytellers’ library. Want changes? Ask, and it rewrites.

A storyteller writes

“My grandmother kept a lighthouse on an island that is gone now. In my story her granddaughter goes back the night the lamp lights itself, and has to decide whether to let the sea have the island, or keep the promise she made as a child…”

The forge returns a quest

4 chapters
and about 50 scenes
9 checks
Might, Wits and Charm
3 fights
each with a way back
3 endings
that differ in meaning
14,400 runs
by the simulator, in 3 difficulties
1 editor
who reads it like a player

An example of what one story becomes. Writing takes about ten to thirty minutes; we email you when it is ready.

  • A birthday quest

    Put a friend in a story full of the people and places they know, and send it to them on the day.

  • Your campaign, replayable

    Turn last year’s tabletop campaign into a quest your group can play again, and choose differently.

  • Your book, interactive

    Let readers walk through your novel’s first chapter as its hero, and find out where they would go.

  • A family saga

    The tale your family tells at every holiday, as a quest the cousins can argue about for years.

What you carry

Everything a table night needs, none of the bookkeeping.

Dice you can see

Every check shows the roll, your stat and the number you need. Nothing is hidden behind the curtain.

Choices that come back

What you did in the first chapter waits for you in the last. A failed roll moves the story instead of ending it.

Endings to collect

Each quest has up to four endings. Adventurers keep a gallery of every one they find.

Legacy perks

Finish a quest and earn a small enchantment that your custom characters carry into the next one.

Saves on every device

Start on a laptop, finish on a phone. Your place in the story follows you.

Played your way

Story, Normal or Hard. Choose the text speed, the font size and one of three terminal themes.

Pricing

Free to start. Two plans when you want more.

Every account plays the free quests from start to finish, and any quest a friend shares.

Free

Try the road

$0

  • The free quests, start to finish
  • Warrior, Rogue or Bard
  • Quests your friends share with you
  • One save slot per quest

Adventurer

Everything there is to play

$4.99/ month

  • Every quest in the library, and each new one
  • Every quest our Storytellers publish
  • Custom characters with any perk
  • Legacy perks carried between quests
  • Three save slots and the endings gallery
Become an Adventurer

Cancel any time from your account.

Storyteller

Write your own quests

$19.99/ month

  • Everything in Adventurer
  • The forge: your story becomes a playable quest
  • 3 new quests every month
  • Up to 3 rewrites per quest
  • Share with friends; they play free
  • Publish to the Storytellers’ library
Become a Storyteller

New quests refill on each renewal.

Questions

Before you set out.

What is Lantern Saga?

Lantern Saga is a library of text RPG quests you play in your browser: interactive stories of about an hour, read in a terminal-style screen, where you make the choices, roll the dice on checks and fights, and reach one of several endings. Storytellers can also write their own quests from a story told in plain words.

Is it free to play?

Yes. A free account plays the free quests with any of the three ready-made heroes, one save slot per quest. The Adventurer plan ($4.99 a month) opens every quest, including the ones written by storytellers.

What do I need to play?

A web browser on a computer, tablet or phone. There is nothing to download or install. Your saves follow your account from one device to another.

How long is a quest?

About an hour for one playthrough, and every quest has two to four endings, so most players come back for another road.

How do the dice work?

A check rolls two six-sided dice and adds one of your three stats (Might, Wits or Charm). Meet the target and you succeed; fall just short and you get a partial success at a cost; fall far short and the story takes another turn. Failing never stops the story.

What is the Adventurer plan?

Adventurer costs $4.99 a month and unlocks everything there is to play: every quest in the library, every storyteller quest, custom characters with any perk, legacy perks carried between quests, three save slots per quest and the endings gallery.

More in the questions and answers.

The road is dark. Your lantern is lit.

The Drowned Bell is free with any account. It takes about an hour.