How the three tools work together in practice
Imagine you’re preparing The Hollow Lantern Inn, a dark fantasy one-shot in which a storm drives the party into an inn bound to an old bargain. The guests begin to lose their names, green lanterns burn without fuel and the cellar door becomes the route to something hungry below.
Start with the possible story in StoryEngine
Create an Act for the one-shot, a Chapter for the night at the inn and Pages for the arrival, the first signs of memory loss, the investigation and the Lantern Vault. On the arrival page, add Mara Vale as an NPC, the inn as a location and the old bargain as hidden lore.
You might prepare a check that reveals strange handwriting in the guest book, a choice between confronting Mara or searching the cellar and a consequence linked to whether the party gives their names freely. The point isn’t to predict every action. It’s to keep the likely branches and the truths behind them close enough to use when the party surprises you.
Turn the inn map into a scene in WorldBuilder
Open the inn map and align the grid. Draw walls around the taproom, kitchen, service corridor and cellar. Place the cellar door and mark it locked, then add a private note describing what can be heard below. A requirement can remind you that opening it needs Mara’s key, a successful check, a story flag or direct DM approval, but you remain responsible for resolving that requirement.
Add warm lights near the fire and sickly green lights beside the lanterns. Fill the cellar with fog, place Mara and the guests, prepare a roaming path for an increasingly vacant patron and stage whatever waits in the vault. Save the scene and check its visibility before the session.
Run the changing situation in Table
Launch the prepared scene. Online players join from their devices, while local players can use the shared projector display. As the party explores, open or lock doors, reveal staged threats, move tokens, share an image handout of the guest-book page and use a ping when everyone needs to notice a lantern going dark.
If the cellar confrontation becomes a battle, select the combatants, start initiative and track hit points and conditions. When the encounter ends, review the defeated creatures and send the supported results back towards StoryEngine. Then record the actual Story Outcome: perhaps Mara was rescued, perhaps she renewed the bargain, or perhaps the inn learned every hero’s name.
That final step is what closes the loop. StoryEngine held the possibilities, WorldBuilder held the prepared space and Table held the live action; the outcome records which possibility became part of the campaign.