Running a D&D campaign on CarbonNetwork Creative
Run a tabletop campaign on your own plot on CarbonNetwork’s Creative server: character sheets, dice, initiative, conditions and a DM screen, with your build as the map. Includes a ready-to-run one-shot.
Medium5 min read
Run a real tabletop campaign on your plot: character sheets, dice, initiative, conditions and a DM screen, with your build as the map. Games covers making a game; this is how to run a table in one.
Set up the table
/rp creategame <name> invite, then/rp manage.- D&D rules (bottom row) → on. You're the DM from now on.
- Lobby & Access → Invites → click your players' heads. They join from
/rp browse. - Game Details → IC chat → Lobby, so the whole party hears each other wherever they stand.
- Enter Edit Mode and put a Blaze Rod point where each character starts.
Session zero: make your character
Everyone opens their sheet: pause menu → Character sheet, or /rp sheet.
| Click | To |
|---|---|
| Your head | Set level, max HP, AC and your six ability scores |
| An ability, save or skill | Roll it. Modifiers work themselves out |
| The book | Mark proficiencies, then click each save and skill you're trained in. Click the book again when done |
| The melon slice (HP) | Take damage, heal, set HP, add temporary HP |
| The clock | Roll initiative |
| The dye | Switch between a straight roll, advantage and disadvantage |
Proficiency bonus comes from your level. Sheets belong to this game, so the same player can be a wizard here and a rogue somewhere else.
Rolling
Click anything on your sheet to roll it. Typing works too:
/rp roll stealth a skill (short names work: sneak, perc, persuade, soh)
/rp roll dex save a saving throw
/rp roll str an ability check
/rp roll d20+5 adv an attack: add your bonus yourself
/rp roll 8d6 secret only you and the DM see it
Everyone in the game sees every roll except secret ones. Natural 20s and 1s get called out.
Inspiration: the DM gives it; you click it on your sheet to spend it, and your next d20 has advantage.
Running it as the DM
Open the DM Screen: /rp dm, or Manage → DM Screen.
Exploring. Group check rolls one skill for the whole party, and only you see the results. Use it for traps and secrets they shouldn't know they missed. Each head also shows passive Perception, so you can decide who notices something without a roll.
Talking. Put NPC props where people live. On Interact → Say Dialogue gives each one lines players read by clicking. Put in costumes for villains the party meets in person.
Fighting.
- Add a creature for each enemy: name, initiative bonus, HP, AC.
- Start a fight. Everyone rolls initiative and the order appears in a bar at the top.
- Players get an End turn button. Creatures' turns are yours.
- Hit a creature: click it in the fight menu. Hit a player: right-click their head.
- Shift-click a creature to take it out. Shift-click the fight tile to end it.
Resting. Shift-click Long rest: everyone is back to full HP.
Falling. At 0 HP a character is unconscious and rolls death saves from their sheet. Three passes and they're stable. Healing gets them up.
Conditions
Open someone's sheet → Conditions. Each one shows on the sidebar and on your screen.
| Blinded | Charmed | Deafened |
| Frightened | Grappled | Incapacitated |
| Invisible | Paralyzed | Petrified |
| Poisoned | Prone | Restrained |
| Stunned | Unconscious | Concentrating |
Hover a condition to read what it does.
Make it feel like a table
| Moment | Use |
|---|---|
| The opening | On Game Start → a cutscene over the map, then a title with the adventure's name |
| A dungeon | Scene Mood → night, cave sounds |
| A trap | A hidden point, On Enter → sound + title ("Click."). Then call a Dex save |
| A locked door | The door is a teleport point, locked at start. A hidden lever point nearby unlocks it. Tell them where the lever is when someone passes the check |
| Travel | A point at each exit, On Enter → Teleport to the next place |
| A cliffhanger | /scene record the last fight and play it back next session |
A one-shot to start with: The Lantern Under the Hill
Level 1–2, three to five players, about two hours.
There's a preset for this: Create game → D&D one-shot.
The hook. A village lantern that's burned for a hundred years went out last night. The keeper went down the old well to find out why and hasn't come back.
| Scene | Build | What happens |
|---|---|---|
| 1. The village | A few houses, a well, an NPC keeper's daughter | She gives the hook. Insight DC 10: she's hiding that her father owes the goblins money |
| 2. The well | A shaft into a cave. A hidden point halfway down | Trap: Dex save DC 12 or 1d6 falling damage. Perception DC 13 spots goblin tracks |
| 3. The goblin den | A cave with crates and a fire | 3 goblins: HP 7, AC 15, init +2, attack d20+4, 1d6+2. Persuasion DC 15 ends it without a fight |
| 4. The lantern chamber | A dark room, the keeper tied up | The goblins stole the lantern's crystal to light their den. Win the fight or the talk to take it back |
Ending. The crystal goes back, the lantern lights, and a cutscene over the village with Scene Mood → dusk closes it.
Tips for DMs
- Make everyone roll initiative before the enemies appear. Add the creatures, then start the fight when they step out.
- Keep creature stats written down. The screen tracks HP and AC; attacks are yours to roll.
- Use secret rolls for anything the party shouldn't see:
/rp roll d20+3 secret. - End with a hook. Keep the lobby open and the sheets are waiting next session.
