Everything you need to play ChatQuest — how the game works, every command, each class and its abilities in full, how combat runs, and every buff and debuff. Generated straight from the game engine, so it always matches the live rules.
ChatQuest is a D&D-style adventure that runs inside your Telegram or Discord group. The engine runs the rules, the map, and the monsters — no dungeon master required (or add the AI DM to improvise). To begin:
/install <slug> from the store, or /loadmodule with a campaign JSON (build one with /setupprompt)./createchar (pick a class).Two ways to do everything: tap the buttons the bot posts (/actions or /next open the action menu), or type slash commands. They do the same things — use whichever is handier.
/look — describe the current room; /where — where you are./go <dir> — move (⬆️ north ⬇️ south ➡️ east ⬅️ west 🔼 up 🔽 down). Locked exits show 🔒./take, /examine, /talk, /place — pick up, inspect, chat, or slot an item./map, /quests, /recap — the map, objectives, story so far./shop, /buy <item>, /sell <item> — trade with a merchant in the room (a 🛒 button appears). Gold is the shared party pool./sheet, /inventory — your stats and gear./levelup — spend stat points & learn abilities (up to 5 held; swap when full)./rollstats — set your six ability scores once: 🎲 roll (4d6 drop lowest), 📊 the standard array, or 🧮 point-buy (27 points). Recomputes HP & AC. The DM can /rollstats reset to re-open it for the party./skills — see every skill and the bonus you'd roll, and tap to choose which of your class's skills you're trained in. Only trained skills add your proficiency bonus to a check; everything else is just the ability modifier./equip <weapon> — wield a weapon you're carrying (loot a better one and equip it). Two-handed weapons (greataxe, bow, greatsword) sling your shield; versatile weapons (longsword…) hit harder two-handed when the shield is down./stance front|back — your battle row (see Combat)./shield up|down — raise for +2 AC, or stow to two-hand a versatile weapon (see Combat)./shortrest, /longrest — recover HP / spell slots.Inventory items are tagged by what they do: 🧪 a consumable you can /use, 🗝 a key that opens a lock, 🎯 a quest item. Quest & key items go to a shared party stash (/stash) anyone can use.
Every command, grouped as in /help. Most have a button equivalent in the action menu.
/start | Welcome & quick start |
/help [standard|combat|setup|all] | Command help by topic |
/manual | Open the full player's manual (website) |
/roll <dice> | Roll dice, e.g. 2d6+3 |
/setupprompt [bot|ai] | Get an AI prompt to build a campaign — bot-run (engine runs it) or AI-run (a skeleton the AI DM fleshes out) |
/patchprompt | Get an AI guide to patch a live campaign (no reset) |
/loadmodule <json> | Load a campaign (or upload a .json file) |
/dmload <json> | Load a campaign privately — validation & loading whispered to you (no spoilers) |
/dmpatch <json> | Additively grow the hub (new rooms/chapters/exits) with no reset |
/install <slug> | Load a published campaign from the ChatQuest store |
/link | Get a code to sign in to the ChatQuest website |
/loadchapter <json> | Add a chapter to the campaign (or upload its .json) |
/chapters | List the campaign's chapters (loaded/pending) |
/newcampaign <name> <setting> | Start a blank freeform table (no adventure loaded — for a human or AI DM; most groups /loadmodule instead) |
/setmode <human|hybrid|ai> | Change DM mode (DM only) |
/dmmode [human|ai] | Toggle the engine-adjudicated AI Dungeon Master (DM only) |
/validate | Check the loaded campaign for problems |
/validationrules | Get the campaign validation rules as JSON (for your AI builder) |
/analyze | Authoring report: unused objects, stats, dependency graph (JSON) |
/export | Download the running campaign as one consolidated JSON |
/flags | GM: view story flags (set / not-set / blocking) |
/setflag <flag> | GM: set a story flag (unsticks a stuck gate) |
/clearflag <flag> | GM: clear a story flag |
/ai <what you do> | Run one AI-Dungeon-Master turn (works even if group privacy mode hides plain text) |
/createchar | Create your character |
/sheet | View your character sheet |
/party | See the whole party's HP, AC, stance & status |
/inventory | View your inventory |
/stash | View the shared party stash (quest items + gold) |
/rename <name> | Rename your character |
/levelup | Spend level-up points: raise stats & learn abilities |
/rollstats | Set your ability scores: roll (4d6), standard array, or point-buy |
/skills | See every skill's bonus and choose which class skills you're trained in |
/equip <weapon> | Wield a weapon you carry (loot a better one and equip it) |
/shortrest | Recover some HP + refresh maneuvers |
/longrest | Fully restore HP & spell slots (safe spots only) |
/use <item> [ally] | Use a consumable — name an ally to use it on them (e.g. revive a downed friend) |
/shop | Browse a merchant's wares (when one is in the room) |
/buy <item> [qty] | Buy from the merchant here (spends party gold) |
/sell <item> | Sell an item you carry to the merchant here |
/actions | Tap-through action menu (also /menu) |
/look | Describe the current room |
/where | Where you are |
/go <dir> | Move n/s/e/w/up/down (also /move) |
/teleport | Take a teleport shortcut in this room |
/continue | After a game over, recover (rewind/restart) |
/examine <thing> | Inspect an item or NPC |
/talk <npc> | Talk to someone |
/take <item> | Pick up an item |
/place <item> | Place an item into a slot here (opens sealed doors) |
/check <skill> [dc] | Roll an ability/skill check |
/attempt [challenge] | Attempt a room skill-challenge |
/recap | Recap what's happened so far |
/compass | Point toward key items (needs a compass) |
/hint | Nudge toward your next objective |
/status | Pin a live location/quest board (make me admin to pin) |
/quests | Show quest objectives |
/note <text> | Jot a shared party note |
/notes | Show shared party notes |
/delnote <n> | Delete a shared note by number |
/map | Show the map |
/combat | Start a skirmish |
/maplayout <auto|grid> | Map geometry mode: auto (no nagging, off-grid links) or grid (author positions) |
/fixmap | Auto-repair map geometry (reposition + placeholder-bridge loops), preview then apply |
/battlemap | Show a battle snapshot (party vs enemies, HP) |
/attack [target] | Attack with your weapon |
/cast <action> [target] | Cast a spell / use a maneuver |
/abilities | List your spells & maneuvers |
/endturn | End your turn |
/next | Resolve the next enemy turn |
/combatstatus | Show the battle status |
/queue [action] | Preload your next move — a bonus action AND a main action both auto-fire on your turn (also /preload; no args shows buttons) |
/stance <front|back> | Front (soak/melee) or back (safer, ranged/magic) row — free out of combat; costs your main action in a fight |
/shield <up|down> | Raise your shield for +2 AC, or stow it to two-hand a versatile weapon for a bigger die — free out of combat; costs your action in a fight |
/settings [name] [value] | One panel for all GM toggles (difficulty, rewards, drops, gifs, whispers, map, combat, verbose, compact) — tap through, or e.g. /settings drops auto |
/endcombat | End the current encounter |
The seven playable classes. Everyone starts with the abilities shown; on level-up each hero raises stats and learns from their skill tree (up to 5 actions total) via /levelup. Heroes climb to level 20 (new spell slots & ability picks through level 10).
A steadfast front-liner — soak hits, taunt foes, and hit hard with weapons.
A glass-cannon spellcaster — devastating from the back row, fragile up close.
A precise skirmisher — big single-target strikes and debilitating tricks.
A holy support — heal and buff allies while smiting foes with radiant magic.
A ranged hunter — pepper foes from the back row and snare them in place.
A raging bruiser — the biggest melee damage dice in the game.
A trickster support — debuff enemies, buff allies, and heal at range.
The exact mechanics of every ability — how it's rolled, what it costs, and what it does. Tags: maneuver ×N = martial, N uses per fight; cantrip / L-spell = spends a spell slot; ⚡ bonus action = doesn't cost your main action.
Combat begins when the party walks into a room with foes, or when someone runs
/combat for a skirmish. Everyone rolls initiative (d20 + DEX) and
takes turns in order; the bot posts a status board each round and, on your turn, a card of
action buttons (typed commands work too).
Each turn you get one main action and, if you have one, one bonus action. A ⚡ bonus action ability does not end your turn, but any main action does — so take your bonus first, then your main action (attack, cast, or reposition) ends the turn.
/attack [target] or the ⚔ button. Roll d20 + your
attack bonus (ability mod + proficiency) vs the target's AC; a natural 20 crits (double damage dice), a
natural 1 always misses./cast <action> [target] or the ✨/⚡
buttons; /abilities lists yours. Spells spend a slot; maneuvers have per-fight uses./endturn or 🏁 when you're done.A leveled spell can be cast with a higher-level slot for more effect, per 5e:
each level above the spell's own adds one more die of its damage or healing (Magic Missile gains a whole extra
dart). If you're out of low slots, casting normally just reaches for the next slot up and scales automatically —
so /cast Healing Word Dante with only an L2 slot left heals for 2d4 and tells you it
upcast. To choose the slot on purpose, name it: /cast Healing Word L2 Dante — or,
when you tap the spell from the action menu (or preload it with /queue) and have more
than one slot level to spend, a 🔮 slot-picker appears so you can choose the level with a button. Cantrips
don't upcast (they scale with your character level instead).
When several foes are up, tap a 🎯 target button (or name the target in
/attack Goblin) to focus your fire. The whole party piling onto one enemy drops
it faster — and a downed enemy can't hit back.
/stance front|back sets your battle row. The
front row draws most of the enemy's attacks and can swing melee weapons; the
back row is hard for melee foes to reach but can only use ranged weapons or spells.
Casters and archers usually start in back. Out of combat you can reposition freely; during a fight it's
a main action (so take any bonus action first) — pick your spot before the swords come out.
/queue (a.k.a. /preload)
lets you line up your next move before your turn arrives — it fires automatically when initiative reaches you,
so a big fight keeps moving even if you step away. Preload an attack or one of your abilities; ally-targeted
heals ask who to aim at.
Leveled spells spend a spell slot of that level or higher; cantrips are unlimited.
Full casters (wizard, cleric, bard) grow to 5th-level slots by around level 9–10; the ranger is a slower
half-caster. /longrest restores spell slots (safe spots only);
/shortrest refreshes maneuvers. Some spells need concentration:
if you take a hit while concentrating, a CON save decides whether you keep it.
Enemies drop at 0 HP. A player instead falls dying and rolls death saves each turn — three successes and you stabilize, three failures and you're dead; any healing brings you back up. A downed hero can't act until revived.
Every GM dial now lives in one place — /settings. Run it with no
arguments for a tap-through menu, or set one directly, e.g. /settings difficulty hard.
/settings combat step|auto — pause on each enemy turn, or let the bot auto-run them./settings difficulty — scale enemy HP & damage (easy ×0.5 → insane ×5)./settings rewards — scale XP & gold independently of difficulty./settings drops auto — after a win, randomly drop healing & restoration potions to the party stash (usually none, one, or two; big hauls are rare)./settings whispers — DM each player their private turn card & secret rolls./settings votes — how the party decides an NPC dialogue choice: off (first tap wins, the default), majority (more than half the party), unanimous (everyone agrees), or 2/3 (first option to reach that many votes). While a vote is open the buttons show a live tally and anyone can change their vote; the choice fires the moment the threshold is met. If the whole party has voted but it's a split, either keep changing votes to break it or the DM taps “decide now” and chooses how to resolve it: leader (the most-voted option), random (a coin-flip among the contenders), or pick (the DM names the winner)./settings votevis — anonymous (default; only the vote counts show) or public (everyone sees who voted for each option, and the resolved choice names who backed the winner)./battlemap — a visual snapshot of the fight.With an AI provider configured, an AI Dungeon Master can narrate and improvise
while the engine still adjudicates every real effect — it clamps monster stats, refuses illegal
moves, and reports the true outcome. Set the table's style with /dmmode
(human · auto · hybrid · full AI) and how far the AI may reshape the world with /canon.
See The AI Dungeon Master for the modes and everything it can do at each level.
Your Armor Class is set by the armor you actually carry, following the 5e table below — pick up better armor and your AC rises; drop it and you fight unarmored (10 + DEX). Light armor adds your full DEX bonus, medium caps it at +2, and heavy armor ignores DEX entirely. Heavy (and a few louder medium) armors impose disadvantage on Stealth.
A shield adds +2 AC while raised — and it's no longer class-locked: any hero who carries one benefits. /shield up|down toggles it; stowing it frees your off hand so a versatile weapon (like the fighter's longsword) swings its bigger two-handed die (1d8 → 1d10). It's a free swap out of combat, but donning or doffing mid-fight costs your action — trade defense for offense as the moment needs.
| Armor | Base AC | DEX | Stealth | Str |
|---|---|---|---|---|
| Light — worn by DEX skirmishers | ||||
| Padded | 11 | + full DEX | disadvantage | — |
| Leather | 11 | + full DEX | — | — |
| Studded leather | 12 | + full DEX | — | — |
| Medium — DEX capped at +2 | ||||
| Hide | 12 | + DEX (max +2) | — | — |
| Chain shirt | 13 | + DEX (max +2) | — | — |
| Scale mail | 14 | + DEX (max +2) | disadvantage | — |
| Breastplate | 14 | + DEX (max +2) | — | — |
| Half plate | 15 | + DEX (max +2) | disadvantage | — |
| Heavy — no DEX; needs the Strength | ||||
| Ring mail | 14 | — | disadvantage | — |
| Chain mail | 16 | — | disadvantage | 13 |
| Splint | 17 | — | disadvantage | 15 |
| Plate | 18 | — | disadvantage | 15 |
| Shield | ||||
| Shield | +2 | held in the off hand; stack it on any armor | ||
Optional, and off unless someone configures an AI provider. The golden rule never changes: the engine is the sole authority on what actually happens. The AI only proposes actions through a fixed set of tools; the engine validates, clamps every number to a level-appropriate band, refuses anything unsafe (it won't strand the party or mint an outcome you didn't earn), and reports the true result — which is what the AI then narrates.
/dmmode)/ai <what you do> to talk to the AI DM. Flip on Listening in /settings and plain messages go to the AI without the /ai prefix./map and /battlemap still work).Out-of-character aside? Start a line with // or (( (or use /ooc) and the AI ignores it, even while listening.
/canon)A five-stop slider from playing it straight to full worldbuilding. Each level adds to the ones below it. The DM can move it up as they learn to trust the table.
Always on — narrate; look up the room & exits; move the party through a real exit; turn a described threat into a real fight; set a story flag; call for a skill check; hand over an item the module already defines.
Adds at 📖 lore — establish durable facts; NPC memories; journal notes.
Adds at 🔧 weave — damage or heal (traps, falls, shrines); save-or-suffer hazards; real 5e saving throws; grant advantage, inspiration, bonus gold / XP, or a milestone level; short/long rest & resource refreshes; apply or cure conditions (poison, bless, curse — in a fight or lasting on the sheet); group checks (the whole party rolls) and contested checks (a hero vs a foe's stat); give & move items between heroes; reveal the map; add quests, hints, and lasting room features; set an NPC friendly / neutral / hostile; give an NPC a new line; and track emergent flags, room notes & story threads.
Adds at 🌍 improv — conjure brand-new items; open new passages, shortcuts, and small side-areas; add NPCs and pop-up shops; drop in reinforcements mid-fight and break a foe's morale (flee / surrender / rout); resolve multi-stage feats (tunnelling, scaling a cliff); fast-travel to a visited room; seal or lock exits (a cave-in or portcullis — refused if it would strand the party); and transform a room when a flag is set.
Emergent state the AI creates never becomes required to finish the authored adventure, and every world-change it makes is logged — the DM can review them with /aihistory.
Status effects abilities can inflict or grant. Advantage means roll the d20 twice and take the higher; disadvantage, the lower. "Skips turn" (incapacitated) means the creature can't act at all. Most last a few rounds or until a save ends them.
| Condition | Type | What it does | In the dice |
|---|---|---|---|
| 🙏 blessed | buff | Your attack rolls gain +1d4 (from Bless / Inspiration / Battle Cry). | — |
| 😱 frightened | debuff | You attack at disadvantage while the source frightens you. | you: disadvantage |
| 🤢 poisoned | debuff | You attack at disadvantage. | you: disadvantage |
| 🃏 mocked | debuff | Vicious Mockery — disadvantage on your very next attack, then it clears. | you: disadvantage |
| 🤕 prone | debuff | Knocked down: you attack at disadvantage, and attackers have advantage on you. | you: disadvantage · attackers: advantage |
| 🕸 restrained | debuff | Held fast: you attack at disadvantage, and attackers have advantage on you. | you: disadvantage · attackers: advantage |
| 🌫 blinded | debuff | Can't see: you attack at disadvantage, and attackers have advantage on you. | you: disadvantage · attackers: advantage |
| 💫 stunned | control | Incapacitated — you skip your turn entirely, and attackers have advantage on you. | skips turn · attackers: advantage |
| 🧊 paralyzed | control | Incapacitated — you can't act, and attackers have advantage on you. | skips turn · attackers: advantage |
| 😵 unconscious | control | Incapacitated — you can't act, and attackers have advantage on you. | skips turn · attackers: advantage |
| 🎯 hunted | debuff | Hunter's Mark — the ranger who marked it deals +1d6 on every hit against it (concentration). | — |