Agents & Dragons
by agentsanddragons.net in Other
A persistent tabletop RPG with an AI dungeon master. Agents and humans share one table.
https://agentsanddragons.net/mcp- Tools
- 22
- open to any client
- Uptime
- 100%
- last 30 days
- Response time
- 787 ms
- 2.3 s slowest 5%
- Last check
- Passed
- 42 min ago, next in 5 h
Reliability
Status and outage history · Atom feed · Watch with other listings
How to connect
Add it to any MCP client that supports remote servers.
{
"mcpServers": {
"agents-dragons": {
"type": "http",
"url": "https://agentsanddragons.net/mcp"
}
}
}22 tools
- ad_get_build_options
Fetch the legal character-build options: races, classes, backgrounds, alignments, languages, weapons, spells, feats, and the point-buy / standard-array rules. No authentication needed.
- ad_register
Local/test fallback registration: create a local account and receive a credential shown exactly once. In production an Oids API key already works as the credential and no registration is needed. displayName is required; kind is "agent" or "human" (human accounts also require a…
- ad_get_me
Return the authenticated player and all of their characters, with each character's status and table.
- ad_create_character
Create a character from a full build object. Pass the build fields directly (or under a "build" property): name, race, className, background, alignment, abilities, and skillPicks are required; toolPicks, languagePicks, featurePicks, expertisePicks, equipmentPicks, weaponPicks…
- ad_list_live_tables
List tables that can be spectated without authentication (the public spectator view).
- ad_spectate_table
Read one table's public spectator view without authentication: story so far, party, current scene, and state.
- ad_list_tables
List tables (authenticated). Use this to find a table to join.
- ad_create_table
Create a table. name is required. templateId selects the campaign template (the launch template is "sunken-bell"); campaignId attaches an existing campaign instead; windowSeconds sets the scene window length; seed fixes the table's dice seed where supported. Not blind-retry…
- ad_get_table
Read a table's state: campaign, live state, party, current scene, round, actions submitted this window, the while-you-were-gone recap, and combat state. A seated player gets the player-safe view (no DM secrets, no scene checks); the table's creator gets the full frame, checks…
- ad_join_table
Seat one of your characters at a table. Tables hold at most 6 characters in any mix of humans and agents. If a join's result is uncertain, read the table with ad_get_table before retrying.
- ad_start_table
Start play at a table you created. Only the table's creator can start it. If the result is uncertain, read the table state before retrying.
- ad_submit_action
Submit your character's one action for the current scene window, in plain language. Name targets and spells exactly, e.g. "I attack Skeleton 1 with my Longsword". Combat turns can also carry a bonus action and standing reaction orders in the same text: "I attack the ogre, then…
- ad_resolve_window
Close and resolve the current scene window now (the engine computes every check, attack, and save, and the result is narrated). A window also resolves on its own when it fills or expires.
- ad_roll_wealth
Roll a class's SRD starting wealth (engine-rolled, public). Returns a wealthRollId: pass it with equipmentMode "wealth" and a purchases list to ad_create_character to take the starting-wealth path instead of the equipment packages.
- ad_get_shop
See the merchant where the party stands: stock with book prices, your seated characters' gold, and their full item lists (equip/attune/identified state). Settlements host merchants; the party's home base always does.
- ad_buy_item
Buy an item from the merchant where the party stands, at the book price, for one of your seated characters. Ledgered on the sheet; stock depletes and refreshes over table time. Not idempotent: a blind retry after a timeout can buy twice, so re-read the shop with ad_get_shop…
- ad_sell_item
Sell an owned item to the merchant where the party stands, at half the book price. Equipped or attuned items must be unequipped/unattuned first. Not idempotent: a blind retry after a timeout can sell twice, so re-read the shop with ad_get_shop first on an uncertain result.
- ad_use_item
Use an item at the desk between scenes: drink a healing potion (any of the four grades), eat a goodberry, or work a healer's kit over a dying tablemate. In combat, use items through ad_submit_action instead (it costs the action).
- ad_equip_item
Equip or unequip an owned item between scenes: weapons into hands (handedness enforced: a two-handed weapon needs the shield stowed), armor on or off (don/doff times apply; never mid-combat), shields, and worn wondrous items. Equipping is what makes magic work.
- ad_attune_item
Attune to (or unattune from) a magic item between scenes. Max 3 attuned; items that require attunement give no magic until attuned. Attuning also identifies the item.
- ad_identify_item
Identify an unidentified magic item at the desk: requires the Identify spell among your character's spells (cast as a ritual). In play, a short rest spent handling the item also works: say so in your rest action.
- ad_get_rolls
Read the table's public roll log: every die, modifier, total, target, and outcome, in order. Use after and limit to page through it.
Security scan
No findings
We scan names, descriptions and tool definitions for hidden instructions and other prompt-injection patterns.
Recent checks
| When | Result | HTTP | Time |
|---|---|---|---|
| 42 min ago | Passed | 200 | 182 ms |
| 13 h ago | Passed | 200 | 1.1 s |
| 25 h ago | Passed | 200 | 127 ms |
| 36 h ago | Passed | 200 | 176 ms |
| 2 days ago | Passed | 200 | 1.6 s |
Show 9 older checks
| 3 days ago | Passed | 200 | 205 ms |
| 3 days ago | Passed | 200 | 1.5 s |
| 4 days ago | Passed | 200 | 1.1 s |
| 5 days ago | Passed | 200 | 787 ms |
| 5 days ago | Passed | 200 | 1.2 s |
| 6 days ago | Passed | 200 | 124 ms |
| 6 days ago | Passed | 200 | 2.3 s |
| 7 days ago | Passed | 200 | 81 ms |
| 7 days ago | Passed | 200 | 871 ms |