How it works
Arkham Horror RPG Ledger keeps your group's Arkham Horror RPG investigators in one place. Every change shows up for everyone at the table straight away, on phones, tablets and laptops.
Getting started
- Sign in with Google, or with an email and password.
- Pick a username. It's the name other players see. Your email is never shown to them.
- Start a campaign or join one. Click + New campaign to start your own, or open the invite link a friend sent you. Invites sent to your email arrive in your inbox and wait on your My campaigns page.
- Make your investigator. Open the campaign and use the New investigator tab to build one step by step, or add a blank sheet and fill it in yourself.
Trying it without an account
The welcome screen has a sample campaign with an invented party: open sheets, spend dice and try the GM tab. Nothing you do there is saved.
To start your own, choose Start a campaign, no account needed. You get one campaign of your own where you're the GM, so you can make investigators, run a fight and try the Journal.
- It's saved in this browser only. Nothing is sent to the site. Another browser or device won't see it, and clearing your browser's data (or private browsing) deletes it.
- Keep it: tap Save to an account at the top of the campaign, then sign in or create an account. Everything is copied to your account, where you can invite your group, and the copy in the browser is removed.
- If you're already signed in on that browser, My campaigns shows it with Save to my account, Open and Delete.
- Invites, reminders, notifications and the Apple Calendar link need an account.
Who can do what
- Owner: whoever started the campaign. Invites players, chooses the GM, sets house rules and the campaign picture, assigns investigators to players, and can remove members or delete the campaign. By default the owner can only change their own investigator; ticking Let me edit every investigator in Settings lets them change anyone's, and ticking Let the GM edit every investigator does the same for the GM. Ticking Let me use the GM tools gives the owner the GM tab too, alongside the GM.
- GM: chosen by the owner (the owner can be the GM). Gets the GM tab, and can award XP, start sessions and refill pools for everyone. Only the GM can see GM notes and enemies or clues that haven't been revealed.
- Player: makes or claims one investigator and is the only one who can change it, apart from the GM's session tools.
Inviting players
Owners invite people from the campaign's Settings page, right after creating a campaign, or any time later:
- Invite link: copy it into your group chat. Anyone with the link can join after signing in. Make a new link stops the old one from working.
- By email: the site emails them the invite, and it waits on their My campaigns page when they sign in with that address.
A campaign can have up to 12 members.
Inside a campaign
Party
Everyone's investigators at a glance: dice pool, horror, insight and injuries. Tap one to open their sheet.
Each investigator shows up to two status tags, most serious first: Dead, Lost forever, Dire, Wounded (pool limit at 0), Injured (has an injury), Traumatized (has a trauma), Shaken (a high horror limit) and Damaged (pool limit below max, no injury). With none of these they're Healthy. Enemies on the GM tab use the same words, plus Out once they're taken down.
Investigator sheets
Tap a portrait, the campaign picture next to the campaign's name, or a handout to see it full size. Spend and refill dice, take damage and horror, record injuries and traumas, manage skills, knacks, weapons, gear and money, and spend XP. The Recent list shows what changed. Open printable sheet gives a print-ready copy (print on Letter paper with background graphics on); Back returns to the ledger. In the installed app on iPhone or iPad, Print opens the sheet in Safari (iOS 17 or later) and brings up the print screen, because the installed app can’t print.
Injuries: roll at the table, then pick the result. A fall of 10 ft or more rolls 1d3 on the table instead of 1d6, plus 1d3 for every 10 ft beyond the first. Fire, lack of air, poison and disease give one of the unique injuries instead (Burned, Choking or Sickened): they add 1 to later injury rolls like any other injury, and a third of the same one is fatal.
Multiclassing: once an investigator has spent 125 XP, the XP section offers Multiclass · 20 XP. It raises the dice pool maximum by 1 (on the sheet, the party view and the printable sheet) and adds either a second archetype, whose knacks and skill limits become available too, or, staying in the same archetype, room for 2 more tier 1 knacks and 1 more of tiers 2 to 4. The owner, or a GM allowed to edit every investigator, can undo it.
Same investigator, new campaign: open the + New investigator tab. If you play investigators in your other campaigns, it lists them at the top under Bring an investigator you already have and copies the one you pick, with their skills, knacks, XP, gear, money, injuries, traumas and portrait. They start a fresh session (pool refilled, insight full). The original stays in its old campaign, and changes to one don't affect the other.
Finishing a campaign: when the story is over, the owner or the GM taps Mark campaign complete at the bottom of the Journal. The campaign moves to Completed on your campaigns page with its finish date. Everything stays readable (sheets, journal, recaps and history) but nothing can be changed, and session reminders stop. The owner or GM can reopen it.
Kits & supplies holds gear with use circles, like ammo: first aid and field surgeon kits, tool kits, candles, torches, flashlights and lanterns. Mark a use when you roll a 1 while using one (tool kits: mark one to get their bonus). When every circle is marked, Replenish it for its supply cost, or buy a new one if it can't be refilled. The printable sheet shows the circles, with used ones filled in.
New investigator
Builds a character following the Core Rulebook's creation rules, with the gear budget and XP worked out as you go. If you stop halfway, it's kept on your device for that campaign for two weeks; Start over clears it.
Next session
The owner (in the campaign's Settings) or the GM (on the GM tab) sets the date and time of the next game, where it is, and optionally how long it should run. Start typing an address in Where to pick from suggestions. Then:
- Countdown: everyone sees it on the campaign's card and at the top of the Party tab.
- Add to calendar: Google Calendar, Apple Calendar (iPhone or Mac), Outlook, or a calendar file for anything else.
- Directions and food: if the place is an address, tap it for Directions or Food nearby in Google Maps.
- Reminder: the day before, everyone gets an email, plus a notification on devices where they've turned those on. Anyone can turn reminders off under Your account.
Journal
The Gallery at the bottom is for pictures from your games: art, the table, your minis. Anyone in the campaign can add pictures with a caption; tap one to see it full size and swipe through the rest. You can delete your own; the owner and GM can delete any. Clues and handouts the GM has revealed, enemies the GM is showing, the campaign tracker (in-game date, open threads, people met and places), and Past sessions: a recap of each finished session, with the GM's summary on top if they wrote one.
For the GM
- Next session: set the date, time, length and place at the top of the GM tab (see Next session above).
- Scenes and turns: name the scene, start a fight (with an optional surprise round) and step through turns. Players see the scene and whose turn it is on their sheets.
- Encounters: add enemies from the Core Rulebook's profiles or your own (choose Custom enemy to type its name and type), track their pools, injuries and traumas, and choose when players can see them. Any enemy, and anyone in People met, can have a picture; players see it once the enemy is shown, and in the Journal for people met. Tap Mark dead when the party kills one: it stays in the Journal's list of enemies, marked Dead, even after the encounter is cleared. One card can stand for a group: use Encountered and Defeated to count how many there were and how many fell, and the Journal shows both. Only the GM sees an enemy's profile and GM notes. The book's profiles aren't offered in the sample campaign or a campaign saved only in your browser.
- Clues and handouts: write one, attach a picture, and reveal it to everyone or to one player. Players with notifications on get one when you reveal a clue to them.
- End of session: award XP to everyone at once and mark momentous sessions. Starting the next session refills insight and begins a new recap.
- Recaps: each session's story and everyone's activity are collected automatically. Add an optional summary for players; they see it in the Journal once the session is over.
- Private tools: GM notes, a hidden dice roller and a log of what you've done.
Your account
Click your icon at the top right and choose Your account to upload a profile photo or, without one, pick a color for your initial, or change your reminders and notifications. The same menu has Install app, Send feedback and Sign out. Delete my account removes your username, profile and sign-in, deletes campaigns you own and takes you out of the others.
Reminders & notifications
Under Your account, choose whether to get a reminder the day before a session (by email, and as a notification where they're on), and turn on notifications for the device you're using. You can get one when the GM reveals a clue to you and, if you like, when it's the investigators' turn in a fight. On iPhone and iPad, notifications work in the installed app.
Arrange your campaigns
On My campaigns, press and hold a campaign card (or click and drag it on a computer) and drop it where you want it. Your order is saved to your account, so it's the same on every device.
Install it like an app
Choose Install app in the menu under your icon. On an iPhone or iPad, tap Safari’s Share button and then Add to Home Screen. The ledger then opens full-screen from its own icon. On iPhone you sign in once more inside the app.
Questions
Do I need the Core Rulebook?
Yes, to play (buy it from Asmodee). The site tracks your game; it doesn't replace the rules. Knack effects and other game text here are short summaries in our own words, not the book's text, and you can edit them on your sheet. See About this site.
I can't change something on a sheet.
Only an investigator's player can change it (plus the GM's session tools, the owner if they've turned on Let me edit every investigator, and the GM if the owner has turned on Let the GM edit every investigator). Check who it says plays the investigator at the top of the sheet.
A banner says the daily limit was reached.
That shouldn't normally happen. If it does, changes won't save until it resets around midnight Pacific time; nothing already saved is lost. Keep track on paper until then and let us know with Send feedback.
It says I'm offline.
Your connection dropped. Changes you make are kept and sync when you're back online, as long as you leave the page open.
I didn't get the invite email.
Check your spam or junk folder for a message from arkhamrpgledger@gmail.com, and mark it Not spam so later ones arrive normally. Either way, the invite is waiting on your My campaigns page once you sign in with the address it was sent to.
I'm not getting notifications.
Open Your account and check that notifications say On for this device, then tap Send a test. On iPhone and iPad they only work in the installed app (iOS 16.4 or later), so install it first and turn them on from inside it. If the site says notifications are blocked, allow them in your browser's site settings or the phone's Settings › Notifications. While the app is open on screen you won't get a pop-up; new clues just appear in the Journal.
Something's broken or I have an idea.
Click your icon at the top right and choose Send feedback, or use Contact at the bottom of any page to send a message (no account needed).
About this site
Arkham Horror RPG Ledger is an unofficial, free fan project made by a player for his group. It isn't affiliated with or endorsed by Edge Studio, which publishes the Arkham Horror Roleplaying Game, or Fantasy Flight Games. Arkham Horror is a trademark of Fantasy Flight Games.
- You need the Core Rulebook. The site keeps track of your game; it doesn't teach or replace the rules. Please buy the book to play.
- Game text is paraphrased. Knack effects, gear notes, enemy profiles and the reminders on the printable sheet are short summaries in our own words, not copied from the book. Names and numbers are only there so your sheet can track them.
- Original design. The printable sheet has the same fields as the official one so it feels familiar, but its artwork and styling are our own, and the site uses only public-domain art. No artwork or logos from the books are reproduced.
- Publishers: if anything here should be changed or removed, use the contact form and it will be taken care of promptly.