Campaign Chronicle
A tabletop roleplaying campaign. Three adventurers, a dying trade town, and something old and patient burning in the dark beneath the mountains. These are the session chronicles — the record of what happened, told as closely as memory and drama will allow.
The Party
Mira Ashveil
Half-elf rogue. Twin daggers. Searching for a brother the world told her was gone.
Read her journal →Aldric Sorn
Human paladin of Solrath. Former soldier. Deeply principled. Terrible at subtlety.
Read his journal →Vexa Crankwheel
Gnome artificer. Carries a crossbow named Sprocket. Interested in everything.
Read her journal →Sessions
Three strangers meet in a border town where people have been quietly disappearing. A nervous innkeeper, a nervous garrison captain, and an abandoned mill that smells of sulfur lead them underground — where something carved in ancient stone opens one eye and waits.
A scholar is freed from a cage and names what no one wanted named. A low-ranking cultist names the rest. The party rides north along a hunting trail, ambushes and all, to find a cave complex that reeks of ritual and old blood — and at the bottom of it, a machine that should not exist, speaking in a voice that should not be heard.
The dragon speaks and the party listens — then breaks the machine and goes looking for the boy. A boss fight. An unmasking that hits harder than the fight did. And a final word from Vaeltharax that leaves one member of the party very still and the other two quietly reckoning with the shape of what comes next.
A medallion points southeast. A burned logbook contains a name that one member of the party hoped never to find here. At the end of a road the Hollow Priests use as a highway, the party uncovers the shape of a ritual that requires something no cult can take by force — a volunteer. And a girl walks out of the dark with a brand on her arm and a story she hasn't finished telling.