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| - | (Image: [[https://res.cloudinary.com/ | + | ===== Session Log - Rebirth Campaign ===== |
| - | การเข้าถึง huayhit88 นั้น ง่ายดายและรวดเ[[https://www.thesaurus.com/ | + | |
| + | ++++ Session 1 | | ||
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| + | | Locations | ||
| + | | Notable encounters | ||
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| + | === 0. Prologue === | ||
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| + | //A dark room. Two shadowy figures, only their silhouettes visible, are facing across each other at a table. A small stone lay between them. “Has everything been taken care of?” asks the older figure. “Yes”, simply answers the younger one. “Very well, then” concludes the first, reaching out to claim the stone as he rises to leave the room. The vision starts to dim, with only the echoes of his purposeful steps fading in the background.// | ||
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| + | === I. The Unlikely Gathering === | ||
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| + | The scene shifts. Another room. The setting is notably different this time. Bright and luxurious, as one would expect from the [[organisation: | ||
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| + | === II. The Ambush === | ||
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| + | The journey was swift, marked by no ill happenings upon the road. In a few days, the party arrived at the Cave of (Patrick please add the name :D). At its entrance, thinking only of the promised gold and the quick acquisition of wealth, they plunged into its dark embrace, clueless of the peril that might await them in the deep. Only a few steps in, a company of armed men, clearly lying in wait, blocked their path. Their captain, without wasting time, issued a cold ultimatum: "Yield the Lord of Cantanagia into our custody, or suffer the consequence!" | ||
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| + | === III. The Minotaur === | ||
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| + | They came at last to a sudden break in the rocks, and a blinding shine welcomed them into a vast opening. Showing again a lack of discipline and organization, | ||
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| + | === IV. The Return to the Great House === | ||
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| + | The fellowship found itself again in the high chambers of the House of Cantanagia. There, they stood, a company still prone to silence, exchanging only small talk while awaiting the next command. The doors opened once more. The figure that entered the room was familiar, yet the presence that filled the luxurious room was of an altogether more imposing cast than that of the frantic son who had commanded their initial quest. It was [[npc:rufus_of_cantanagia_ii|]], | ||
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| + | === V. The Shadow at the Gates === | ||
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| + | As soon as the party crossed the gates of the district and started to head into the city, and seemingly unable to take more than a few steps without any interruption, | ||
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| + | As the scene faded into darkness, the dying enemy uttered a final vow that clung to the air like smoke: "We will get the Orb, one way or the other." | ||
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| + | ++++ | ||
| + | |||
| + | ++++ Session 2 | | ||
| + | |||
| + | | Locations | ||
| + | | Notable encounters | ||
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| + | === VI. A Bloom of Hope === | ||
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| + | The scene reopens, finding our heroes confused and shocked by what they had just witnessed. As they desperately rush back to the aid of Theodor, it might already be too late for the rogue. Shoving aside the lifeless body of the attacker, Roar discovered the horrible truth: still lodged in their friend’s throat was the dagger of the enemy rogue. In that moment of panic, knowing that to hesitate was to choose death, Mirelle attempted a healing song. Though the young faun’s power was yet a fledgling bloom, her melody brought a brief solace, soothing the party and buying their dying companion a precious span of time. “The | ||
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| + | Kneeling by the rogue, Will had already wrapped his massive hand around the wound, his metal fingers shifting with precise, stabilizing pressure upon the dagger' | ||
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| + | === VII. The Roots Refuse the Shadow === | ||
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| + | Upon reaching the verdant borders of the Treant' | ||
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| + | Within a surgical chamber, Will gently laid the rogue upon a bed of living twigs and leaves. To their astonishment, | ||
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| + | While the surgery proceeded, Roar, unable to find a suitable diversion in the waiting area, sought comfort and information from the living wall, inquiring of the very plants about the safety of their refuge. She learned a grim truth: that here, as in all places of healing, life and death walked hand-in-hand. Soon after, Ribby and Will returned. The Ribbet informed the others that, after speaking with Elder Grassbark and explaining the latest events, they were now deemed harbingers of ill omen and unwelcome within the grounds of the Roots. The healing staff then delivered the news: the surgery had succeeded, yet a cruel complication had arisen. Due to the scarcity of the most potent restorative flora for such a grievous wound, Theodor had been stripped of his voice. Devastated, the party could only seek guidance. The promise of a possible new surgery in a month, and a sketched image of the rare plant needed for his full recovery, were all the solace they received. Nonetheless, | ||
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| + | === VIII. A Toast, and a well-deserved long rest === | ||
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| + | Following a round of drinks offered by the grateful rogue, celebrating the possibility of seeing another day, the party headed for their private chamber to enjoy a well-deserved rest. The night passed uneventfully, | ||
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| + | === IX. An orb, a doll, and a twisted purpose === | ||
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| + | The following morning, after a swift council, the party resolved to deliver the Orb to the designated warehouse, the one indicated by the head of Cantanagia, and rid themselves of the accursed thing with haste. Sticking to the most crowded paths, and sensing the presence of hidden, shadowy watchers along the rooftops, they arrived unscathed at the delivery point. Here, Will casually patted his leather satchel and felt a chilling lightness, the horror rapidly setting in. Checking the contents of his travelling bag was a nightly ritual, one that Ribby and Roar had diverted him from the night before with the promises of relaxing massages and joints lubrication. But the greater shock lay within his breastplate compartment. The pouch containing the Orb was open, and the Orb itself was fused to his very body, partially sunken into his plating and impossible to remove. Next to it, the item he now frantically searched for lay—a small, simple thing of thread and wool: a [[npc:doll|doll]], | ||
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| + | As his companions circled him, confused as to why their normally calm friend was now visibly agitated, they realized their troublesome mission had become more complicated with a new and dark twist. Yet, there was no time for discussion; they stood before the warehouse doors. The small Ribbet attempted to scout the building, but a voice from within had already noted their presence, inquiring as to their purpose. | ||
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| + | === X. Treachery and the Clank' | ||
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| + | Lacking a better course, the party chose to enter the warehouse, letting fate chart the path. Within it, armed workers, including several clanks, were shifting boxes in a busy, delivery-driven scene. Theodor, this time to the surprise of no one, melted immediately into the shadows unseen. As the others approached the commander of the workers, Will hinted for Mirelle to lead the discourse. | ||
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| + | The demand for the Orb and to conclude the transaction was swift. However, for lack of better words and attempting to explain the grim complication, | ||
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| + | Caught by surprise, the company was immediately encircled as attacks rained down. They were separated, yet these mere hirelings were no match for the tested coordination of the heroes. Without a missed beat, Theodor materialized from the darkness, a harvest of death reaped by his quick blades. Will deflected the blows aimed at Mirelle, the companion closest to him, while Roar and Ribby held the flank, rapidly disposing of anyone foolish enough to get too close. | ||
| + | The skirmish seemed to rapidly approach its end, but destiny had yet another twist in store that day. The glass roof above shattered, and deadly darts rained down from familiar, shadowy figures. The enemy leader, terrified by the unfolding events, chose self-preservation over seizing the clank and bolted for the back exit. Will gave chase, glimpsing the first chance in ages for answers to his own shrouded past. But before he could lay hands upon her, she vanished into the back alleys. | ||
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| + | Joining back his companions and keenly aware of the new, deadly threat lurking above—the small looting ribbet in particular, having confirmed the lethal efficacy of the airborne darts— made a final, desperate choice: to gather the team and abandon the fight as the scene fades once more, rushing through the back alleys rather than testing their luck against the assassins overhead. | ||
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| + | ++++ | ||
| + | |||
| + | ++++ Session 3 | | ||
| + | |||
| + | | Locations | ||
| + | | Notable encounters | ||
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| + | === XI. A Choice of Fates === | ||
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| + | The scene reopens upon the company huddled in the cold air outside the warehouse. A choice of three paths lay before them, each fraught with peril: to flee through the city's alleys with the breath of assassins upon their necks; to turn and face an enemy whose malice and danger they had barely started to comprehend; or to hunt the fleeing leader—the first true glimmer of light upon the shroud of Will’s forgotten past. Driven by a thirst for answers long denied, the fellowship chose the hunt. Ribby, keen-eyed and swift, caught the scent of the trail and, clinging to the metal titan, lead the way. The chase was on! | ||
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| + | === XII. The Folly of the Splintered Path === | ||
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| + | The thunder of pursuit soon rose behind our heroes. “They went that way!” a voice sharply cried out, with the sound of boots rapidly closing in. In the desperate heat of the flight, Mirelle’s footing failed, and she met the unforgiving stone of the earth. Without breaking stride, and being used to it at this point, Will caught her up, and now carrying half of his companions upon his shoulders he surged forward, all the while Ribby found himself sprinkling some water on the path behind to the amusement of the passers-by. | ||
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| + | Then, a spark of desperate tactical wit, or perhaps pure folly, ignited in the Clank’s mind. To divide the enemy’s gaze, he suggested the party to split. Roar and Theodor, trusting in the iron-willed logic of their companion, vanished into a parallel alley, but not before practicing some flips, archery, and making friends with a stone wall. As if mirrored by fate, the shadows pursuing them divided as well, and the hunt became two-fold amidst the chaotic clatter of the district. | ||
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| + | === XIII. Shadows in the Harbor === | ||
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| + | In the confusion that ensued, and where the air grows thick with the scent of brine and sawn timber, Theodor and Roar found themselves hard-pressed. In the heart of a bustling harbor, amidst the brawny men of lumber and freight, Theodor loosed a precise blade from one of his endless sleeves. The strike was a calculated lure; it drew the ire of the harbor guards and the working men toward the skulking assassins. Finding themselves suddenly surrounded by a wall of honest, angry muscle, the killers chose to melt back into the darkness. | ||
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| + | === XIV. The Raven' | ||
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| + | Meanwhile, the rest of the party had cornered the fugitive. Without losing time in pleasantries, | ||
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| + | === XV. The Secret of Rudiana === | ||
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| + | Reunited within the dim, ale-scented safety of the tavern' | ||
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| + | Under the grim threat of a snapped neck, a bargain was struck. The woman, Captain [[npc: | ||
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| + | === XVI. The Eve of Departure | ||
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| + | With the promise to sail at the dawning of the next day, the company dispersed into the quiet of the evening. The threat had retreated, leaving a hollow peace. The heroes turned to the quiet of introspection, | ||
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| + | ++++ | ||
| + | |||
| + | ++++ Session 4 | | ||
| + | |||
| + | | Locations | ||
| + | | Notable encounters | ||
| + | |||
| + | === XVII. The Merchant’s Maiden === | ||
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| + | The scene reopens as the sun rises upon the fellowship boarding the Merchant’s Maiden, the vessel of Captain Eleanor Marghissa. For several days, the ship cuts a steady wake toward the northern docks, the closest harbor to Rudiana and the ancestral home of the clank. Amidst the rhythmic creaking of timber and the snap of canvas, the heroes sought to pass the hours of their transit. | ||
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| + | Theodor, finding the horizon clear of immediate pursuit from his vantage point in the crow’s nest, descended to the lower decks. There, amidst the raucous laughter of the crew, he sought the camaraderie of the glass and the die, winning the favor of the sailors through games of chance and shared spirits. Ribby, ever curious of the natural world, scoured the ship’s nooks, discovering a peculiar compass-plant that unfailingly bowed its leaves toward the North; satisfied with his finding, he took to the water for a refreshing dip. Roar and Mirelle sought some conversation from the captain herself. Their inquiry into the ship’s dubious history yielded more shadows than light. Captain Eleanor spoke of a crew bound by years of shared trials, yet her voice carried the weight of a final voyage on this ship. Due to the complications at the Kalzendil warehouse and the failure of her original mission, she revealed that the Merchant’s Maiden must be scuttled or sold upon landfall. To protect her crew, they would have to vanish and begin anew. While listening to her discourse and watching the crew execute swiftly any order issue by the captain, a suspicious materialised in our heroes mind that the events in Kalzendil could have gone very, very differently, | ||
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| + | === XVIII. The Man Who Wasn't There === | ||
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| + | As the party gathered under the deck to deliberate their path to Rudiana, a chill not born of the river air settled over them. They noticed a figure standing but a few paces away. A man who seemed to flicker in the peripheral of their minds. He was familiar, seen a dozen times throughout the voyage, yet the memory of him slipped through their thoughts like water through a sieve. He swiftly introduced himself as [[npc:Olin Keeves|]], a man of cheerful countenance and innocuous aura, but yet he exuded a hidden potency that the party was well aware to not contest. He referred himself as a harvester of secrets, aided by an eerie capacity to go unnoticed. Without being asked, he unveiled the fruits of his background check on the fellowship carried out for the captain, revealing knowledge that even they had not yet grasped. "Are you the sentinel of Zamak?" | ||
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| + | === XIX. The Mark of the Ancestors === | ||
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| + | The remainder of the voyage passed in a pensive silence. Upon reaching the port, the party thanked the captain for the safe travel. However, at this departure her mood shifted from the one they got accustomed to in the past few days. With a cryptic message she wished them to be careful in their journey ahead, as the very fate of the world could depend on it. Shortly after, having secured passage with a caravan, the heroes journeyed until the horizon was dominated by the jagged peaks of the [[geography: | ||
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| + | To the surprise of none, while passing through the gate a radiant symbol ignited above Will’s head. The mark of the Zamak clan. But a gasp and confusion went up from the fellowship as a nearly identical sigil flared into life above Ribby. Will turned to his small companion, his voice heavy with inquiry, but Ribby’s confusion was as genuine as the clank’s. The small hero knew nothing of such ties. With another question to add to the vast list they already possessed, the fellowship crossed the threshold and in doing so, they were welcomed by the breathtaking sight of Rudiana. Before them now stood Aestilon’s greatest forge, with its glowing open terraces filled with the bustling life of the world greatest crafters. The scene starts to fade as the heroes gaze upon this titanic convergence of ancient stone, tempered metal, and the eternal roar of the seething magma coming from the depths of the mountain. | ||
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