Session archive
The Chronicle
The campaign in order: journals, recaps and the turning points that reshaped the world.
Recorded Days
Choose an entry to read the full account.
Before the Fall
The gods fall silent, magic drains from the world, and a hidden organisation gathers and trains those who still believe.
The Fall of the Safehold
The Safehold falls beneath a barbarian assault. A Bulette tears open the training grounds, and eight defenders flee into ancient dwarven works.
The Marsh of Forgotten Trials
The survivors enter a drowned proving ground, face a giant crocodile and complete four ancient trials.
After the Rats and the Rat Ogre?
A forgotten laboratory holds surviving alchemical flasks, a pulsing lime-green gem and a strangely cold brass bell.
The Order and the Beastmen
The party finds an Order watchtower, trades for supplies and hunts Beastmen into the mire.
Eyes in the Dark
Two Drow lead a chained basilisk through the underways. Three companions are petrified, leaving Asuran to strike alone.
Through the Living Stone
An earth elemental leads the party through solid rock into a demiplane of earth and a forgotten chamber sacred to Gond.
The Forbidden Doors
Ancient mechanisms, wraiths and an amber portal test the party within the demiplane of earth.
The Celestial Warning
A Watcher rebukes the party’s divine calls, Asuran begins to fade and the Library refuses them entry.
Fire in the Primordial Marsh
A living water passage spreads disease before a troglodyte ambush ends in exploding marsh gas.
Gods Lost and Souls Adrift
A diseased primordial swamp and the ziggurat of a vanished death god reveal what may survive inside the dwarven gems.
Titans Beneath the Purple Storm
A dryad yields the jungle path before Utabo and an unknown dragon-demon titan meet beneath a purple storm.
Blood Beneath the Ice
After time slips in the Library, the party discovers a buried temple, awakens an avatar of Laogzed and learns the red gem still holds thirteen charges.
Where the Ice Is Born
Lingering hunger, glacially pure water and a newborn ice elemental reveal that the unnatural winter is rising from something deeper than weather.
The Fox Beneath the Snow
A northward journey leads to a false ruin, a hidden refuge and Sebastian, an Order survivor trapped in the form of an Arctic werefox.
The Wolf in the White
The party survives the wolf hunt, enters a collapsing ice demiplane and revives four champions who remember the divine battle that shattered Morgion’s diseased essence.
The Wall That Walks
The last menhir returns the party with eight fragments of Morgion, where an immense front of ice is moving south.
The Drowned Valley
The company crosses black water and moving ice, awakens Jargaluk and reaches Telchur’s hidden sanctuary.
The White Corpse
The last priest reveals Telchur’s transformed body. After Kraal and the crystal parasites, the Winter Knight gives the party its first shard-key to the Heart.