Session 1 - Last Light Beginning

đź“‹ Session Overview

Date: Friday, July 25, 2025
Duration: 4:00 PM - 6:30 PM
Players: Gareth, Andi, Carly, Mark, Luie
Setting: Hope’s Call pub → Marsh combat → Social confrontation → Expedition launch → Meyer’s End discovery
Key Achievement: Party formation, rescue mission, social combat victory, official expedition assignment


🎭 Character Introductions

Captain Howling Banjo (Gareth/User)

  • Introduction Scene: Positioned in shadowed corner booth at Hope’s Call with impossible stillness
  • Appearance: Compact 4-foot frame with 7-foot arm reach, seafoam eyes, obsidian fur, patchwork leather armor, forest-green hood
  • Behavior: Methodically eating small fried fish while surveying patrons and critiquing off-key entertainment
  • Tactical Nature: Strategic positioning, protective surveillance of the room
  • Companion: Hogpog (mount/companion animal)
  • Background: Traveled from homeland north of Shalk Chasm → Dragonshadow → Last Light with Vaerenth

The Party (Andi’s Characters)

  • Vaerenth: Professional archer, daughter of merchant family, occasionally employed by Reese
  • Aster Luferi: Magical combatant with Arcane Gauntlets, compassionate healer, emerging leader
  • Augustus Penhallow: Guardian tank with Unstoppable ability, formal merchant background
  • Hart: Northern exile from “the canopy,” social combat specialist

⚔️ Combat Encounter: Rescue in the Marsh

The Crisis

  • Initial Alert: Screams outside Last Light - “Nicholas, son of…” in pain
  • Investigation: Town guard (Nicholas Vakvom) jumped wall to investigate
  • Party Response: Vaerenth and Aster immediately pursued, Augustus followed, Banjo opted in silently

The Battle

  • Location: Misty swampland west of Last Light with umbra mist and standing water
  • Enemies: Armored skeleton warrior, skeletal archer, multi-limbed skeletal horror
  • Party Performance:
    • Aster: 18 damage with Arcane Gauntlets (rolled with Hope!), plus self-healing
    • Vaerenth: 12 damage with shortbow (rolled with Fear), generated GM Fear token
    • Augustus: Activated Unstoppable feature (damage reduction, immunity to conditions)
    • Banjo: Took 2 armor + 2 health damage, healed 1 health
  • Result: Complete party victory, Nicholas Vakvom rescued

The Discovery

  • Nicholas Vakvom: Last Light guard, son of Craven Vakvom
  • Critical Information: Nicholas revealed his father “is back and still alive somewhere”
  • Banjo’s Wisdom: “If Craven is returning, he is probably no longer his father”
  • Strategic Retreat: Party returned to Last Light with wounded Nicholas on Hogpog

🎭 Social Combat: Political Confrontation

The Challenge

  • Rival Group: Competing adventurers publicly challenged party’s legitimacy
  • False Accusations: Claimed Vaerenth was a drunkard, suggested party caused undead attacks
  • Public Setting: Confrontation in front of crowd and Huntmaster Blackwood
  • Stakes: Community trust and mission leadership

The Victory

  • Vaerenth’s Defense: Successful Presence roll denying drinking accusations
  • Augustus’s Resilience: Defended against personal attacks with Presence roll
  • Hart’s Devastating Question: “Where were you when there was danger?” (Critical Success!)
  • Crowd Reversal: Community shouted down rivals as “another drunkard”
  • Epic Celebration: Hart & Vaerenth’s triumphant high/low high five
  • Banjo’s Gambit: Successfully stole gold from challenger but was caught and returned it when ordered

The Resolution

  • Rivals Defeated: Challenger’s group sulked back to the bar in humiliation
  • Blackwood’s Authority: Fair justice - demanded gold return but no punishment for Banjo
  • Mission Assignment: Party officially chosen over rivals for Shalk Chasm expedition

🎯 Official Mission: Hunt for Craven Vakvom

Mission Parameters

  • Destination: Shalk Chasm - formed by massive seismic event that opened underground catacombs
  • Time Limit: One month expedition
  • Transportation: Boat provided by Blackwood for water crossing through Slithermarsh
  • Supplies: Meager supplies reflecting Last Light’s resource constraints

The Tragic Context

  • Craven Vakvom’s Previous Expedition: Led “Last Light’s strongest men” to Shalk Chasm - none returned
  • Community Loss: Settlement already lost valuable defenders to this mission
  • Blackwood’s Doubts: Privately admits he doesn’t believe Craven actually lives
  • Safety Priority: “Don’t get yourselves killed over this”

Mission Objectives

  • Primary: “If Craven lives, do what you can to save him”
  • Secondary: Gather supplies to help Last Light
  • Hidden Reality: Party following same deadly path that claimed entire previous expedition

🚨 CRITICAL REVELATION

  • Nicholas’s Truth: Craven Vakvom personally attacked his own son with undead forces
  • Mission Reframe: This is NOT a rescue - Craven is a confirmed hostile enemy
  • Family Betrayal: Father deliberately attacking child represents ultimate betrayal

🛌 Character Development: Rest & Revelations

Short Rest & Bonding

  • Vaerenth’s Leadership: Suggested party rest after intense confrontation
  • Augustus’s Fellowship: Requested party share drinks and tea together before expedition
  • Character Introductions: Augustus gave formal introduction, Aster more casual
  • Mechanical Recovery: Banjo cleared armor damage, Geoff gained Fear on short rest

Background Connections Revealed

  • Banjo & Vaerenth: Travel companions from Dragonshadow, met “in the wild”
  • Augustus & Vaerenth: Family trading connection - Augustus knows her merchant father
  • Trading History: Vaerenth’s father “only one to get Augustus under the table on a deal”
  • Vaerenth’s Family: Father still alive but heavily injured
  • Hart’s Origins: From “up north, in the canopy” - elevated forest settlement
  • Hart’s Exile: “Things happened” forcing her to travel south
  • Professional Network: Vaerenth occasionally employed by Huntmaster Reese

Aster’s Leadership Promise

  • Solemn Commitment: “You shall see our faces again” spoken to Blackwood
  • Public Accountability: Promise made in front of community creates obligation
  • Character Growth: Aster taking responsibility as emerging party leader

🚤 Expedition Launch: Journey to Meyer’s End

The Departure

  • Fellowship Established: Party bonded over shared drinks and tea
  • Route: Westward boat journey through Slithermarsh toward Shalk Chasm
  • Resources: Blackwood’s boat and meager supplies for month-long mission

Discovery of Meyer’s End

  • Location: Mysterious laketown encountered during Slithermarsh crossing
  • Settlement: Small community with The Soggy Boot tavern visible
  • Ominous Features:
    • Central pyre burning faintly but dying out (described as “a big problem”)
    • Few townsfolk “shambling around” with zombie-like movement
    • Blue-lit, eerie atmosphere with dead trees
  • Session Ending: Party observing Meyer’s End from their boat

🔥 IMMEDIATE CRISIS

  • Dying Pyre: Central fire fading out - major problem for settlement
  • Potential Functions: May keep undead at bay, prevent curse, or serve as protective ward
  • Shambling Residents: Possible undead population or cursed townsfolk
  • Decision Point: Help Meyer’s End immediately or continue to primary mission

🗺️ World Building & Geography

Age of Umbra Setting

  • Official Map Context: Campaign grounded in established Daggerheart geography
  • Regional Locations: Last Light, Shalk Chasm, Dolmhollows, Amber Reach, Cinnabar Quarter
  • Geographic Challenge: Water crossing via Slithermarsh required to reach western destinations

Key Locations Established

Last Light

  • Eastern frontier settlement with defensive walls
  • Resource-limited community employing freelance adventurers
  • Hope’s Call pub serves as central social hub and meeting place

Shalk Chasm

  • Western destination across significant water barrier
  • Formed by massive seismic event creating enormous sinkhole
  • Sinkhole opened access to underground catacomb system
  • Location where Craven Vakvom’s expedition was lost

Slithermarsh

  • Swampy waterway between Last Light and western destinations
  • Requires boat travel to cross safely
  • Location where Meyer’s End was discovered

Meyer’s End

  • Small laketown with The Soggy Boot tavern
  • Central pyre (currently dying out - major problem)
  • Population of shambling townsfolk
  • Possible connection to regional undead activity

Character Origins

  • Dragonshadow: Origin point for Vaerenth’s journey
  • The Thornhaven Reach: Origin for Banjo’s story (North of Shalk Chasm)
  • The Canopy: Hart’s northern homeland with elevated forest settlement
  • Banjo’s Homeland: North of Shalk Chasm, affected by same seismic event

Seismic Event Connection

  • Geological Disaster: Created Shalk Chasm and affected northern regions
  • Banjo’s Personal Stakes: His homeland potentially impacted by same catastrophe
  • Underground Access: Event opened ancient catacomb system
  • Undead Connection: Catacombs may explain skeletal creatures in region

👥 NPCs Encountered

Huntmaster Reese Blackwood

  • Role: Local authority figure and quest giver
  • Leadership Style: Fair but realistic - practical decision-making
  • Mission Assignment: Chose party over rivals for Shalk Chasm expedition
  • Private Doubts: Doesn’t believe Craven actually lives
  • Resource Provider: Supplied boat and meager supplies for expedition

Nicholas Vakvom

  • Identity: Last Light town guard, son of Craven Vakvom
  • Condition: Seriously wounded but alive after father’s attack
  • Critical Information: Revealed Craven is “back” and personally attacked him
  • Desperate Plea: Begged for expedition to find his father

Craven Vakvom (Primary Antagonist)

  • Former Role: Expedition leader who took Last Light’s strongest men to Shalk Chasm
  • Tragic History: None of his expedition returned - all presumed dead
  • Current Status: Alive and potentially hostile enemy
  • Family Betrayal: Personally attacked his own son Nicholas with undead forces
  • Threat Level: Extremely dangerous - commands undead, attacks former allies

Rival Adventuring Group (Defeated)

  • Challenge: Publicly questioned party’s legitimacy and capability
  • Tactics: Character assassination, false accusations, crowd manipulation
  • Downfall: Hart’s critical success exposed them as hypocrites
  • Resolution: Publicly humiliated, discredited as “another drunkard”

Hogpog

  • Type: Banjo’s mount and companion animal
  • Role: Transported wounded Nicholas back to Last Light
  • Significance: Reliable transportation and part of Banjo-Vaerenth travel trio

🎲 Mechanical Highlights

Social Combat System

  • Geoff’s Assessment: “We kicked butt in the social encounter”
  • Available Tactics: Party had access to “mockery” and “scapegoat” abilities
  • Efficient Victory: Hart’s devastating question sufficient without advanced maneuvers
  • System Depth: Demonstrates Daggerheart’s robust social conflict options

Combat Mechanics

  • Hope/Fear Dynamics: Aster rolled with Hope (18 damage!), Vaerenth with Fear
  • Guardian Features: Augustus’s Unstoppable ability (damage reduction, condition immunity)
  • Tactical Coordination: Party worked effectively together in first combat
  • Resource Management: Banjo took damage but continued fighting effectively

Character Progression

  • Short Rest Mechanics: Banjo cleared armor damage, Geoff gained Fear
  • Character Development: Backgrounds revealed, relationships established
  • Leadership Emergence: Aster stepping into spokesman role

🎯 Session 1 Achievements

âś… Character Establishment: Memorable introductions and background connections
âś… Crisis Response: Successful rescue of Nicholas Vakvom from undead attack
âś… Social Victory: Complete destruction of rival group through clever tactics
âś… Mission Assignment: Official Shalk Chasm expedition with community support
âś… Fellowship Building: Party bonding through shared experiences and final gathering
âś… World Expansion: Age of Umbra integration with official geography
âś… Expedition Launch: Boat journey initiated with immediate new challenge discovered


đź”® Looking Forward: Session 2 Setup

Immediate Decision Point

Party Status: On boat in Slithermarsh, observing Meyer’s End
Critical Choice: Investigate dying pyre crisis or continue to Shalk Chasm
Time Pressure: Dying pyre suggests immediate danger to settlement
Resource Consideration: Limited supplies for detours from main mission

Stakes for Session 2

  • Meyer’s End Crisis: Shambling townsfolk and failing protective pyre
  • Craven Vakvom Hunt: Now confirmed hostile enemy rather than rescue target
  • Mission Timeline: One month to complete Shalk Chasm investigation
  • Party Dynamics: First major decision requiring group consensus

Questions to Resolve

  • Are the shambling townsfolk undead like the skeletons that attacked Nicholas?
  • What happens if the pyre goes out completely?
  • Is Meyer’s End connected to Craven Vakvom’s undead influence?
  • Can the party afford to help Meyer’s End and still complete their primary mission?

📝 Session Notes

Character Arcs Established: Each party member showed distinct personality and capabilities
World Integration: Official Age of Umbra setting seamlessly incorporated
Tone Set: Balance of heroic action, political intrigue, and personal stakes
Mechanical Success: Both combat and social systems showcased effectively
Narrative Complexity: Multiple plot threads and moral choices established

Next Session Focus: Meyer’s End crisis decision and expedition continuation


Session 1 Complete: From Hope’s Call pub to the shores of Meyer’s End
Campaign: Daggerheart - Last Light Chronicles
Date: July 25, 2025