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