Sample Campaigns
Stories in progress
Characters
PCs, NPCs, villains
Sessions
What happened
Notes
Ideas & records
Lifecycle States
In play, resting, fallen
Full Archive
Nothing is ever lost
Campaigns hold the story together — characters, sessions, notes, and maps all connect here.
A dark fantasy campaign set in the crumbling empire of Vel'Ashara. The party uncovers a conspiracy linking the old Ash Lords to a vault of forbidden knowledge beneath the capital. Seven sessions in, allegiances are shifting and the body count is rising.
PCs, NPCs, and villains — each with a role, stats, and a place in the story.
Human · Rogue · AssassinLv.5
Former city guard turned freelance blade. Carries a list of names. Wears no insignia.
Half-Elf · Cleric · LifeLv.5
Wandering healer of the Ember Order. Believes the Vault must be sealed, not destroyed.
Orc · Barbarian · BerserkerLv.4
Recovering from wounds taken in Session 6. Held up in a safe house in the Merchant Quarter.
Elf · Wizard · DivinationLv.6
Heir to the Ash Lord bloodline. Stepped back after the events of Session 5. Her player is between arcs.
Human · Fighter · Battle MasterLv.3
Fell in the Crossing at Session 4. First of the party to die. His sword was claimed by Vex.
Characters can be active, resting between paths, fallen in battle, or archived. No character is ever truly lost.
Human · Warden
Still on the road. His story is unfinished.
Half-Elf · Chronicler
Away for now — player couldn't make it. Protected.
Dwarf · Fighter
Between campaigns. Not lost — just waiting.
Gnome · Sage
Fell at the pass. Remembered here.
In Play
On a Side Path
Between Paths
Retired
Retired
Archived
Sessions preserve what happened — summaries, recaps, and milestones all in one place.
Session 7
March 20, 2025
The party entered the outer ring of the Vault. Vex disabled two wards. Maeve identified the binding circle. A second group was found already inside — unknown faction. The session ended on a cliffhanger as both groups reached the inner door simultaneously.
Notes keep ideas, GM prep, and party records in one place — pinned, tagged, and always searchable.
by Yara (GM)
The party entered the Vault's outer ring. Two wards disabled by Vex. Maeve identified the binding circle as older than the Accord — pre-dating the treaty by at least a century. The unknown faction: Four figures in Ash Guard livery, but the insignia is wrong. One of them knew Vex's real name. The cliffhanger: The inner door opened from inside. Session ended there. Threads to carry: Who opened the door? Who are the four? What does the binding circle predate?
by Yara (GM)
The Ember Wraith is NOT a creature. It is a record — a living archive of everything the Accord tried to erase. It has been waiting. It knows the party by name because it knew their bloodlines. The four Ash Guard figures are Corinna's estranged cousins. They received a different version of the Accord. The inner vault contains three items: the original binding text, a broken seal, and a chair. The chair is the Wraith's anchor. Destroy the chair and you release it. Keep it and you inherit the Accord.
by Cass
Healing potions: 2 remaining (Maeve) Smoke bombs: 3 (Vex) Rations: 4 days Torches: 6 Rope: 50ft Gorath's gear is at the safe house. Need to retrieve it before Session 8 if he returns.
Campaigns hold the story together. Everything connects to a campaign.
Characters can be active, resting, fallen, or archived. None are lost.
Sessions preserve what happened. Recaps, logs, and milestones.
Notes keep ideas and memory in one place — GM prep, party records, scratchpads.
Maps track locations in your world — territories, dungeons, overlands.
Look around. Nothing here can be disturbed.
The Sample Binder is a complete guided walkthrough — campaigns, characters, sessions, lore, and more. Browse freely. Nothing here can be changed.
Sample Binder is view-only — explore freely without changing anything.