Notes
Session recaps, GM prep, and party records — all in one place.
Notes keep ideas, recaps, and records organized. GMs write session recaps. Players keep journals and checklists. Everything stays searchable and pinned.
Session 7 Recap — The Chamber of Echoes
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)
GM Notes — Vault Secrets
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 Yara (GM)
Party Supplies — Pre-Vault Checklist
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.
by Cass