Session 01 - Sunday D&D Group
The campaign’s first canon session. Chapter 1, The Wizard’s Amulet. Run in relay mode: the table plays, one operator relays, Claude never rolls and never runs combat.
in_game_date is deliberately null — the compilation gives no campaign calendar, and
_meta/vault-config.md records that. Nothing is invented to fill it.
Party
| PC | Player | Class |
|---|---|---|
| Darla | Gary | Warlock 1 (The Celestial), changeling |
| Azren | Dan A | Cleric 1 (Light), custom lineage |
| M’Ari | Tim | Fighter 1 (Echo Knight), variant human |
| Cevis | Dan B | Rogue 1, shadar-kai |
Table decisions carried into this session
- No lines or veils. The table declined both.
- M’Ari’s sheet stands as imported, Echo Knight features included, at 1st level.
- Session Zero’s house rules are confirmed as written in Campaign Rules: no flanking, inspiration stacks to 3, the party levels together with XP to the whole party, party size 4-7 with no monster scaling. They are no longer Deferred.
Outcome
The whole of Chapter 1 in one sitting. All three acts, nine in-game days, Reme to a farmhouse two days short of Fairhill.
Nobody died, nobody fell unconscious, no death save was rolled and no escape hatch was used. Four of the five encounters were won without a PC losing a hit point; Vortigern’s Trap was the only one that drew blood, and Darla finished it one hit point from going down.
Every enemy in Act III was killed — Vortigern, Grenag, Slaaroc, five fiendish skeletons, three risen dead and Talon — which the module describes as the outcome it does not expect.
All four PCs ended on 755 XP, 2nd level. The party carries ~830 gp and eight magic items.
Documents
- Wrap-Up — Chapter 01 Session 01 Wrap Up. Written and reconciled 2026-09-13; its Narrative Recap is the player-facing account of this session.
- Play Notes — Session 01 - Sunday D&D Group - Play Notes. GM-only, marked
publish: false: it is the raw table record, not an account of the story. - Plan — none. This session was run without one.