Sessions Chronicled
30
across three acts
Elemental Gems
2 / 8
water · fire
Hot Threads
5
need attention
Open Mysteries
9
3 hot · 4 dormant · 2 cold
— At a Glance —

The Banner, in motion

Currently in chapter
Gnoble · The Elder Brain & the Bargain
Beneath the warded city of Gnoble, the inner sanctum cracks open — and a friend climbs willingly into the throne of a fallen tyrant.
Pending
  • Reginald's soul-cage
  • Counterspell missed by 1
  • Zesium en route, mistaken
Open chapter →
The Chronicle · 30 chapters across three acts
Act I · The City Act II · Voyage Act III · Underdark
1 The Ashmoon Banner is Born The newly formed Ashmoon Banner registers at the Adventurers Guild, accepts a quest, and enters a dangerous pocket dimension for a survival challenge. 2 Eight-Legged Terrors The party barely survives a vicious spider swarm ambush in the pocket dimension before escaping back to the Arena. 3 The Cat and the Hag The party investigates a missing cat, uncovering and defeating a Dusk Hag in disguise. 4 Smashing the Cult The party stakes out mysterious blue lights at ancient ruins and crashes a dark cultist sacrifice. 5 First Rule of Fight Pit Fara and Fenwick enter a grimy underground fight pit and obliterate the monstrous Drider champion. 6 Reverse Heist? A stakeout at the University ends in failure as the legendary thief Blackthorn escapes with the artifact. 7 Shopping Time The party accidentally discovers a horrific Flesh Golem in an alley, destroys it, and goes on a massive shopping spree. 8 Black Market The party violently interrogates Shady Pete to locate the Black Market and secures a heist mission from the criminal underground. 9 Forest Bandits The party infiltrates a bandit camp, explodes their defenses, and annihilates the Red Wizard leader in seconds. 10 Cursed Forest The party hunts Shambling Mounds in a cursed forest for Moonflower petals and trades for the stolen orb. 11 Pirate Captain Vettis secures funding for his play while dealing with another Flesh Golem abducting a sailor in the dead of night. 12 Golem Maker The party aces their theater audition before kicking down the door of the Golem Maker's lair.
13 Out To Sea The party sets sail on a pirate ship to investigate a watery anomaly, enduring acid rain and a magical time loop before reaching a sunken city. 14 Shark Attack Ambushed by sharks and a Merrow, the party barely survives the underwater brawl before negotiating a truce to close the elemental rift. 15 The First Gem The party closes the underwater rift, frees a trapped ruler, and successfully earns the first gemstone for their competition adornments. 16 A New Arrival The party rescues a frog-man named Grover and braves a mysterious wizard's Trial of Fears to earn magical loot. 17 Some Living Lightning The ship sails into a fierce thunderstorm where the party must battle five destructive bolts of living lightning. 18 Return To The Fight Pit Back in the city, Vettis secures an opening night for his theatrical play while Fara and Fenwick win a brutal 2v2 arena match. 19 The Greatest Play The party successfully performs the opening night of 'The Greatest Showman,' deeply impressing the Prince and securing a royal dinner invitation. 20 Dinner Time A royal banquet with the Prince ends in disaster when Fenwick accidentally dumps a pirate skeleton onto the ballroom floor. 21 The Open Road A young red dragon crashes an airship into a roadside village, prompting a brutal fight and a lucrative harvest of dragon parts. 22 Beware Behir The party battles a massive Zombie Clot, returns a stolen power core to a mechanical Behir, and finally arrives in the city of Gorenobyl. 23 Terrifying Axolotl The party interrupts a dark ritual and fights for their lives against a massive, summoned Magma Axolotl. 24 Into Gorenobyl Arriving in the mechanical city of Gorenobyl, the party discovers Fara is a wanted fugitive and accidentally uncovers a mutagenic cult plot at a local carnival. 25 Jail Talks While Fara and Grover are arrested for illegal flying, Vettis meets a historian to uncover the truth about his immortal former party members. 26 Meeting Gordon Fenwick jumpstarts the broken robot, who gains a soul and names himself Clank, before the party uncovers a deadly Mind Flayer lair in the sewers. 27 Awakened Robot The party reports the Mind Flayer threat, secures two Sky Cycles, and visits Fenwick's eccentric, forgetful uncle. 28 A Smoldering Talk A tense legal meeting to secure Clank's freedom is violently interrupted when cultists unleash a fiery assault on the city. 29 Answers Uncovered The party defeats a devastating Magma Shark in the streets, resulting in Loom's mech being destroyed, but earning them an 8,000 gold reward.
Solitae The Open Sea · Gorenobyl Gnoble · now
Hot threads · need attention
All threads →
Hot · 6 of 8 remain
The Eight Elemental Gems
Two of eight elemental gems are claimed (Water, Fire). Six remain. Each appears to be tied to an elemental rift the cult is widening.
Hot · decision pending
Reginald's Soul
Reginald died in Gnoble. His soul is in a cage. Zesium's soul-transfer expertise is the apparent path back, but the bargain isn't free.
Hot · airborne
The Counterspell That Missed by One
Fenwick's Counterspell rolled 16 against the elder brain's Plane Shift. DC was 17. The brain escaped wounded — somewhere on another plane. It will be back.
— Codex —

The Three Acts

The Three Acts
Act I · Sessions 1–12
The City
Pocket dimensions, hag hunts, fight pits, stolen orbs, and the slow uncovering of a Flesh Golem ring run by the Meat Weaver. The Ashmoon Banner is named, the gemstone adornments are bestowed, and the first hint of a deeper conspiracy emerges when Blackthorn the thief escapes with an elemental orb.
Act II · Sessions 13–29
The Voyage & the Conspiracy
From a sunken church (where the first gem is earned) to a flying lighthouse, a young red dragon wreck, the clockwork ruins of Himell, and the mechanical city of Gorenobyl — where the cult's full plot is exposed. They drain captive elementals to weaponize their essence. Ronald is one of them. Clank gains a soul. Magma sharks tear up the streets. The party levels to 7.
Records Gap The transition from Gorenobyl to Gnoble — Sky Cycle race, travel to the Underdark, descent into the Inner Sanctum — is not yet captured in NotebookLM. Filling this in is a future task.
Act III · The Gnoble Session →
The Underdark
Gnoble is a barrier-walled Underdark city built atop a slumbering Elder Brain, powered by trapped souls. Reginald is dead and one of those souls. The brain has fled wounded after Fenwick's Counterspell missed by exactly one. Squidward has climbed willingly into the empty pool. Ronald is rescued, restored to dwarf form, and at 1 HP. The fire gem is the second of eight.
— The Banner —

The Ashmoon Banner

The Ashmoon Banner

The party as it currently stands. Joined by Continuity (S1–4, semi-recurring), Fari, and Squidward at the Gnoble arc.

VE
Vettis
Echo Knight · Player Character
Last of the Ashmoons. Spent 8,000 years in the Shadowfell — did not age, eat, sleep, or drink. His former companions (Stakars, Alandra, Dragar) are immortal and active again. His artifact axe woke up in the Gnoble fight and broke a stun on its own.
Active · Level 9
FE
Fenwick
Gnome Artificer/Alchemist
Tinkerer with a homunculus called Little Guy. Brokered the bargain with Squidward. Has a friend named Ronald, who turned out to be the captive fire elemental being drained by the cult. The Bagman lives in his Bag of Colding.
Active · Level 9
FA
Fara
Four-Armed Paladin
Paladin sworn to a frost goddess who first spoke in dreams (S6) and remains dormant. Lost her sister to a blizzard. Wanted in Gorenobyl. Has hit pit champion status. Critical Divine Smites are her signature.
Active · Level 9
GR
Grover
Frog-Man Druid
Joined in Session 16 from a rowboat at sea. Polymorphs into giant apes. Was betrayed by his brother in his Trial of Fears flashback. Made the call to gas-form into the elder brain's Wall of Force dome.
Active · Level 9
CL
Clank
Awakened Robot
Originally Gears — deactivated in a Gorenobyl scrapyard. Fenwick jumpstarted him with fire mutagen. Now has a true soul (verified in court by Stakars). Wears a top hat and cloak. Earns money doing the robot dance.
Recurring
FI
Fari
Paladin · Gnoble arc
Joined for the Gnoble arc. One-shot the obsidian collar around Ronald's neck with a critical Divine Smite, freeing him from elemental enslavement.
Active
— Cast —

Allies, Enemies & Persons of Interest

The Recurring Cast

NPCs who have appeared across multiple sessions, who shape the campaign's direction, or who carry significant unresolved threads. Sorted by current narrative weight.

RO
Ronald
Fenwick's friend
Captive of the cult since at least Session 27. Drained as a fire elemental for mutagen production. Confirmed via Sending in S29. Freed in the Gnoble session by Fari's collar-shattering smite. Currently a dwarf at 1 HP, crying, fragile.
Rescued
RG
Reginald
Pit fighter, deceased
Met in S5 at the Creaky Keg. Defeated in 2v2 in S18. Killed before the Gnoble session — body recovered by Varric, brain extracted by mind flayer. His spectral self at the city barrier saved the party from a swarm. His soul is one of the gemstone barrier's powering wards.
Soul-bound
SQ
Squidward
Proto-elder-brain
Was an ally entering Gnoble. Stripped, climbed willingly into the elder brain's vacated pool, and is mutating. Mind-read confirmed non-violent intent — but he caught the read attempt and is holding a grudge. DM hint: easier kill now than ever.
Hostile-pending
II
Inspector Ironclad
City detective (recurring)
Met in S6, recurring through S29. Has a Gorenobyl variant (Thorn Ironclad, with a robotic crossbow arm — Fenwick blew off his original arm years ago). Has been the party's main law-enforcement contact across multiple cities. Bailed them out, kicked them out of the palace, paid the 8,000g reward.
Reliable
ST
Stakars
Vettis's old companion
Powerful, blindfolded, immortal wizard. One of Vettis's 8,000-year-old companions. Currently active and shaping the world. Mentioned in S22 by Himell, confirmed in S25 by Mara Stoneheart, appeared in S28 to verify Clank's soul.
Active immortal
HI
Himell
Clockwork Behir
Massive ancient mechanical Behir guarding a teleportation hub. Befriended by Vettis in S22 after the party returned his stolen power core. Asked the party to reactivate other dormant teleportation hubs — request still unfulfilled.
Distant ally
BT
Blackthorn
Legendary thief, at large
Red-haired thief/assassin who escaped with an elemental orb in S6 using legendary actions and Misty Step. Still unaccounted for. The orb she stole is presumably one of the eight gems.
Wanted
YM
Yan Maya
Illusionist wizard
Met in S16. Eccentric chibi illusionist whose lighthouse pocket-tower teleported away after the Trial of Fears. Serves a mysterious patron whose identity has not been disclosed.
Unknown
EB
The Elder Brain
Wounded, plane-shifted
Lairs beneath Gnoble. Drains captured elementals via obsidian collars. Used Wall of Force as a lair action. Plane Shifted away after Fenwick's Counterspell rolled 16 against a DC of 17 — escaped by exactly one.
Will return
SP
Spell
Warforged court wizard
"Synthetic Programmable Entity for Legendary Lore." 2,000-year-old Warforged in service to the Prince. Why an immortal construct serves modern royalty is unexplained.
Loyal to whom?
BG
The Bagman
Bag of Holding entity
Lives inside Bags of Holding. Tried to drag Fenwick into the Bag of Colding in S21. Vettis pulled Fenwick (and the Bagman) partially out in S22. Active threat any time the party reaches into extra-dimensional space.
Latent
— Threads —

Narrative Arcs in Motion

Active Threads

Plotlines currently in motion. Hot threads need immediate attention; ongoing threads simmer; dormant threads have gone quiet but remain unresolved; resolved threads are fully closed.

The Eight Elemental Gems
Hot · 6 remain
First seeded: S2 · Water: S15 · Fire: Gnoble
The gemstone adornments bestowed by Prince O Nisia in Session 2 are designed to hold eight elemental gems — one per element. Two are now socketed: Water (recovered from the sunken church after closing the rift) and Fire (recovered from Gnoble's inner sanctum after wounding the elder brain). Six remain. Each appears to be tied to an elemental rift the cult is attempting to widen.
Open questions: What are the other six elements? Does the cult possess any of them already? Is Blackthorn's stolen orb one of them?
Reginald's Soul
Hot · Decision pending
Setup: S27 · S28 (soul mechanic) · Crisis: Gnoble
Reginald is dead. His body was recovered by Varric. His brain was extracted by a mind flayer. His soul is one of the wards powering Gnoble's gemstone barrier. The party needs to decide: leave him as a city-defending soul, attempt soul-transfer into a warforged shell (Stakars established the verifiable-soul mechanic for Clank), use Vettis's Soul Coin from Session 15, or wait for Zesium's expertise.
Lever: Vettis still has the Soul Coin he found under the Knowing Mistress statue in Session 15. It contained an aristocratic male soul. Whether it can be repurposed is an open question.
Squidward in the Pool
Hot · Strike or wait
Climax: Gnoble
Squidward is voluntarily mutating into the new elder brain. He proposed reinstating the original Gnoble pact (knowledge-sharing for non-aggression). Mind-read showed non-violent surface thoughts but he caught the read attempt. The DM has explicitly hinted: easier kill now than ever.
The trap: Wait, and he becomes a fully-grown elder brain bound by an unverified pact. Strike, and the party breaks faith with someone who was an ally hours ago.
The Elemental Cult
Ongoing · Multi-region
First brush: S4 (foreshadowing) · S23 (Magma Axolotl) · S24S29 (Gorenobyl arc) · Gnoble
The cult is performing summoning rituals across multiple regions, draining captive elementals to produce mutagenic serums (S24's syringe). The Gorenobyl mind flayer was running a Wi-Fi gem repeater connected to an elder brain — almost certainly the same elder brain the party just wounded in Gnoble. The cult appears to be a worldwide operation with the elder brain at its centre.
Foreshadowing payoff: The blue-light cultists in Session 4's crypt — 19 sessions before the cult became central — were the first appearance of this aesthetic.
Vettis's Awakening Heritage
Ongoing
Seeded throughout · Confirmed: S22 · S25 · S28 · Gnoble (axe activation)
Vettis is the last of the Ashmoons. He spent 8,000 years in the Shadowfell — did not age, sleep, eat, or drink. His former companions (Stakars, Alandra, Dragar) are immortal and active in the world again. In the Gnoble session, his artifact axe woke up on its own and broke a stun. The axe is now active.
Open thread: Where is Dragar? What does the axe want? Why is the Ashmoon name forgotten when its members are still alive?
Himell's Teleportation Hubs
Ongoing · Unfulfilled
Set: S22
The Clockwork Behir (Himell) revealed the locations of several other dormant teleportation hubs across the continent. He asked the party to reactivate them. The request remains unfulfilled. With the rifts opening, fast-travel between cities may matter more than the party realized at the time.
Fara's Frost Goddess
Dormant since S6
Vision: S6 · S16 (sister flashback)
In Session 6, Fara experienced a vision of a massive icy deity demanding she "gain power," causing her hammer to freeze over. The deity has not spoken since. Fara's Trial of Fears flashback in S16 — losing her sister to a blizzard — likely connects.
NotebookLM check: Worth asking whether the deity has appeared since S6 in any session not yet captured.
The Soul Coin
Dormant · Now relevant
Found: S15
In Session 15, Vettis found a Soul Coin under a statue of the Knowing Mistress in the sunken city ruins. Mental contact revealed an aristocratic male soul trapped within. Has not been mentioned in 14 sessions. With Reginald's soul currently in flux, this object is suddenly pressing.
Yan Maya's Patron
Dormant
Hint: S16
Yan Maya described his lighthouse-tower as "a little part of my patron's dimension." The patron has never been named. The tower teleported away after the Trial of Fears.
Vettis's Play
Cooled · Successful
S11S19
Vettis wrote, produced, and starred in a Greatest Showman adaptation in the city theater. The opening-night premiere was a hit; the Prince attended and invited the party to a royal banquet. Largely closed but the theater connection and royal interest may resurface.
— Mysteries —

Open Questions

Open Mysteries

Questions raised that have not yet received answers. Hot mysteries are immediately actionable; dormant ones simmer; cold ones haven't been touched in many sessions.

The Counterspell That Missed by One HOT
Fenwick's Counterspell scroll rolled 16 against the elder brain's Plane Shift. The DC was 17. Off by exactly one. The brain escaped. It is now wounded, somewhere on another plane, and it will be back. When and where is the live question.
Zesium's Misunderstanding HOT
Zesium (half-robot necromancer) is en route to the airship believing there's an elder brain on board. There isn't. He'll find out soon. How that conversation goes — and whether his soul-transfer expertise is offered freely or requires concessions — affects Reginald's fate.
Six Gems, Six Locations HOT
Two of eight elemental gems are claimed (Water, Fire). The other six elements and their corresponding rifts are unknown. Lightning struck the Lion's Pride in S17 and may have been a third missed opportunity. Earth, Air, and exotic elements remain entirely unaccounted for.
Blackthorn's Stolen Orb DORMANT
Blackthorn escaped Session 6 with an elemental orb. The party traded for an orb in Session 10 — the one she stole, or a different one? She has not appeared since. The orb has not been mentioned. Both are loose.
The Knowing Mistress DORMANT
Vettis found the Soul Coin under a statue of the Knowing Mistress in the sunken city. Who is the Knowing Mistress? A goddess? A historical figure? The campaign has not yet defined her, despite her statue holding a soul-bearing artifact.
Spell's True Loyalty DORMANT
A 2,000-year-old Warforged serves a modern Prince as court wizard. The Warforged predates the dynasty. Why does Spell serve? Was it programmed to? Does it have its own agenda?
Lady Nina, the Dawnfather Cleric DORMANT
Met at the royal banquet in S20. Seemingly rejected the Prince's advances. Has not appeared since the party was kicked out of the palace. The detail of "rejecting royalty" is the kind of thing campaigns return to.
Why Fara Was Followed COLD
Session 1 opened with Fara magically altering her cloak's color to evade city guards. Why she was being followed has never been answered. She later became a wanted fugitive in Gorenobyl (S24) — possibly the same thread, possibly not.
Cassian on the Road COLD
In S21, the party encountered a heavily guarded blond noble named Cassian travelling the open road. His identity was unclear. He has not reappeared.
— All Chapters —

The Sessions

I

The City

The Ashmoon Banner forms in Solitae and accepts a quest from the Adventurers Guild. Pocket dimensions, fight pits, golem-makers and a Drider champion. The first elemental orb slips through their fingers.
Sessions 01 — 12
II

Voyage & Conspiracy

Out to sea on the Lion's Pride. A sunken city, a royal banquet that ends in disaster, an airship-crashing dragon, the mechanical city of Gorenobyl and the awakening of Clank. The cult's shape begins to emerge.
Sessions 13 — 29
Records gapThe Sky Cycle race, the journey from Gorenobyl to the Underdark, and the descent into Gnoble are not yet captured in NotebookLM. To be inscribed.
III

The Underdark

Beneath the warded city of Gnoble, the inner sanctum cracks open — and a friend climbs willingly into the throne of a fallen tyrant.
Gnoble · current
Latest chapter · ember-warm
The Elder Brain & the Bargain
Gnoble Session · Combat · Reginald · Elder Brain · Counterspell missed by 1
Beneath the warded city of Gnoble, the inner sanctum cracks open — and a friend climbs willingly into the throne of a fallen tyrant.