Whitehack/Yoon-Suin/Echo Resounding — Adventure Log
A solo Whitehack campaign, played in mission-companion.
This is the full play record. Each ❖ Turn below is one session: a
short scene with the GM, dice rolled in the open, decisions made in
plain English. The running summary lives in Chronicle.
Turns
- Turn 01 — Character creation; the Copper Ghetto meeting raided; lanterns in the alley.
- Turn 02 — Down to street level; bribing the Watch to free Krah-Moh.
- Turn 03 — Recovering the rope and pamphlets; leaving the rooftop with Krah.
- Turn 04 — The Canal Quarter at dawn; the cell hears the anonymous note about Cheth.
- Turn 05 — Reading the note; surfacing Hamech’s last known whereabouts.
- Turn 06 — Vellum Lane at first light; with Pav and Krah to the Amber Moth.
- Turn 07 — Engaging Uvaris at the door while Pav extracts Hamech.
- Turn 08 — Back at the safe house; “has anyone heard of Cheth-of-the-Salt-Shore?”
- Turn 09 — Tuket and Selindi answer; preparing to depart with Krah-Moh.
- Turn 10 — South to the Ward of the Salt Quarter; the tidal mark in yellow morning.
- Turn 11 — (OOC) Character-sheet check; pause before the miracle.
- Turn 12 — “Speak Truth to the Wretched” cast; the old crab-man hears it through Krah.
- Turn 13 — Reading the veth-cheth wave-mark on Krah-Moh’s shell.
- Turn 14 — (OOC) What “the relay is open” means.
- Turn 15 — The question through the relay; the old man’s answer; Cheth alive, distant.
- Turn 16 — Back to the cell; Selindi and Tuket sent to the Cartulary; a night’s rest, provisioning, and a possible henchman for the road south.
How to read
If you’re new: skim Chronicle first (10 minutes), then dive into
the turns from the beginning for the texture and dice.
If you want the structured view of who’s who: see the
Characters index and
Locations index.
What ”❖ Turn N” means
A turn in this campaign is one back-and-forth session with the
LLM-GM running inside mission-companion’s RPG mode. The dice rolled
are real — the GM rolls them transparently in code, prints the
numbers, then narrates the consequences. A turn is short by design
(one decision and its outcome), so the chronicle can grow without
anyone needing to keep the whole campaign in their head.
The full per-turn list with one-line blurbs is at the top of this
page; the Turns index has the static turn-by-turn
navigation.