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 01Character creation; the Copper Ghetto meeting raided; lanterns in the alley.
  • Turn 02Down to street level; bribing the Watch to free Krah-Moh.
  • Turn 03Recovering the rope and pamphlets; leaving the rooftop with Krah.
  • Turn 04The Canal Quarter at dawn; the cell hears the anonymous note about Cheth.
  • Turn 05Reading the note; surfacing Hamech’s last known whereabouts.
  • Turn 06Vellum Lane at first light; with Pav and Krah to the Amber Moth.
  • Turn 07Engaging Uvaris at the door while Pav extracts Hamech.
  • Turn 08Back at the safe house; “has anyone heard of Cheth-of-the-Salt-Shore?”
  • Turn 09Tuket and Selindi answer; preparing to depart with Krah-Moh.
  • Turn 10South 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 13Reading the veth-cheth wave-mark on Krah-Moh’s shell.
  • Turn 14(OOC) What “the relay is open” means.
  • Turn 15The question through the relay; the old man’s answer; Cheth alive, distant.
  • Turn 16Back 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.