Timeline
Wherein events are laid out according to the chronology of the Realms...
There, they find an entry on Arumbelle, and a god named Felak'Doun.
Act I
Act II
The year is 1546, Dale Reckoning (DR), on Toril, the continent of Faerûn, inland from the Sword Coast in an area that forms part of the expanded Lord's Alliance, formerly known as Vostewylde Alliance, formerly known as The Savage Frontier.
Month of Tarsakh - The Claw of Storms
Day 15
The party wakes up confused in a cave somewhere in the Greypeaks. They see some old faces they recognize: Bask Briarcloak, Tallin Gale, Nell Danovna, Kargi Prexson, Golun-dal Blackbane, and Lady of the Glen Tessadil Lanodyn. They learn twenty-five years have passed since the Battle for Old Weir and only the small group remains who remember it as such. They were rescued because the group believes they are instrumental in the return of a goddess, who in turn is thought to herald the downfall of the Monarch and the mind flayers.
Day 16 to 22
The party remembers vague recollections of their life in Thralldom, and recovers under Bask's ministrations and Kargi's mountain cooking.
Day 23
Zireael did not survive the process to remove thralldom, and dies. Tessa brings Falka, his adopted daughter who tracked her down and now bears the Sign of the Maiden. They eulogize the old Ranger and Tallin runs a training. The survivors tell their tales.
Day 24
The party departs for the Mootscarp and the High Moor where the hope to find a library to do research on this goddess. Ticks infest the party, with a small one burrowing into Safad's calf.
Day 25
Dala'gse smokes out a beaver lodge to gift the party "bacon of the woods" roasted beaver tail. Rya heals Safad's disease, Slothrop defends the camp from food thieves, and Ironica saves one of the beaver kits from Dala'gse fire.
Day 26
The party comes upon a band of highwaymen and feigns joining them, only to turn on the robbers, shoving them off a ledge as a wandering group of Tymora Mystics pass by. The group accepts the bandits' surrender, save one who tries to run -- they slay him. The rescued priests gift them Lady Luck Charms. After they depart the camp, a group of pixies thanks Dala'gse for restoring the balance to their lands, and sings them to sleep.
Day 27
Travel
Day 28
Travel. The party is attacked by the Revenant of the slain bandit (Langson) and nearly dies before slaying the priest who was keeping it alive. Nancy flees into the woods.
Day 29
Travel. The party arrives at the Mootscarp, buys equipment, and starts breaking rules. Heathayla arrives and births a baby with Kallax and Dala'gse's help.
Day 30
The party gets involved in various plots and starts rumors at the Mootscarp. They take care of Heathayla. They lose all their money in an underground animal fighting ring after being discovered cheating. Ironica helps Laurie woo Lissoli.
GREENGRASS
Bhin sends them off unceremoniously after banishing them from the Mootscarp. They must deliver Heathayla to Davna at Melarn's Door if they ever want to return.
Month of Mirtul - The Melting
Day 1
Travel with Heathayla, child, and goat...everything is going just fine. FINE.
Day 2
Major thunderstorm, shelter in a strange cave. Turns out to be an ancient Shrine to Malar. Occupied by other travelers. They cooperate with traveling party from Dragonspear to plunder Malar's shrine.
Day 3
Falka, Dala'gse, Heathayla, Ironica, and Slothrop corner Dirk the Ranger and send him out on a ceremonial hunt to appease Malar. Dirk is the prey. They kill Dirk unsportingly, but Malar is well pleased.
Rya and Safad awake in the cave-shrine, finally rid of their meddlesome companions, breathe deeply the crisp Moor air, and make breakfast. They didn't realize how much tension they'd been holding. Whudry, an Earl's son from Dragonspear writes them a letter of introduction to his father. They depart for Melarn's Door when their companions show no sign of returning.
Day 4
The Hunters infiltrate the Hark dungeon's outer layers, coming upon fierce resistance. Slothrop is stricken with self-inflicted wererat lycanthropy....aaaaand it's a full moon.
The Sorcerers travel.
Day 5
The Hunters meet an old goblin crone who explains the whole Hark situation. They help her escape after killing her sons.
The sorcerers travel.
Day 6
The Hunters begin their assault on Hark Keep, unable to rest as the Hark haunts their dreams.
The sorcerers come across a distressed maiden about to be sacrificed by a group of Hark. They save her, except she didn't want to be rescued. She screams and a whole host of Hark swarm. They cast fireball and lightning bolt, slaying at least 30 Hark, and then run...all the way to a boiling lake where a dragon turtle finishes off the rest of them and offers them a ride across the water.
Day 7
The Hunters, somehow, miraculously, storm Hark Keep on the Night of 500 Arrows. They are exhausted, and face a well-guarded and powerful Hark. But they interpret correctly a series of obscure clues to her power and defeat her handily. They sleep.
The sorcerer's begin to study at Melarn's Door and begin a series of lectures on sorcery and articificing. They learn the name of the mysterious goddess, Arumbelle, by her star signs.
Day 8
The Hunters palaver with the Hark who have forsaken the corrupt name to return to their roots -- the jooschaggi.
The sorcerers woo Melarn's door with their magnetism, sorcery, and teaching style.
Day 9
The Hunters travel to Melarn's Door and have a very different interaction with the dragon turtle.
The sorcerers are invited to join the faculty and continue their research.
Day 10
The hunters arrive at Melarn's Door just as Safad is delivering his final lecture. The group is reunited after nearly a tenday apart. They party hard at Becky's Tavern.
Day 11
The party departs for Dragonspear, soaking in some hot springs with Dun-kan! addled Red Tusk. They see Arumbelle in a misty spring.
Day 12
The group travels south to Dragonspear and encounters a slain party of Red Tusk and a wounded griffon. They heal the griffon and it calls its children in to help give them a lift to Dragonspear.
Day 13
Travel on griffon
Day 14
The party arrives in Dragonspear, bypassing the front gate and landing on the highest spires. All but Falka and Dala'gse comply in moving to the EF's keep. A very angry Lady Starboard, ruler of Dragonspear, meets Falka and Dala'gse in her private tower. They rudely question her and she replies equally rudely, only for everyone to realize at once that Dala'gse is Lady Starboard's long-lost brother. Lady Starboard takes back her family name, Canaglym, and invites them all to feast.
The party cleans up and advises on strategies to jumpstart the Dragonspear economy at dinner.
Day 15
The party departs for Candlekeep in the company of a group of fellow travelers. Strangely, they all seem to have a connection to Old Weir. HACKLES UP.
Day 16
A murder most foul is committed on the trail. WHODUNNIT?
Day 17
Another murder. Travel.
Day 18
Another murder. Travel.
Day 19
Travel, questioning.
Day 20
Two more murders, and the remaining traveling companion reveals herself to be a thrall of the Old Weir mind flayers. She gives them an ultimatum: return to Old Weir with her, recanting their tales of illithid thralldom, or the colony will kill everyone they loved--all their children--back in Old Weir.
Alternatively, they can just kill themselves in front of her.
The party decides to kill the thrall instead. She was bluffing, right?
Day 21
More travel to Candlekeep. Through the Fields of the Dead.
Day 22
Despite giving a haunted farm wide berth, a banshee finds them...Ironica can somehow communicate with it. They follow it back to put an end to its brother's misery, a fellow undead. Dala'gse uncovers a magical spear.
Day 23
Travel to Candlekeep, bypassing Baldur's Gate.
Day 24
The Party arrives at Candlekeep, producing a work from Iago Willsunc to enter. They barely have time to rest before the group goes to investigate the Flooded Stacks, only to find a water demon that nearly kills Dala'gse. They return to the Court of Air, battered, and Candlekeep's wizarding baddies show up to help. They return to defeat the demon, and gain entrance to the Flooded Stacks.
There, they find an entry on Arumbelle, and a god named Felak'Doun.
Day 25
They conduct more research behind the Emerald Door (after Falka agrees to an interview for admission). They find a major work by three of the Great Readers detailing all known lore of Arumbelle and Felak'Doun (and the other gods).
--------------------
The year is 1521, Dale Reckoning (DR), on Toril, the continent of Faerûn, inland from the Sword Coast in an area formerly known as "The Savage Frontier"
Month of Hammer - Deepwinter
Day 21
Sha'hale Rezna falls from the sky over Wade's Bog. The PCs bury her and camp for the night.
Day 22
The PCs pass a traveling merchant, kill him, and discover he is actually a forger. They camp for the night past the Gap of Lodun.
Day 23
The PCs awaken to a patrol passing on the road, they wait for it to pass and head for Old Weir. They are stopped by a patrol of guards, whom they kill. A nearby farmer boy sees them, they confront the farmer and agree to help him with a problem. They stay at Faelin's Farm.
Day 24
The PCs arrive in Old Weir and attempt to stay at the Gilded Lamb, only to have Tallin Gale of the Hibernal teleport them to an undisclosed location where they sleep for the night after standing trial.
Day 25
The PCs run the Cavern and emerge victorious. They visit the armory.
Day 26
The PCs emerge by the bathhouse and head for Julian's.
Day 27
The PCs cause a ruckus at the Lipless Run and spend the day sleeping off addiction at Julian's. They then leave for the Forgotten Forest at night.
Day 28
The PCs happen upon Bask Briarcloak fighting a bulette. They help kill it, only to encounter a bleeding Ranger, Fendal Bogan, with a little girl on the run from Kearn'an The Bold. They fight Kearn'an only to have it interrupted by another bulette attack. The PCs kill the bulette and Kearn'an but one of his companions escapes. A few of the companions head to Old Weir to run some errands.
Day 29
The PCs in Old Weir hear the calling of a sentient blade named Rook. They raid the house of Percy Daleman to steal it, killing the master of the house and two manservants in the process. They then light the house on fire.
Meanwhile, the PCs in Bask's forest look after Nell and get caught up on the regional history.
Day 30
The PCs in Old Weir wake up to a proposition from the Thieves Guild: do a job for us or the Guard learns you were snooping around the Daleman Manor yesterday. Percy was a smuggler and the Guild needs to move something tonight. The PCs agreed. They dress up like Wastekeeper Guild members and lead two carts full of trash, one with a hot chest, to the East Gate. D'Luk Cassin and the Hibernal ambush them in the process and tell them they are transporting a good deal of Laudinsfös. The PCs get the shipment through the gate after subduing the Weir Watch and slaying a Monarch guard. They meet up with D'Luk outside the town and decide to follow the shipment through the Lakeville. Gallie takes delivery of the drugs at the Ice Hut by the Sawmill.
Meanwhile, the PCs in Bask's Grove have a trippy dream--or was it a visit to the Feywild?--involving the Granite Court of the Antlered King, strange sentient Leaf creatures, and a Donkeytaur. Dala'gse emerged free of his addiction.
Midwinter Day
The PCs wake up in Bask's cabin and enjoy the region's traditional stewed game meats. They then explore Bulette tunnels before turning back. They encounter a farm on the outskirts of the forest and slay two carrion crawlers.
Month of Alturiak - The Claw of Winter
Day 1
Some of the PCs head to Ebbonstone Abbey after encountering Kalliar Brood on the road who told them of a sick master potter. They set out for Ebbonstone Abbey, while some of the PCs hang out at Bask's cabin.
Day 2
The PCs arrive at Ebbonstone Abbey and discover the injured potter is Vestral Valgue who warns them a vampire spawn is headed for Shifu's Refuge. A Lord Damien is gathering up the finest craftsmen in the land to build a weapon.
Day 3
The PCs at Ebbonstone Abbey set out for Shifu's refuge. The PCs at Bask's camp, set out as well after receiving word from Old Weir.
Day 4
Travel.
Day 5
The PCs arrive at Shifu's Refuge and find that they have made it in time--Shifu is well. They set up an ambush for the vampire spawn. The other PCs show up and together they fend off waves of attacks from swarms of spiders, ghouls, and vampiric mist. Lord Woddyr Damien arrives and demands Shifu. The PCs instead strike a deal with him: they will help him kill the Vampire that turned him into an undead if he promises no harm to the artisans. Lord Damien and Shifu agree.
Day 6
The PCs set off for Lakeville to pick up a guide to take them to Myth Sveldin and find Rya.
Day 7 - Full Moon
Travel
Day 8
The PCs see a massive elk migration and enjoy the constellations.
Day 9
The PCs arrive in Lakeville and are told by a bartender that Rya lives there. The PCs meet Rya, trade some magical items, and recruit an ice fishergnome, Po Trout, to join their party on a trip to Myth Sveldin.
Day 10
The group departs for Myth Sveldin.
Day 11
Travel
Day 12
Travel, Safad becomes addicted to hisperin.
Day 13
The PCs meet an ancient crone in Hag's Glen who tells them they will find aid from stone or iron or blood when the shells wash up on the shore and the white stone gives way to black earth.
Day 14
Travel
Day 15
The PCs meet the goblin Captain Prex and the geriatric 47th Mountain Division, as well as their shamanistic leader, Mother. She asks them to see the key the ancient crone gave them, claiming she has seen a similar one before. The group recruits Lieutenant Falz, Quartermaster Kargi and his wolf Dunny, as well as Captain Prex to join them on their journey to Myth Sveldin. Mother promises to research the key.
Day 16
Travel
Day 17
Travel
Day 18
Arrival at the entrance to Myth Sveldin. The group fends off a yeti attack. The goblins prove themselves.
Day 19
Travel underground
Day 20 - 21?
Travel, the group meets an "Endling" who claims he is the last of his kind and asks for help checking this one place he knows of for a mate. When the group arrives at that place, they find a dead Endling.
Day 21 - 23?
Arrival at Myth Sveldin. Po walks them through the Statue Trap at the Labyrinth.
Day 22 - 25?
The group explores Hagar's Mine where they rescue a Drow princess from a group of Duergar and collect lots of loot.
Day 24 - 27?
The PCs encounter an Umber Hulk, and rid the Ruby Caves of a Wererat infestation. Zireael and Dala'gse become infected with Wererat lycanthropy.
Day 26 - Day 28?
The PCs explore deeper into Myth Sveldin, past the Ruby Caves, where they run into a group of Hobgoblins who claim this part of the city belongs to Kas the Allseeing, a beholder.
Day 27 - Day 30?
The PCs hideout with Laxle Do'Ridd and explore the Standing Stones area of Myth Sveldin where they act in a play directed by two deranged earth elementals.
Month of Ches - The Claw of Sunsets
Day 28 Alturiak - Day 1 Ches?
The Misfit Six navigate the spectrum puzzle trap and find three nooks full of loot, and one with a mimic. Nancy becomes infected with Wererat Lycanthropy.
Day 29 Alturiak - Day 2 Ches?
The PCs pass through the fungal pools, encountering the Mushroom King, Guardian of the first Sveldinstone. They win the stone.
Day 30 Alturiak - Day 3 of Ches?
The Misfit Six are not deceived by the Corridor of Deception, but still fall off the real chasm at the end. They discover the second Sveldinstone at the bottom of the chasm, and return to Statue Square only to be betrayed by Rya and Po who led them right into a mind flayer ambush.
Day 1 - Day 4 of Ches?
The group flees Myth Sveldin after Rya's memories tell them they are in graver danger than they imagined, being pursued from the ruined city and likely from the surface as well.
Day 2- Day 6 of Ches?
The PCs camp, estimating that the curse of Lycanthropy may indeed be making its appearance soon.
Day 5 of Ches
The day is confirmed as Zireael, Dala'gse, and Nancy, turn into crazed wererats. Luckily, they are locked in a stone-formed cell. Those standing guard encounter three svirfneblin miners, and are set upon my intellect devourers.
Day 6 of Ches
The PCs bumble headlong, lost, deeper into the Underdark, doing anything they can to outrun their pursuers.
Day 7 - 8 of Ches
The group is "ambushed" by Diazza, Slothrop's sister, who risks the wrath of their parents to help guide the group to the closest surface exit.
Day 9 of Ches
The Misfit Six emerge from the Underdark onto the High Moor, through the cellar of a ruined structure.
Day 10 of Ches
The group travel east and south out of the High Moor with Golun-dal as he flees the Red Tusk Tribe. They encounter a pair of trolls and fireball them to oblivion.
Day 11 of Ches
The group arrives at The Mootscarp the day after Tenday Market. They frame a fair-weather "Ranger" named Felix Rain for the robbery of Blouder Brig, an explorer, after Slothrop loses the second Sveldinstone to him in a game of Liar's Dice. Rya comes to life and learns to make poisons with Ironica.
Day 12 of Ches
The party flees the Mootscarp, passing by Lodge 9 / 11, and makes camp where hawks and voles start to pay them particular attention.
Day 13 of Ches
The group continues to travel east.
Day 14 of Ches
Leaving the Moor, the group runs into a large party of orcs led by a shaman named Sholan-dur who has somehow managed to track Golun-dal's progress and beat him to the exit. His group confronts Golun-dal who thinks he is facing them alone, but the party shows up and the fight isn't even fair.
Day 15 of Ches
The group travels east, skirting the northern reaches of the Marsh of Chelimber. Dala'gse gathers frogs.
Day 16 of Ches
The party encounters another group of adventurers camped out on the way to find the Onyx Tower in the Marsh of Chelimber. They share their fire and Dala'gse shares his rubies.
Day 17 of Ches
The party turned north to reach Den No. 47, but saw a familiar cabin in a misty glen, and were welcomed into the home of The Lady of the Glen. She offered them various deals to earn the stone spindle or the vial of blood, claiming they may need all the help they could get to succeed. The group was tempted to give her Golun-dal for the stone but instead just took her mushroom bread as she rebuffed their requests to heal sfos addiction and cure lycanthropy.
They then rushed to the Den to find the goblin veterans mind flayed and Mother burnt to a crisp, suspended in the frozen waterfall. Prex took her down and she was barely alive. He retrieved the researcher Coulain's journal from a hidden nook. They walked out of the Den and set it on fire as they turned north.
Day 18 of Ches
Travel north into the Greypeaks
Day 19 of Ches
Travel north deeper into the Greypeaks
Day 20 of Ches
The group came upon a cabin in a snowy open bowl. Prex claimed it was Outpost 109, a bugbear stronghold. He led the charge. A brawl erupted inside when the geriatric golbins encountered the geriatric bugbears. It spilled out onto the snowy slope of the bowl where an avalanche was triggered.
Some of the group outran the avalanche while others were buried and later recovered.
Day 21 of Ches
The Fellowship of the Key awoke to see three caves in the face of the bowl had been revealed by the avalanche. They set out toward the caves for refuge but were attacked by a pair of anguished wyverns on the way. When they reached the caves they found it was a sacred Stone Giant art chamber. They learned this from the Stone Giants who were very unhappy at their presence. Using the sveldinstones, they earned the giant's respect. They learned the giants were aware of disturbances in the underdark, claiming the purple worms had been awakened, but were content to hide in their granite tower.
The giants went crazy when they heard the group had seen the stone spindle, something they called a speakingstone, in Hag's Glen, and promised to help them if they brought back the speakingstone.
Day 22 of Ches
The group travels down the mountain with two stone giants. The pick up a "dramscaper", a more feral, but magic-sensitive stone giant, and continue on. Golun-dal confesses a dark secret: he has been sponsored by a dark entity and his magical is of an eldritch nature; he is a warlock. He wants free of his pact and to be a wizard. Nancy comforts him.
Day 23 of Ches
The giants make incredible time and deliver the group to Hag's Glen, with Zireael's guidance. There, they meet with the Lady of the Glen. The group decides to trade the vulnerable, suffering, Golun-dal to the Lady in exchange for the speaking stone.
Day 24 of Ches
The group travels back up the mountain and drops off the Dramscaper.
Day 25 of Ches
The group returns to Graniskold Warren to a hero's welcome. Yelloch and the other giants cannot believe they actually found Mevvensettlan. They break out the music and party. The giant's promise to help the group with something they need. The PCs meet a giant named Brad. Everyone likes Brad.
Day 26 of Ches
The party gathers an army of stone giants and travels down the mountain to the foothills of the Greypeaks.
Day 27 of Ches
The party investigates Lakeville, finds it empty, and marches for Old Weir. They meet Gavin Peddlesworth on the road, carrying his aunt's ashes, bound for Evereska.
Day 28 of Ches
The stonegiants camp in the mountains four miles south of Old Weir. The party slips into Old Weir, very detected, and are greeted as heroes. Rya leads them to the hibernal.
Meanwhile, the PCs in Bask's forest look after Nell and get caught up on the regional history.
Day 30
The PCs in Old Weir wake up to a proposition from the Thieves Guild: do a job for us or the Guard learns you were snooping around the Daleman Manor yesterday. Percy was a smuggler and the Guild needs to move something tonight. The PCs agreed. They dress up like Wastekeeper Guild members and lead two carts full of trash, one with a hot chest, to the East Gate. D'Luk Cassin and the Hibernal ambush them in the process and tell them they are transporting a good deal of Laudinsfös. The PCs get the shipment through the gate after subduing the Weir Watch and slaying a Monarch guard. They meet up with D'Luk outside the town and decide to follow the shipment through the Lakeville. Gallie takes delivery of the drugs at the Ice Hut by the Sawmill.
Meanwhile, the PCs in Bask's Grove have a trippy dream--or was it a visit to the Feywild?--involving the Granite Court of the Antlered King, strange sentient Leaf creatures, and a Donkeytaur. Dala'gse emerged free of his addiction.
Midwinter Day
The PCs wake up in Bask's cabin and enjoy the region's traditional stewed game meats. They then explore Bulette tunnels before turning back. They encounter a farm on the outskirts of the forest and slay two carrion crawlers.
Month of Alturiak - The Claw of Winter
Day 1
Some of the PCs head to Ebbonstone Abbey after encountering Kalliar Brood on the road who told them of a sick master potter. They set out for Ebbonstone Abbey, while some of the PCs hang out at Bask's cabin.
Day 2
The PCs arrive at Ebbonstone Abbey and discover the injured potter is Vestral Valgue who warns them a vampire spawn is headed for Shifu's Refuge. A Lord Damien is gathering up the finest craftsmen in the land to build a weapon.
Day 3
The PCs at Ebbonstone Abbey set out for Shifu's refuge. The PCs at Bask's camp, set out as well after receiving word from Old Weir.
Day 4
Travel.
Day 5
The PCs arrive at Shifu's Refuge and find that they have made it in time--Shifu is well. They set up an ambush for the vampire spawn. The other PCs show up and together they fend off waves of attacks from swarms of spiders, ghouls, and vampiric mist. Lord Woddyr Damien arrives and demands Shifu. The PCs instead strike a deal with him: they will help him kill the Vampire that turned him into an undead if he promises no harm to the artisans. Lord Damien and Shifu agree.
Day 6
The PCs set off for Lakeville to pick up a guide to take them to Myth Sveldin and find Rya.
Day 7 - Full Moon
Travel
Day 8
The PCs see a massive elk migration and enjoy the constellations.
Day 9
The PCs arrive in Lakeville and are told by a bartender that Rya lives there. The PCs meet Rya, trade some magical items, and recruit an ice fishergnome, Po Trout, to join their party on a trip to Myth Sveldin.
Day 10
The group departs for Myth Sveldin.
Day 11
Travel
Day 12
Travel, Safad becomes addicted to hisperin.
Day 13
The PCs meet an ancient crone in Hag's Glen who tells them they will find aid from stone or iron or blood when the shells wash up on the shore and the white stone gives way to black earth.
Day 14
Travel
Day 15
The PCs meet the goblin Captain Prex and the geriatric 47th Mountain Division, as well as their shamanistic leader, Mother. She asks them to see the key the ancient crone gave them, claiming she has seen a similar one before. The group recruits Lieutenant Falz, Quartermaster Kargi and his wolf Dunny, as well as Captain Prex to join them on their journey to Myth Sveldin. Mother promises to research the key.
Day 16
Travel
Day 17
Travel
Day 18
Arrival at the entrance to Myth Sveldin. The group fends off a yeti attack. The goblins prove themselves.
Day 19
Travel underground
Day 20 - 21?
Travel, the group meets an "Endling" who claims he is the last of his kind and asks for help checking this one place he knows of for a mate. When the group arrives at that place, they find a dead Endling.
Day 21 - 23?
Arrival at Myth Sveldin. Po walks them through the Statue Trap at the Labyrinth.
Day 22 - 25?
The group explores Hagar's Mine where they rescue a Drow princess from a group of Duergar and collect lots of loot.
Day 24 - 27?
The PCs encounter an Umber Hulk, and rid the Ruby Caves of a Wererat infestation. Zireael and Dala'gse become infected with Wererat lycanthropy.
Day 26 - Day 28?
The PCs explore deeper into Myth Sveldin, past the Ruby Caves, where they run into a group of Hobgoblins who claim this part of the city belongs to Kas the Allseeing, a beholder.
Day 27 - Day 30?
The PCs hideout with Laxle Do'Ridd and explore the Standing Stones area of Myth Sveldin where they act in a play directed by two deranged earth elementals.
Month of Ches - The Claw of Sunsets
Day 28 Alturiak - Day 1 Ches?
The Misfit Six navigate the spectrum puzzle trap and find three nooks full of loot, and one with a mimic. Nancy becomes infected with Wererat Lycanthropy.
Day 29 Alturiak - Day 2 Ches?
The PCs pass through the fungal pools, encountering the Mushroom King, Guardian of the first Sveldinstone. They win the stone.
Day 30 Alturiak - Day 3 of Ches?
The Misfit Six are not deceived by the Corridor of Deception, but still fall off the real chasm at the end. They discover the second Sveldinstone at the bottom of the chasm, and return to Statue Square only to be betrayed by Rya and Po who led them right into a mind flayer ambush.
Day 1 - Day 4 of Ches?
The group flees Myth Sveldin after Rya's memories tell them they are in graver danger than they imagined, being pursued from the ruined city and likely from the surface as well.
Day 2- Day 6 of Ches?
The PCs camp, estimating that the curse of Lycanthropy may indeed be making its appearance soon.
Day 5 of Ches
The day is confirmed as Zireael, Dala'gse, and Nancy, turn into crazed wererats. Luckily, they are locked in a stone-formed cell. Those standing guard encounter three svirfneblin miners, and are set upon my intellect devourers.
Day 6 of Ches
The PCs bumble headlong, lost, deeper into the Underdark, doing anything they can to outrun their pursuers.
Day 7 - 8 of Ches
The group is "ambushed" by Diazza, Slothrop's sister, who risks the wrath of their parents to help guide the group to the closest surface exit.
Day 9 of Ches
The Misfit Six emerge from the Underdark onto the High Moor, through the cellar of a ruined structure.
Day 10 of Ches
The group travel east and south out of the High Moor with Golun-dal as he flees the Red Tusk Tribe. They encounter a pair of trolls and fireball them to oblivion.
Day 11 of Ches
The group arrives at The Mootscarp the day after Tenday Market. They frame a fair-weather "Ranger" named Felix Rain for the robbery of Blouder Brig, an explorer, after Slothrop loses the second Sveldinstone to him in a game of Liar's Dice. Rya comes to life and learns to make poisons with Ironica.
Day 12 of Ches
The party flees the Mootscarp, passing by Lodge 9 / 11, and makes camp where hawks and voles start to pay them particular attention.
Day 13 of Ches
The group continues to travel east.
Day 14 of Ches
Leaving the Moor, the group runs into a large party of orcs led by a shaman named Sholan-dur who has somehow managed to track Golun-dal's progress and beat him to the exit. His group confronts Golun-dal who thinks he is facing them alone, but the party shows up and the fight isn't even fair.
Day 15 of Ches
The group travels east, skirting the northern reaches of the Marsh of Chelimber. Dala'gse gathers frogs.
Day 16 of Ches
The party encounters another group of adventurers camped out on the way to find the Onyx Tower in the Marsh of Chelimber. They share their fire and Dala'gse shares his rubies.
Day 17 of Ches
The party turned north to reach Den No. 47, but saw a familiar cabin in a misty glen, and were welcomed into the home of The Lady of the Glen. She offered them various deals to earn the stone spindle or the vial of blood, claiming they may need all the help they could get to succeed. The group was tempted to give her Golun-dal for the stone but instead just took her mushroom bread as she rebuffed their requests to heal sfos addiction and cure lycanthropy.
They then rushed to the Den to find the goblin veterans mind flayed and Mother burnt to a crisp, suspended in the frozen waterfall. Prex took her down and she was barely alive. He retrieved the researcher Coulain's journal from a hidden nook. They walked out of the Den and set it on fire as they turned north.
Day 18 of Ches
Travel north into the Greypeaks
Day 19 of Ches
Travel north deeper into the Greypeaks
Day 20 of Ches
The group came upon a cabin in a snowy open bowl. Prex claimed it was Outpost 109, a bugbear stronghold. He led the charge. A brawl erupted inside when the geriatric golbins encountered the geriatric bugbears. It spilled out onto the snowy slope of the bowl where an avalanche was triggered.
Some of the group outran the avalanche while others were buried and later recovered.
Day 21 of Ches
The Fellowship of the Key awoke to see three caves in the face of the bowl had been revealed by the avalanche. They set out toward the caves for refuge but were attacked by a pair of anguished wyverns on the way. When they reached the caves they found it was a sacred Stone Giant art chamber. They learned this from the Stone Giants who were very unhappy at their presence. Using the sveldinstones, they earned the giant's respect. They learned the giants were aware of disturbances in the underdark, claiming the purple worms had been awakened, but were content to hide in their granite tower.
The giants went crazy when they heard the group had seen the stone spindle, something they called a speakingstone, in Hag's Glen, and promised to help them if they brought back the speakingstone.
Day 22 of Ches
The group travels down the mountain with two stone giants. The pick up a "dramscaper", a more feral, but magic-sensitive stone giant, and continue on. Golun-dal confesses a dark secret: he has been sponsored by a dark entity and his magical is of an eldritch nature; he is a warlock. He wants free of his pact and to be a wizard. Nancy comforts him.
Day 23 of Ches
The giants make incredible time and deliver the group to Hag's Glen, with Zireael's guidance. There, they meet with the Lady of the Glen. The group decides to trade the vulnerable, suffering, Golun-dal to the Lady in exchange for the speaking stone.
Day 24 of Ches
The group travels back up the mountain and drops off the Dramscaper.
Day 25 of Ches
The group returns to Graniskold Warren to a hero's welcome. Yelloch and the other giants cannot believe they actually found Mevvensettlan. They break out the music and party. The giant's promise to help the group with something they need. The PCs meet a giant named Brad. Everyone likes Brad.
Day 26 of Ches
The party gathers an army of stone giants and travels down the mountain to the foothills of the Greypeaks.
Day 27 of Ches
The party investigates Lakeville, finds it empty, and marches for Old Weir. They meet Gavin Peddlesworth on the road, carrying his aunt's ashes, bound for Evereska.
Day 28 of Ches
The stonegiants camp in the mountains four miles south of Old Weir. The party slips into Old Weir, very detected, and are greeted as heroes. Rya leads them to the hibernal.
Day 29 of Ches
On the eve of the prophecized attack on Old Weir, the group went shopping and followed around dignitaries from the Lord's Alliance who were examining the anti-Monarch sentiment in Old Weir to vet the Vostewylde's bid to enter the Alliance. The attack was sprung as prophecized on an unprepared town and everyone was taken into thralldom by mind flayers.
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