Difference between revisions of "Shattered Covenant Timeline"
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* Campaign Begins | * Campaign Begins | ||
===Kythorn 1491 DR=== | ===Kythorn 1491 DR=== | ||
− | * '''24th:''' Raining (heavy rain) | + | * '''24th:''' ''Raining (heavy rain)'' |
** Arrive in Daggerdale | ** Arrive in Daggerdale | ||
** Head out to Anteos Manor | ** Head out to Anteos Manor | ||
** Track hobgoblins to lakeside ruin | ** Track hobgoblins to lakeside ruin | ||
− | * '''25th:''' Heat wave (hot) | + | * '''25th:''' ''Heat wave (hot)'' |
** Ventured with freed refugees to Gillian's Hill, stopped to eat and rest. | ** Ventured with freed refugees to Gillian's Hill, stopped to eat and rest. | ||
** Continued on - after two hours found a bulette carcass | ** Continued on - after two hours found a bulette carcass | ||
** Arrived in Daggerford @ 3pm (roughly) | ** Arrived in Daggerford @ 3pm (roughly) | ||
** Checked into inns, looked around for tasks, bounty board, Zhentarim and Harper meetings (including getting hobgoblin head to Harpers) | ** Checked into inns, looked around for tasks, bounty board, Zhentarim and Harper meetings (including getting hobgoblin head to Harpers) | ||
− | * '''26th:''' Clear (windy) | + | * '''26th:''' ''Clear (windy)'' |
** Messenger from Duchess for group; (very dismissive) audience with her | ** Messenger from Duchess for group; (very dismissive) audience with her | ||
** Task from wizard Delfin re: Floshin Estate, and owl-message for Pyrvaris from druidess Brevanne. | ** Task from wizard Delfin re: Floshin Estate, and owl-message for Pyrvaris from druidess Brevanne. | ||
Line 22: | Line 22: | ||
** Lose giant tracks, but stumble on a slaving camp. Attack, slaying slaving hobgoblins and goblins, and free refugees. | ** Lose giant tracks, but stumble on a slaving camp. Attack, slaying slaving hobgoblins and goblins, and free refugees. | ||
** Take refugees to nearby Twilight House, a temple to Selûne. Rest there for the night. | ** Take refugees to nearby Twilight House, a temple to Selûne. Rest there for the night. | ||
− | * '''27th:''' Clear (windy) | + | * '''27th:''' ''Clear (windy)'' |
** Wake at the Twilight House, which has agreed to take in refugees. Capture a hobgoblin named ''Urruth'' | ** Wake at the Twilight House, which has agreed to take in refugees. Capture a hobgoblin named ''Urruth'' | ||
** Investigate trail of giants, go to Stillwater, hear about giant attacks, speak with Saer Isteval, head into forest, find dryad, accept mission to go to heal folk at werebear den, get them healing, fight off ogres | ** Investigate trail of giants, go to Stillwater, hear about giant attacks, speak with Saer Isteval, head into forest, find dryad, accept mission to go to heal folk at werebear den, get them healing, fight off ogres | ||
− | * '''28th:''' Clear | + | * '''28th:''' ''Clear'' |
** Climb up through den to top of ridge, head for Blackwood manor, encounter giant but get into the gate, speak with Blackwoods | ** Climb up through den to top of ridge, head for Blackwood manor, encounter giant but get into the gate, speak with Blackwoods | ||
** Move to attack hill giant. Lady Blackwood insists on sending six guards with them. | ** Move to attack hill giant. Lady Blackwood insists on sending six guards with them. | ||
** Continue on to Mud Creek, and discover them cleaning up after the attack. Uncover the reeve's efforts to buy up more of the village using the tragedy to leverage folk to sell. Most of group helps clean up and rescue those trapped in tunnels while Quel returns to Lady Blackwood to tell her what is going on. | ** Continue on to Mud Creek, and discover them cleaning up after the attack. Uncover the reeve's efforts to buy up more of the village using the tragedy to leverage folk to sell. Most of group helps clean up and rescue those trapped in tunnels while Quel returns to Lady Blackwood to tell her what is going on. | ||
** That night, Graneg and two Thayan gnolls find the PCs and attack them. They are a beast-master (CR 1), his giant hyena (CR 1), and two gnolls (CR 1/2) with strange tattoos across their faces that begin to glow when they are bloodied, and who reanimate as gnoll zombies on their death. | ** That night, Graneg and two Thayan gnolls find the PCs and attack them. They are a beast-master (CR 1), his giant hyena (CR 1), and two gnolls (CR 1/2) with strange tattoos across their faces that begin to glow when they are bloodied, and who reanimate as gnoll zombies on their death. | ||
− | * '''29th:''' Clear (windy) | + | * '''29th:''' ''Clear (windy)'' |
** Wake in Mud Creek. Remain here to continue excavating folks trapped in tunnels. | ** Wake in Mud Creek. Remain here to continue excavating folks trapped in tunnels. | ||
** Take barge from Mud Creek down the Delimbyr and arrive in Daggerford. | ** Take barge from Mud Creek down the Delimbyr and arrive in Daggerford. | ||
Line 36: | Line 36: | ||
** Arrive in ruins of Enfield only to find goblins and a bugbear looting the place. | ** Arrive in ruins of Enfield only to find goblins and a bugbear looting the place. | ||
** Settle into a farmhouse that night. | ** Settle into a farmhouse that night. | ||
− | * '''30th:''' Clear | + | * '''30th:''' ''Clear'' |
** Attacked during the night in the farmhouse by trolls. | ** Attacked during the night in the farmhouse by trolls. | ||
** Head out the next day, and clear out a ghoul nest in ruins of Newfield. | ** Head out the next day, and clear out a ghoul nest in ruins of Newfield. |
Revision as of 18:58, 22 August 2020
Year of the Scarlet Witch (1491 DR)
- Campaign Begins
Kythorn 1491 DR
- 24th: Raining (heavy rain)
- Arrive in Daggerdale
- Head out to Anteos Manor
- Track hobgoblins to lakeside ruin
- 25th: Heat wave (hot)
- Ventured with freed refugees to Gillian's Hill, stopped to eat and rest.
- Continued on - after two hours found a bulette carcass
- Arrived in Daggerford @ 3pm (roughly)
- Checked into inns, looked around for tasks, bounty board, Zhentarim and Harper meetings (including getting hobgoblin head to Harpers)
- 26th: Clear (windy)
- Messenger from Duchess for group; (very dismissive) audience with her
- Task from wizard Delfin re: Floshin Estate, and owl-message for Pyrvaris from druidess Brevanne.
- Gather other tasks and then set out toward Blackbranch, via Stillwater.
- Encounter goblins chasing refugees, stop them, and take refugees to Stillwater.
- In Stillwater, discover giant sightings, and offer to scout. Head west of town and after a few hours find a ravine with a camp of ogres and four hill giants. Return to Stillwater with news.
- Set out to scout east of Stillwater along river, and discover a fording spot used by giants.
- Lose giant tracks, but stumble on a slaving camp. Attack, slaying slaving hobgoblins and goblins, and free refugees.
- Take refugees to nearby Twilight House, a temple to Selûne. Rest there for the night.
- 27th: Clear (windy)
- Wake at the Twilight House, which has agreed to take in refugees. Capture a hobgoblin named Urruth
- Investigate trail of giants, go to Stillwater, hear about giant attacks, speak with Saer Isteval, head into forest, find dryad, accept mission to go to heal folk at werebear den, get them healing, fight off ogres
- 28th: Clear
- Climb up through den to top of ridge, head for Blackwood manor, encounter giant but get into the gate, speak with Blackwoods
- Move to attack hill giant. Lady Blackwood insists on sending six guards with them.
- Continue on to Mud Creek, and discover them cleaning up after the attack. Uncover the reeve's efforts to buy up more of the village using the tragedy to leverage folk to sell. Most of group helps clean up and rescue those trapped in tunnels while Quel returns to Lady Blackwood to tell her what is going on.
- That night, Graneg and two Thayan gnolls find the PCs and attack them. They are a beast-master (CR 1), his giant hyena (CR 1), and two gnolls (CR 1/2) with strange tattoos across their faces that begin to glow when they are bloodied, and who reanimate as gnoll zombies on their death.
- 29th: Clear (windy)
- Wake in Mud Creek. Remain here to continue excavating folks trapped in tunnels.
- Take barge from Mud Creek down the Delimbyr and arrive in Daggerford.
- They quickly take care of business and then depart in the late afternoon.
- Arrive in ruins of Enfield only to find goblins and a bugbear looting the place.
- Settle into a farmhouse that night.
- 30th: Clear
- Attacked during the night in the farmhouse by trolls.
- Head out the next day, and clear out a ghoul nest in ruins of Newfield.
- Arrive at Floshin Estate, and discover it is under attack by bandits. Saer Darfin Floshin has gone somewhere (they do not say where) and taken half the household guard with him, and bandits have attacked them subsequently.
- Two-Key contacts the wizard Delfin and informs him of the situation. The wizard promises to be there tomorrow morning.
- Bandits sneak into the estate, rushing in to attack. They discover they found their way in using a secret passage. They capture several of them and find out the location of their encampment.
- Mother Arcri contacts Two-Key via sending; she needs the PCs to head to Nightstone to investigate. She was supposed to have heard from a Darburl agent there, but their message is late, and that worries her.
Flamerule 1491 DR
- 1st: Clear
- Delfin arrives and accompanies the heroes to the bandit encampment; he scouts it using arcane eye, but finds they have abandoned it overnight.
- The heroes depart from there toward Nightstone.
- Myressa Floshin catches up to them and asks to join them.
- Encounter a warlock named Hurgmin Irast digging up a giantish golem. Attacks the group as they help them defeat a nyth, thinking that Akheron's rune is an item he can use to power the golem. They defeat him and leave him alive, forcing him to come with them. They learn that he claims to serve a Lady Myrethra, in Neverwinter.
- 2nd: Partly cloudy (light fog)
- Traveling the Trade Way
- The druid Brevanne finds the group as they camp, and makes Pyrvaris a member of the Emerald Enclave
- 3rd: Heat wave (hot, windy)
- Cross the Ardeep River, over the Ardeep Bridge, turn down path to Nightstone.
- 6 hours to reach Nightstone.
- Arrive and discover orcs and a bear in the town square, gathering up farm animals and penning them.
- The orcs agree to let them look around, but only two of them. Pyrvaris and Scalefist enter to do that, but so does Two-Keys, and the old she-orc spots him. Fight breaks out.
- The surviving orcs surrender and tell them that they are here to get goods for the giants and ogres who have their weak and their children. They also have the human villagers. The PCs agree to help them.
- Finishing off the orcs, they find a boy from the town. He tells them that Dunlis works at the stables and lives at the inn. He also tells them about the attack: a flying castle came and attacked with stones, everyone fled, then the giants came down and scooped up the Nightstone and flew away with it. Then, orcs came the next day.
- They investigate the inn and find a she-orc gathering goods, and then meet a woman who turns out to be a Zhentarim agent. She confides in Scalefist and Quel that the Seven Snakes are coming, sent by the Snail, to secure Nightstone.
- The group decides to wait for the orcs to come looking for their missing number, and then recruit them to help take out the ogres and giants.
- In the meantime, Two-Key and the familiars investigate the keep and they find four guards of House Nandar, keeping vigil over the remains of Lady Velrosa Nandar, who died in the giant attack. When the guards discover the Zhentarim is coming to lay claim to the village, they beg the PCs to let them hire them to stop them.
- The PCs discuss it, and decide that the help fo the Zhents in freeing the prisoners will be too useful to risk, so they tell the guards that they will not seal off the village from the Zhents.
- The guards seal themselves in Nandar Keep, while two of them are given mules to ride for Waterdeep.
- Unbeknownst to the other PCs, Pyrvaris and Ahkheron have contacted the Harpers in Waterdeep and told them to look out for the guards coming in.
- An hour after sunset, Urha and her warband come upon Nightstone to investigate. Seeing non-orcs guarding the gates, she sends Kevan to investigate.
- He infiltrates the village and finds the orcs prisoners but well-treated.
- He asks them about what is going on, and they tell him about the deal they want to make with Urha's war band.
- He then approaches the PCs to offer to let them speak with Urha. They want the PCs to go on their own while the orcs protect Nightstone for them. The PCs inform them of the arrival of the Seven Serpents, and ask them to hold off making decisions until they arrive.
- PCs complete a long rest.
- During the night, Kella Darkhope arrives back at Nightstone, with no one having noticed her leave. She has a few injuries, and settles in to rest, spied upon by Baraka. Quel gives her some healing.
- 4th: Heat wave (hot)
- An hour before sunrise, the Seven Serpents arrive at the gates of Nightstone. After a lengthy discussion about expectations and options, the PCs finally agree to let them take Nightstone, securing it for the Zhentarim.
- In exchange, their leader Xolkin Alessandar sends along three of his Snakes with them to the Dripping Cave.
- An attempt to sneak into the Dripping Cave goes awry, and a fight is had with the two ogres and the hill giant.
- During the altercation, some of Scalefist's wild magic damages everyone, leading to the Snakes beating a hasty retreat out.
- They finish up the rescue and return everyone to Nightstone.
- The orcs take their kin, tell the PCs to call upon them in friendship in the future, and then go their own way as well.
- A hard conversation is had between the PCs, Xolkin, and Morak Ur'gray, the innkeep and community leader.
- Though Xolkin's bald-faced handling of the situation is infuriating to some of the PCs, Morak advises caution and patience, while they speak with the two guards at the Keep.
- The guards agree to leave with them, although Morak tells them that his people found the remains of the two guards sent along earlier.
- The PCs decide to accompany the guards to Waterdeep themselves, to prevent their assassination.
- The PCs and the guards lead a funereal procession for Lady Valrosa Nandar to inter her remains in the Nandar crypt in the cemetery. This turns into a wake/celebration for the community.
- That night, Whorbi - Ahkeron's mentor - messages him by sending: Waited all day for guards arrival, but never showed. Assumed they were waylaid. Please update on Nightstone situation. I am in contact with House Nandar.
- He replies: Confirmed - messengers assassinated. Escorting two surviving guards: Waterdeep. Rescued survivors of flying castle attack from giants. Seven Snakes holding town with residents inside until reinforcements.
- She sends another: Do not depart. We are in-bound, just ahead of mercenaries. Arrange for a meeting for us. We're going to settle this immediately.
- An hour before sunrise, the Seven Serpents arrive at the gates of Nightstone. After a lengthy discussion about expectations and options, the PCs finally agree to let them take Nightstone, securing it for the Zhentarim.
- 5th: Overcast (heavy fog)
- Early that afternoon, five hippogriffs come wheeling in out of the fog, flying overhead.
- The Seven Snakes arrange themselves to fire arrows at them. Whorbi sends a message to Ahkeron, telling him to get them to stand down.
- The five arrivals are:
- Whorbi Worldthrone, a dwarven wizardess and Harper
- Lord Dendus Nandar, the younger brother of the current patriarch, Lord Elegal. Dendus has been granted dominion over Nightstone's keep and holdings. He is a man in his 40s
- Tenael, Lord Dendus's bodyguard, a wizard of the Watchful Order. She is a half-elf woman wearing the mantle of the Order over her travel garb.
- Ibriyeos Agundar, a captain of the Stormblades, mercenaries who are less than a day from Nightstone. He wears the holy symbol of Talos on his shield, with a mace at his side.
- Aumarr Sulyl Jodahvro, a captain of the Guard of Waterdeep. She bears a proclamation from the Lords, ratified by the Open Lord Laeral Silverhand, to the establishment of a garrison of the Waterdeep Guard in Nightstone.
- It is abundantly clear that the new arrivals are ready and willing to fight themselves, if necessary. Whorbi calls upon the Seven Snakes to sit in negotiations with Lord Dendus.
- Ultimately, whether or not the Snakes can hand over the village is up to the Snail, in Daggerford.
- Whorbi knows a teleportation circle address to get there, and offers to take Lord Dendus, Tenael, and Xolkin to Daggerford to meet him.
- They depart within the hour.
- At around midafternoon, the fog burns off to reveal a massive tower floating above the city on a cloud! Someone screams, alerting everyone to the threat overhead.
- Everyone scrambles for shelter, but no attack comes.
- After a half-hour or so, the clouds begin to swirl, and actually form a staircase that spirals down to the square below. Nothing descends it, however.
- This is the Tower of Zephyros.
- The group does some investigating, heading up into the tower, and meet the eccentric cloud giant wizard. They exchange some information, and he offers to deliver them anywhere they're going. They take him up on that, telling him they're bound for Triboar, and prepare to leave.
- That evening, Whorbi sends Ahkeron a sendings, which says:
- Negotiations are ongoing with this Snail. What an odious man. But Lord Dendus looks to be hiring Zhentish mercenaries for long-term patrols around Nighstone, so it's all working out, I think.
- Around sunset, they leave with Zephyros.
- Early that afternoon, five hippogriffs come wheeling in out of the fog, flying overhead.
- 6th: Partly cloudy
- 7th: Drizzle (light rain)
- 8th: Partly cloudy (windy)
- Zephyros' Tower is attacked by cultists claiming to serve the Prince of Evil Air, Yan-C-Bin
- 9th: Partly cloudy (light fog)
- 10th: Partly cloudy
- 11: Overcast (heavy fog)
- 12: Clear (windy)
- The Tower of Zephyros arrives outside of Triboar, setting the PCs down a mile outside of the town.
- They enter the town, and have a drink at the Triboar Arms. Speak with a half-elf ranger named Zindra Winterbow, who is part of the Emerald Enclave. She tells them she has seen hill giants, ogres, and Uthgardt barbarians in the hills around Triboar.
- They go to the Lion's Share, to deliver the message. They also find out the place was burglarized, and agree to help them investigate it.
- Get rooms at the Northshield House, and break up to go explore town and run errands.
- Quel ends up at Triboar Travelers, discovers the Zhentarim sigil, and gets a job ferreting out secrets. He then heads to Uldinath's Arms.
- Scalefist talks to Uldinath's Arms smith (Harriet), discovers they are part of the Klauth's cult, and she offers to make him and Quel some finer armor than what they currently wear. She also makes Scalefist a fine greatsword.
- Pyrvaris and Two-Keys go to the shrine of Gwaeron Windstrom, meet Glyssa Thusmer, who is on her way out of town, but tells them about the disappearances. They seem interested in finding out who/what is involved, and she gratefully accepts their help. Pyrvaris heads for the Foehammer smithy while Two-Keys heads for Merivold Pony Park.
- Ahkeron heads for the Merivold Pony Park, where he meets the spinster sister owners and begins meeting the ponies. By the time Two-Keys arrives, he's already purchased his own pony and has one for Two-Keys.
- Scalefist, Quel, and Pyrvaris go to the Foehammer smithy. He admits that the grappling hook is his make, and seems hesitant to admit who is responsible, but tells when he finds out it was used in a burglary: Darz Helgar.
- Group meets up for lunch at the Northshield House to discuss what is going on.
- Two-Keys stops off at Othovir's to talk about a saddle, and checks on the harness. Orthovir identifies it as Waterdhavian, and for a slight man, and then seems to realize who it might be for. He won't say who, however.
- That evening, while Quel is performing songs, a woman asks him to perform The Lady in Starlight, a little-performed piece.
- When Ahkeron hears it, he notes it as a Harper tune, and introduces himself to her. She is Dalaratha, the Lord Protector of Triboar.
- She asks for his help looking into some weird sightings, and directs him to Dorn Stonewood, over at the Six Windows boarding house.
- Late that night, while Darz is watching the campground, Two-Keys sneaks into his house and looks for the gold and bags. He finds neither.
- 13: Partly cloudy
- When the PCs get up, they hear two brothers complaining about the Lord Protector. They inquire with Urgala, who tells them a bit about the brothers and their missing brother and the weird obsession they have now because of something a drunk priest of Helm said.
- Two-Keys pops over to get the story from them and to ask them if they know of any Thentilyr family in the area. They do, indicating that she is a gnome over at Goldshire Farm.
- Two-Keys says he'll help them, and they offer him a magical longbow as a reward.
- The group then leaves to get some things done:
- Scalefist heads off to get his armor.
- Quel stops back by Triboar Travelers to see what criminals there are locally, and Urlam knows of none save the Darburl! From there, he heads off to get his armor.
- Two-Key, Ahkeron, and Pyrvaris seek out Dorn Stonewood at the Six Windows, to talk to him about what is going on.
- He tells them about the disappearance of his wife and child; they ask him to take them to his farm.
- They stop off and pick up Quel and Scalefist on the way out of town.
- Arriving at the farm, they find the house knocked over, and footprints leading away into a thicket, where mother and child are found!
- Using mind-reading magic, Quel determines that the wife is in shock and that the creature that chased her is most likely undead.
- They accompany the family back into town.
- Arriving back in town, they are met with cheers and accolades for finding Dorn's family.
- Several people cluster around, offering blankets and food.
- Some of the farmwives ask if it was the Terror, and Kelsie shrinks back afraid. They cluck amongst themselves, pitying the "poor girl" and mentioning how Westra Greatdew has seen the Terror, as well!
- They talk to Westra and find out her story.
- Head out to the shrine and set a trap for…a halfling?
- When attacked, the halfling turns into an oni and battles them. They deal with it and track it back to its lair, where they find coin, gems, a magical circle of acumen, and the elven sword Arranavel
- They return to Triboar in the early hours to get some rest.
- When the PCs get up, they hear two brothers complaining about the Lord Protector. They inquire with Urgala, who tells them a bit about the brothers and their missing brother and the weird obsession they have now because of something a drunk priest of Helm said.
- 14: Clear (windy)
- A man of the Twelve, by the name of Tarth Blackwarden, the captain of the Twelve, comes to find them.
- He asks if it's true that they found Dorn Stonewood's family, and asks if they "saw this so-called Terror themselves," clearly doubting its existence.
- If pressed, he admits that he thinks it's someone looking to take advantage of local superstition. He was trained in arms by the priest of Gwaeron who laid the binding on the Terror originally to keep it from coming back, and doubts it failed.
- If they make an ally of them, he suggests that they speak with "that damned apothecary Tarmock Felaskur," who has a shop near the Northshield (T23). He's the sort who is always tromping about in the woodlands after dark, seeking some herb or root or other. He might have seen something in an out of the way place in the countryside.
- The PCs corner Darz in the early afternoon, and he does not seem surprised, noting that he'd noticed someone had gone through his possessions.
- He tells them he did the job for Kaelen Sarssir, who owns the Talking Troll.
- The PCs head over to the Talking Troll, and while Quel distracts him and the other PCs watch out, Two-Keys breaks into Kaelen's rooms, and finds the money and the bags.
- They recover it, send a message to the Lord Protector's to meet them at the Lion's Share, and bring it all back to Alaestra and Narth.
- The Lord Protector arrests both Kaelen and Darz, although promises that she will keep Darz's involvement quiet.
- A man of the Twelve, by the name of Tarth Blackwarden, the captain of the Twelve, comes to find them.