Shattered Covenant Timeline Ch1

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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.
  • 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.
  • 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
  • 11th: Overcast (heavy fog)