Years adopted by DALE RECKONING (DR)
Calendar of Harptos
Months
1358 DR Overgod Ao, casts the gods down to walk among mortals for the gods allowing their fellow deities Bane and Myrkul to steal the Tablets of Fate, assisted later by Bhaal. Cyric, Midnight (who becomes Mystra), and Kelemvor ascend to godhood for retrieving the Tablets of Fate. Lolth destroys drow House Oblodra.
1360 DR Orc tribes begin investigating Old Owl Well, a ruined tower which was a western outpost of Netheril 3000 years ago, built by the wizard, Arthindol. At one point, the five mile deep well produced 20 gallons of water per day.
1361 DR Four Cult of the Dragon wizards attack Silverymoon. Alustriel repels three of the wizards but is saved by Khelben “Blackstaff” Arunsun and Laeral Silverhand who assist in defeating the final archmage.
1363 DR Artus Cimber finds the Ring of Winter deep in the jungles of Chult.
1368 DR Bhaal sires offspring through women of all races. Bhaal spawn mature in this year. Gorion’s Ward, a spawn of Bhaal, defeats Serevok to foil his plans to become the new god of murder. Spellhold is destroyed and the cowled wizards of Amn are disbanded.
1369 DR Alustriel steps down as High Mage of Silverymoon. The various schools of magic in the city merge to form the University of Silverymoon.
1372 DR Setting year for 3e. The Purple Dragons arise as a fearsome power in the realms led by Sir Brian, with their war wizards led by Archon as a key deciding factor in their righteous battles. The Year of Wild Magic, the Wailing Death outbreak in Neverwinter; Aribeth engaged to Fenthick Moss, cleric of Tyr, who is executed for conspiracy; Aribeth becomes an Oathbreaker; Cultists responsible for the Wailing Death use Helm’s Hold as a base and its abbey their HQ until the Hero of Neverwinter cleansed the abbey in the arrest of Desther Indelayne. War between Luskan and Neverwinter breaks out. Deepking Horgar Steelshadow V ascends to Gracklslugh throne. Bane returns to life. Bane resurrects Fzoul and appoints Darkhon as High Commander of the Zhentilar. The black network takes control of the remaining hidden Cyric priests and begins a campaign to rebuild Zhentil keep.
1374 DR Year of Lightning Storms. Old Owl Well is taken back from the orcs by a hero with the help of Casavir, the paladin, and Callum, the elven female politician; This opens up trade with Triboar, desperately needed to help rebuild the ruined Neverwinter. Elsewhere, the long lost Netherese city of Thultanthar suddenly reappears from the Shadowfell over Anauroch. The Netherese nobles scour the Sword Coast searching for Netherese artifacts. Elves attack Hillsfar when the city abandons their alliances against the Netherese. Maalthiir escapes into hiding.
1380 DR ca. Agatha trades the spellbook of Bowgentle to Tsernoth of Iriaebor.
1383 DR Netherese attack and are repelled by Zhentil Keep. The Bane led Zhents root out remaining Cyric worshippers and eliminate them, including the Heralds of Strife. Cyric is banished by Bane to the Abyss. A surviving Manshoon clone is conscripted to help run the black network and renames it to the Zhentarim.
1482 DR Abeir passes into Toril causing calamities across the world. Bhaal, god of murder, reborn in Baldur’s Gate. The Black Divine powers are disrupted by the resurrection of Bhaal, with unknown affects on the dark sides of the divine across the realms. Maztica Returns but void of it's civilized population. A massive floating fortress known as the Tempest appears in the sky above The mountains of Neverwinter, but promptly crashes to the earth resulting in massive loss of life and creation of a no mans land. The Mythal at Myth Drannor gains strength and begins vanishing those that venture near. The Herald of Strife, Sabyn Talmoth (The Lady in White) is returned to the prime material plane.
1484 DR War of the Silver Marches begins. An orc horde wages a war on the North before being driven back into the mountains. Sundabar sacked.
1486 DR Maccath the Crimson of the Arcane Brotherhood disappears into the Sea of Moving Ice.
1487 DR Thultanthar, the floating Netheril citadel known as Shade, is grounded over Myth Drannor, destroying both cities. First Lord Torin Nomerthal renews the Hillsfar Great Law of Humanity. War spreads across Faerun. Abeir begins to drift apart from Toril causing seasons to be delayed slightly. Strange flying ships resembling squid are spotted over the sea of swords and off the coast of Waterdeep.
1488 DR League of Silver Marches disbanded due to failures of the war. Sundabar withdraws from the Lord’s Alliance and Mithral Hall will likely follow. A massive army of Ogres ravages the countryside of the Sword Coast, seemingly being ousted from their mountain homes all at once, only to be stopped and slain by a large Zhentilar force led by Garen using new Black Hand soldiers. Twig Blights begin to appear and attack travelers across the wooded areas of the Sword Coast. Thayan trade ships bring back valuables and news from Maztica.
1488 DR Sabyn Talmoth recruits lost souls she has brought together in Fallston, just before the Ogre migration destroys the town.
What is this world really worth to you? Why do you even bother with the daily? Is there more out there?
As the group gains time to discuss their future, they find a way to keep moving...
Sabyn is recruiting followers and has asked them to retrieve some information.
1489 DR Probable time of the sacking of Greenest. Most of the Sundering wars have ended; Neverember continues as Lord of Neverwinter but loses his title as Open Lord of Waterdeep to Laeral Silverhand due to scandal. Silverhand was reluctant to step in and is initially overwhelmed by the duties of state. The Scarlet Marpenoth, a submarine vessel built in the shape of a manta ray, has its maiden voyage. Rystia, a human Harper, descends into the Underdark to find Mantol-Derith. As yet, the road from Waterdeep to Neverwinter is still overgrown from the Mere of Dead Men, but Neverember has hired laborers to begin reconstruction. Khelden and his son Garen crush and subsume a large portion of the cult of Tiamat to form an alliance between the dragon queen and The Black Hand. The cult of Tiamat along with it's Black Hand allies establishes an empire in southeastern Toril.
The Black Sun has revealed itself as the architect of your budding power, and now you know what needs to be done next.
After entering through the fortresses back door, the crew finds that they have accidentally avoided all of the defenses and traps!
The Dark is whispering. You know something lies below that will help you shed some, "light" on your "truth". Find it, then destroy it.
Entering the dwarf halls of Khundrakar, the crew feels the unease and terror with which the dwarves were slaughtered. But more than that, they know something here in the dark lies waiting for them.
Huden struggles with the passenger in his head. As Jeryth attacks with several Zhentilar, Sabyn joins the crew to help avert assured death at the hands of the halfling. Something in the town is... amiss.
The crew is tasked to complete one last errand before leaving Waterdeep, and then heads for Blasingdell, perhaps for the last time.
On their way out of Waterdeep, the crew conducts a jailbreak at a slave trafficking location at the request of the creature in the window, with explosive results.
Something is wrong with the goblins, not that much was right with them to begin with. The crew rushes back to Blasingdell after finding evidence of an impending attack on their new base.
Blasingdell is not right, but it's yours, or rather Sabyn's. The crew returns with reinforcements, but the town is still under the looming threat of the armies camped outside the makeshift walls. Why are they waiting?
After the night raid leaves the crew sleepless and on guard, the townsfolk nervous, and Sabyn bloodthirsty, a call before dawn goes out from the walls: "They are coming through!"
The town of Blasingdell is a dead town, and a town of the dead. Corpses that were recently animated have fallen into heaps about the town. Sabyn decides that we know too little, and sends part of the group to try and discover more about this Tenth Lord. The rest join together to setup a new base of operations in Khundrakar, claiming the upper fortress level as their own.
The Chosen are established officially through a dream pact delivered by The Lady in White, Herald of The Dreadlord of Lies. Their base of operations is completed within the dwarvens ruins of Khundrukar.
The Gazer, a reclaimed Halruuan skyship, arrives at Khundrukar by the smaller peak and departs with some of the crew to meet their friends at Candlekeep, share information, and depart across the Trackless Sea for Returned Maztica.
An encampment is slowly coming together in the most stable ruins of New Waterdeep, and from there the Chosen intend to set out toward the ruins they have come for. The jungle in their way is formidably deep and thick, but they are determined to uncover the power they seek.
After falling into a second pit, this time the crew finds no easy way out except to head into the depths of the shrine...
The Crew makes haste through the amber irritating gas, pushing on to climb higher in the temple while drenched, sore, and caustically burned with new holes appearing in their clothes by the minute.
The Chosen are exhausted and coughing up blood regularly. The strain of being trapped and having found no clues to their goal is beginning to weigh on their sanity. A distant laughter seems to echo in the halls from somewhere as they ponder their next move, standing among the bones of the sacrificed.
The Chosen carrying one of the Lord of Lies Heralds, discover a Banite prison where the ancient wizard from another plane, Keezor, was being held. They released the first gate and discussed how they might fully free him from his imprisonment by The Black Hand. The cell is notably weakened and Keezor begins weaving cracks in it while The Chosen venture on to retrieve the other components needed to free him.
The gas that was pressing the group forward has cleared out in the upper caverns, but after both finding the goal of this adventure, and being given the next incredible task of finding three legendary artifacts, the group finds themselves still without a clear way out of the shrine, and must continue exploring to discover a way out.
The Chosen press onward and upward in the temple, noticing they are likely above ground in the temple for the first time but still unsure how to get out. Keezor's cackling echoes in the temple, and something feels more alive about the darkness. They continue climbing to try and exit through the top.
The Chosen return to New Waterdeep from the hidden shrine of Zaltec triumphant, bringing with them the last piece of the portal and new leads on freeing the Dreadlord from his imprisonment, along with newfound power. Their triumphant return however is torn asunder, by a surprise uninvited guest crashing the party.
The Chosen barely escape Maztica with their lives, and their haul fortunately, aboard the now possessed Nautiloid, The Gazer. The long trip back gives the crew time to reflect, recharge, and develop a plan of attack to begin acquiring the artifacts needed to release Keezor.
After weeks of traveling across the trackless sea, the crew returns home and begins preparations to collect the artifacts, and they soon realize that their leads are cloudy at best.
After finding only more cryptic clues at their first two leads, the Chosen head to the last and most dangerous lead, the isolated city of a reputedly insane Necromancer that goes only by "The Fleshwright," hoping to finally glean some final information that could help them find the location of the artifacts.
1489 DR - Autumn - 25, Nightal (12) - Sembia and Anauroch The crew now heads to White Plume Mountain to investigate the wizard Keraptis.
1489 DR - Autumn - 29, Nightal (12) - Near Mount Hotenow The party descends into the giant volcanic geyser, feeling the heat and pressure of the molten earth and getting a sense of a convoluted trap being laid about the. The denizens are hostile and the traps many, but they press on into the seismic fortress to find the artifacts they seek.
After finding two of the artifacts they seek behind brutal combatants, and feeling quite drained, the Chosen decide to press on to discover the third and final artifact. Hoping they are able to survive the traps laid before them without succumbing to whatever devilish trickery this ancient mage has planned for them.
After exploring the last fork in the trap laid by the ancient evil wizard Keraptis, The Chosen find more dangerous denizens that threaten to make them part of the mountain forever, in servitude or in their own tombs.
They must be reaching the end of the endless traps, and the team is stretched thin on patience and resources. The inane and insane designs proving to be death by a million thorns. They only hope this dungeon ends with the final artifact and they can escape this hellish sauna.
After returning from the steaming volcano, and a near capture at an insane wardens hands in a funhouse of his own cruel design, The Chosen are greeted by a refreshed base of operations. They receive a missive and instruction from Sabyn, who has traveled to uncover something vital, and use the time waiting to recover their strength and hone their skills. Dusting out some vile cobwebs in the process. The crew finishes preparing and Huden receives a demonic messenger with the location of their next target. The crew gathers their strength and departs.
The location of the Portal at Bloodgate Citadel has been shared via demonic messenger, and The Chosen must depart with all haste for Daggerford. There they will begin an assault on the citadel and the Zhentarim holding it, unbeknownst to them however, an equally dangerous enemy awaits them.
After being drawn against their will into the portal at Bloodgate Citadel and landing somewhere in Thay, the Chosen find themselves accepting an offer of help from a rebel red wizard to stop the Thayans from reinforcing the Zhentarim, and begin their attack on the Doomvault.
As the players begin to re-evaluate their strategic choices in the forests of slaughter, they come to the realization that this Doomvault holds dangers beyond any they have faced before. They agree that they will need to re-assess their tactics if they are to survive the assault.
The crew explore the Ooze grotto, collecting more keys and clues along the way from unprepared red wizards. Searching for more information on the Phylactery Vault.
After being rebutted in the Black Pudding Machine experiment room, the crew has to find an alternate approach to taking the key from the head wizard without alerting the lord of this area.
The Chosen begin scouring the Temples of Extraction, realizing that the shrines here could easily be used to extract their divine essence.
After recovering and refocusing on the assault, the party enters back into the Temples of extraction and are immediately ambushed by a well-prepared force. The wizard that escaped them before exclaims "Wonderful, they returned, more divine coal for the furnace!"
After discovering a method to disrupt the portals and gain access to the Phylactery vault, the Chosen return to previously explored areas to find everything is in shambles and the remaining monsters are all out for their blood, under the control of something ancient that seems to hold them in contempt.
The Chosen have escaped Thay, fortunately intact, but without much to show beyond their new location in Maztica and a task they've been set upon. But first, they need to identify how they plan to survive the trek back to the Temple. Part 1.
The Temple is changed since their last visit, where death and stillness reigned, now the place feels utterly alive, and hostile. The taint seems to be emanating from Keezor's prison, and things are crawling again in the darkness of what was before only a tomb. The Chosen approach the Banish Gate Portal to fulfill their promise and release this creature, whatever it is, upon Faerun.
Keezor has been loosed on the world, for the betterment of Cyrics machinations, and the world trembles though it knows not yet why. The Chosen question their next actions, as they are not sure where to go from here and have not received word from Sabyn. They do know they now have some time, and choose their boons carefully from the demonic form, before searching for a way back to Faerun.
The Chosen have been captured by an elite team of War Wizards, and are being returned to Archon, presumably to answer for some perceived criminal action. They have begun working their captors over with their sinister tricks, and plan an escape from their bonds and to capture the ship they are being held on.
The Chosen have not only eliminated their captors, but have contracted the mercenary captain and crew to spirit them away back to the mainland, avoiding capture by Archon. It comes at a heavy cost, but they are happy to pay to avoid Archons gaze again until they are ready to counter it. They begin the trip across the trackless sea.
Their base in ruins from what seem to be giant incursions, The Chosen follow one of the wounded attackers back into the mountains to stop the assaults at their source.