The Heroic Journey - A Summary

PRELUDE


Awakenings The group find themselves in a House Cannith complex. They are told that they were rescued from a fate worse than death at the hands of the Blood of Vol.


Olarune 25th, Wir, 998 Y.K.
Lost Lives The characters seek out the remains of their lives in Sharn and briefly investigate a Blood of Vol Temple in the Necropolis.
The Search for Work  Looking for work the party head to the Deathsgate Adventurers Guild. The are soon comissioned with the investigation of a missing elf, Pearl. They find her in "The Gaze" bordello, in Callestan.
Into the Stores The party are hired to transport a cart through the Stores in return for Pearls safe return.
Pearl's Safe Return Pearl is safely returned by the Medusa who owns "The Gaze".


Therendor 2nd, Mol, 998 Y.K.
The Calling Martell d'Cannith summons the group to a meeting where he leets them know that they are expected to retrieve a consignment from a group of hobgoblins, consignment F-413.


Therendor 3rd, Zol, 998 Y.K.
F-413 The group descend into the sewers and enter the Skullgnawer tribe's territory. They are faced with aberrations amongst other dangers and when they spy a mind-flayer the party take the consignment and run.
The Meeting with Erunn The group are asked to keep the child safe by Martell d'Cannith. They also head to the Deathsgate guild for their meeting with Erunn. He asks them to escort his brother to Zilspar and resolve the problems in Turvin for his sponsorship.
 
CHAPTER ONE


The Ball The annual Street-Kind Charity ball is the destination for this evening. The players become embroiled in a plot involving a hippogriff, a tiara, two nobles and the Red Blades.
Downtime The group head to the House Lyrander Enclave to enlist for the quest to restore the lighthouse at Bluscar.
The Journey to Zilspar The group head out to Zilspar. After several days of travel and night-time assaults, they are ambushed at Levin's Gorge bridge by a group of lizard-folk, some of which are riding giant wasps.
Zilspar The group rest for the night.
The Journey to Turvin After arriving in the hamlet of Turvin the group briefly foray into the woods coming across several splinterwaifs and a cart filled with cold-iron.
Dhamoril Woods The party press deeper into the woods before deciding to return to town.
Turvin/Dhamoril Woods Eventually the party find themselves dealing with Barnabas, the satyr and the story of "Wingclipper" unfolds.
Dhamoril Swampland The group push on through the woods before finding Wingclipper's lair in the midst of a swamp. Here they defeat him and his men.
Turvin & Zilspar The group journey from Turvin to Zilspar.
The Journey to Gullsnest/Clan Yellowtooth Travel across the Silln Highlands is uneventful until the party walks into an ambush set by the Yellowtooth Clan. They defeat the clan and rescue several prisoners.
The Journey Continues/Gullsnest The journey is uneventful and in time the town of Gullsnest is approached. Here they group find some rumours of Bluescar's fate.
The Journey to Bluescar The party travel east and begin their investigations of the dead hamlet.
The Lighthouse The group head to the lighthouse and search the grounds before delving deeper into a freshly dug tunnel in the basement. They find an unfathomably deep shaft and the remains of a mining complex.
The Deeper Levels The group head deeper into the unnatural darkness and discover the "Lurker". Before returning to the surface and seriously thinking about leaving.
Return to Gullsnest Returning to Gullsnest for supplies and to send a status report to Sharn seems like a good idea at this point.
The Descent Continuing down, the darkness coalesces and thickens. The complex becomes more "civilised".
The Lake and Beyond The party find an exit to the cliff-face and a huge cavern containing a lake. Pushing further down they eventually come across Yberrigan's lair and the lighthouse Dragonshard.
The Lighthouse Restored As the party race back up through the complex it begins to collapse about them. They reach the surface and restore the lighthouse. A ghostly oracle arrives in the night and the sahuagin begin to slay each other in the sea.
Resolution and Consequence A swift return to Gullsnest followed by an attack upon the village by Saeloth. A voice in their heads teleports them back to Sharn and into swift combat as aberrations attempt to abduct the child.


Sul, 22nd Eyre - Far, 6th Dravago 998 Y.K.
Downtime Loose ends are tied up, the group set about personal tasks and they forge a deal with Halais ir'Lantar, the Aundairian Ambassador to retrieve the "Claw of Yshtamar".


CHAPTER TWO

The Claw of Yshtamar Heading down through Khybersgate the group encroach upon lizardman territory in their quest for the diamond.
The Water Station More lizardman encounters as the group try to find the diamond and get deeper into the complex. They find a series of bulkheads and controls, and sabotaged power-cells.
The Drawbridge The party press on through the defences of a drawbridge before coming across their first half-dragon foes.
The Blackscale Community The Crimson Fist come across a huge chamber filled with an entire community of lizardfolk. They are taken prisoner but escape thanks to the intervention of a mysterious visitor.
The Caliginous Dyad's Prison The party find themselves in a chamber where two black dragons are trapped. They battle their way out facing water elementals as well as the dark siblings, the Claw of Yshatamar is retrieved.
Liberation The Claw of Yshtamar is thrown into lava, releasing the Rakshasa Yshtamar. Areas of Downstairs are quarantined, fires rage in the Cogs, endless rains begin. The child's health deteriorates and the companions are asked to take him to the Eldeen Reaches where he can be held in a different flow of time.
The Skystar The group board the Lyrandar vessel, heading to take the child to the Eldeen Reaches in search of Palamino Nehar, a fey prince who can take the child to Thelanis. On their journey the vessel is attacked by a group of mind-flayers mounted on winged destrachans. Ajax is killed as metallic egg-like creatures attack from the ship's hold.
Niern, Greenheart and Beyond... The party land in Niern where they find Ajax, returned from the dead with an amazing tale. They recruit a shifter druid, Clian Raincaller, to guide them to their destinarion and head to Greenheart. Here they speak with Oalian the Greatpine before heading into the deep woods.
A Clearing in the Woods The woods open out into a vast hunting pasture, here they encounter a pack of ravenous displacer beasts.
The Journey Continues Heading deeper into the woods the Crimson Fist encounter several hostile creatures and a group of friendly Ashbound druids over the next week or so. The Ashbound inform them of a group of Children of Winter druids who are stalking the area. As the group finally approach Six Falls Ravine they are assaulted by this group.
Six Falls Ravine Looking out over the vast canyon before them the group decide to head for an island that rise out from a lake below. The remnants of a marble bridge protrude from their current location. After bypassing the guardians of the area they finally manage to gain access to the structure that rests beneath the roots of a great oak in the centre of the island.
The Tower of Rainbows The intrepid party delve into the heart of the Tower of Rainbows, overcoming traps, puzzles and monsters in their search for Palamino Nehar.


CHAPTER THREE

Mol 16th Nymm 898 Y.K.
The Southern Sun The group set sail for Xen'drik, their goal to meet up with an expedition that is searching for a solution to the current problems facing Sharn. They are attacked from the sea only days after leaving port.
Fallam Isle The Southern Sun limps into port on a small isle that has troubles of its own.


Mol 2nd Lharvion 998 Y.K.
The Lightless Depths The group decide to explore a series of caverns beneath an island after speaking with Pale Night about their part in the prophecy.


Far 6th Lharvion 998 Y.K.
Beyond the Cerulean Curtain As the party push deeper into the caverns they find the ancient aboleth city of Golismorga.

Mol 16th Lharvion 998 Y.K.
Stormreach When the party land in Stormreach they expect their problems to ease for a while. But as they have their cleric resurrected at a temple of the Sovereign Host they are assailed by creatures from another plane.


Far 20th Lharvion 998 Y.K.
Welcome to the Jungle The Crimson Fist are followed out of Stormreach by an old enemy of Lorric and his abyssal sister.

Wir 25th Lharvion 998 Y.K.
Narwell Reaching the frontier town of Narwell they discover a deadly fungal plague. Following the clues into the tunnels beneath town they discover that they are to face Xaghevoxhab, the Scarlet Lord, a force mentioned in their prophecy within an ancient Kuo-Toan city.


CHAPTER FOUR


Mol 2nd Barrakas 998 Y.K.
Hullath'mir Ergmise - The Waters of Deathly Tears The group finally reach the expedition they were supposed to be meeting with. Their duty now is to meet with the local drow tribe and gain access to the excavation site.

Far 6th Barrakas 998 Y.K.
Oinia - Land of Eternal Night The group are charged to locate some missing drow in order to gain permission to excavate the tribe's land. Pushing through the swamps the party come across a series of ancient ruins that they decide to study, they soon find themselves in a hellish manifest zone of Mabar.

Sar 7th Barrakas 998 Y.K.
Mabar Awaits Entering the ruins of an ancient Necromancer's Tomb, the party find themselves once more in the clutches of the prophecy as they find a portal to Mabar, the plane of night and clues that would imply the imprisonment of an ancient paladin.

Mol 9th Barrakas 998 Y.K.
Into the Eternal Night Having decided that Mabar is too dangerous a place for them to enter unprepared, they decide to prepare and also finish the mission that the drow set them before becoming side-tracked by their own persona goals.