Campaign Timeline

# 1492 DR

## 28 Ches

**(0,0) - Robey**

The Wastes, a desert landscape the party had to cross in order to establish contact with a market proprietor. Battling animals and the desert itself they made it to the market, only for the party to have to fend off a zombie horde!

## 18 Tarsakh

**(1,0) - Robey**

Another mission has been created by the Council to venture into Delve. Aside from the creation of a trade route within the Wastes themselves, newer, more reliable routes of travel have been established to additional areas in the weeks since some of you were there.

To make use of these more dependable routes the modrons of Mechanus sent an investigatory squad of monodrones to research a chaotic energy source located in some sunken ruins. Despite their usual robotic dependability, the monodrones have been reported as having gone mad. All additional modrons sent to quell the madness have only added to the chaos. The modron leader, Primus, will not allow this to stand. All participants will be rewarded with 50gp should they end the rogue modrons and whatever is driving them to chaos.

## 21 Tarsakh

**(-1,0) - Ed**

Many strange anomalies and alchemical shifts have been noted throughout the plane since the experimentation on the strange purple crystals began on Delve. One of the most curious and currently concerning... oh, and of course tragic shifts in the plane was the disappearance of the city of Gunmar.
No distress signals were received from the city. All we know of the recent events there is from citizens of the city who happened to not be in the city at the time of it's disappearance. They are light on details, but they insinuate some form of a decaying wasteland that is left in the place of their city. Strange mutated forms of local wildlife and domestic animals have also been reported. The remaining citizens have begun the process of reclaiming the city from the creatures and starting to clean up the city. Understandably most of them are reluctant to just walk away from their lifelong homes and families, who vanished seemingly instantly and without warning or explanation.
The Council is of course curious of the nature of the disappearance of the city and what this means for the safety of the other planes. For now though, the council is in need of capable adventurers that can help the remaining citizens of Gunmar secure what is left of their city. After the reclamation more investigation and answers can be sought. Send all willing and able adventurers to the coordinates (-1, 0) as soon as they are ready.
The Council has provisioned the citizens of Gunmar with coin to aid in the reclamation of their city. They will reward your adventurers for each completed task. Do not dally. Given a lack of information surrounding the events, the Council is understandably concerned and has placed a high priority on securing the city so that further research can be conducted.

## 24 Tarsakh

**(0,1) - Robey**

24 Tarsakh - 30 Tarsakh

Our progress into the depths has been halted. It appears we've hit an area where the natural flow of time and space has been hit particularly hard. All efforts to move through the area have proven fruitless, and even spirits have failed to move on. Many adventurers and mercenaries have entered, some have not returned, and others have returned with less than intact mental faculties.

Due to this extreme need, all participants will be rewarded with 100 GP should they find a path through the fractured space.

Traveled through a time-shattered manor of a former wealthy resident of Delve, now controlled by Zargon cultists and an undead beholder. The beholder and the cultists were destroyed and the spacetime rift was healed.

## 10 Mirtul

**(0,2) - Robey**

Seeping Woods

10 Mirtul - 17 Mirtul

## 17 Mirtul

**(2,0) - Adam**

There have been strange disappearances near a small remote farming village called Briar Bend. Reports indicate the village may now be entirely empty. Almost as if it is now a ghost town.

Although, there was no call for help, we sent in an group of adventurers such as yourselves. None of them have returned. We fear that something evil maybe going on or near there. If any able and willing adventurers could seek out this village and perhaps get the answers we need we would be most grateful.
There will be a handsome reward for any who return with answers we seek and an even bigger one if they can put a stop to whatever may be going on.

## 20 Mirtul

**(-1,1) - Ed**

A month to the day has passed since the disappearance of Gunmar and the city is recovering well. The council thanks your plane for it’s continued help over the past month in the recovery of the city. Your help in the cleanup will be needed one last time however.
As you are aware the Council has begun collecting the Delvurite from Gunmar and other areas of Delve to conduct more research. There has been much promising research on using it to fuel the Delve containment fields, as well as planar shield generators as you know. Yet we have much to learn, as the disappearance of Gunmar proves. Much of the crystal has been recovered from the city, however it is known that some quantity of it has been taken from the city. Both fey and fiendish creatures have been reported lifting the crystals from the city. Fighting on the outskirts of the city between these two factions has been reported as well.
Delvurite holds potentially catastrophic magical capabilities. The council urges your adventurers to practice extreme caution when handling the crystals. There is good reason to believe these crystals have something to do with the disappearance of Gunmar and therefore should be considered extremely dangerous. All pieces of crystal found must be turned over to the council upon completion of your mission so that the Gunmar specimens of Delvurite may be studied.
Adventurers will be split into two parties: one to pursue the fey, the other the fiends. Details will be given and parties will be designated prior to contract binding in the Hall of Concordance. The crystals have likely fallen into undesirable hands, so please do not delay. The dangers faced on this mission are relatively unknown. Have your adventurers come prepared for anything.

## 24 Mirtul

**(2,1) - Adam**

It's been 7 days since your encounter with the Cultist of Korin. Alarmed at the events
we sent scouts to look for other possible cultist in the area or at the very least
any sign of where they might have came from. It's apparent they used the location
because of the hidden temple underneath. Our scouts learned of another possible similar location. The only problem is it's located inside of a valley surrounded by mountains.
Our scouts report that there is what appears to be a Dwarven Mine in those very mountains.
Your mission, should you choose it, is to find a possible way through the mountains as well as find the possible location of where these cultist might be.
Finding the way through as well as making sure the passage is safe for our scouts will be
rewarded with 100 gp. An additional 50 gp will be rewarded if you can get a location on the cultists as well.

## 25 Mirtul

**(2,1) - Adam**

Second session from 24 Mirtul

## 29 Mirtul

**(0,3) - Robey**

After the assumed leader of the necromancer cult at (2,0) was taken care of it seems the cult has disbanded. However the remaining cultists have found new homes amongst other like-minded cults. They seem to be splinter factions from the cults of Elemental Evil. The most wealthy and powerful of these in Delve seems to be the Cult of the Black Earth.
Several days ago we sent a wizard, Tarley, who specializes in air-focused Evocation, in attempts at passing as an emissary of the Cult of the Howling Hatred. Apparently he was unsuccessful as he has not reported back. Investigate what happened to our lost wizard. The information he has may prove useful to this multiplying cult problem in the future.
All expeditionaries will be rewarded with 50 GP should they gain information regarding Tarley's fate. An additional reward of 50 GP will be rewarded for action or information leading to the disruption of cultist activity in the area.

## 1 Kythorn - 3 Kythorn

**(-1,1) - Ed**

1 Kythorn - 3 Kythorn

Continuing mission givin on 20 Mirtul

## 5 Kythorn

**(0,4) - Robey**

The mortals of the Material Plane have chosen to grant control of Robalard's Orb to the Angels of Mount Celestia.

It will reside in Mount Celestia, and can be used by any PC in the campaign via traveling to The Court to craft. Additionally, any non-Evil aligned PC in the campaign may recruit Angel troops (type and level to be determined) for the purpose of your Stronghold army should you choose to engage in that mechanic. This option becomes available to all PC's in the campaign going forward provided they are not of Evil (CE/NE/LE) alignment.

## 7 Kythorn - 8 Kythorn

**(3,1) - Adam**

After you cleared a path through the mountains we sent some scouts to find a path to the temple and, well, scout it out. It appears something terrifying must have happened. The cultists in question seem to have been killed by something. Otherwise it seemed to be abandoned.
We would like you to further investigate this and see if you can find out what might have done this and deal with it/them if necessary. We will pay you 100 gp each for your findings. Hopefully this will be the last we have to deal with these cultists.

## 9 Kythorn - 11 Kythorn

**(1,3) - Robey**

Venture into the Seeping Woods and destroy a Gnoll lumber camp; Learn of a body of water to the West that is being used to travel to Delve from Yeenoghu's Realm, to obtain slaves. Tez'ri and Muse become Harbingers of Doresain.

**Party Members**: Tez’ri, Travok, Dar, Doros, Muse, Ug'reth Threefist

**XP:** 2000

## 21 Kythorn

**(1,4) - Robey**

Astral sea raid for Fragment of Destiny.

**Party Members**: ??? Tez’ri, Travok, Dar, Doros, Muse, Ug'reth Threefist

**XP:** 3200

## 22 Kythorn - 26 Kythorn

**(3,0) - Adam**

A village to the east has called for aid. It seems a group of Hill Giants have been wreaking havoc on them. Giants were slain and Re'eya's gear and head were recovered.

**Party Members:** Tez'ri, Doros, Krumpf, Delta-V

**XP:** 2000

## 1 Flamerule

**(1,5) - Robey**

Golden City Sewers. Save mushroom kingdom. Help Crab Cing.

**Party Members**: ??? Tez’ri, Travok, Dar, Doros, Muse, Ug'reth Threefist

**XP:** 3200

## 5 Flamerule

**(-1,3) - Brandon**

Dream sequence.

**XP:** 2000?

## 6 Flame Rule

**(1,6) - Robey**

Rat King

**XP:** 4200

## 10 Flame Rule

**(3,0) - Adam**

Recover magical orb for Magus of Blythonia. Ended same day.

**Party Members:**

**XP:** 3200?

## 16 Flame Rule

**(2,6) - Brandon**

Rescue children kidnapped from the town of Tellap. Ended 17 Flamerule.

**Party Members:**

**XP:** 4000

## 28 Flame Rule

**(2,6) - Brandon**

Free Red Water Lizardfolk Tribe from an Aboleth. Tribe was living on the back of an undead Zaratan. Ended 29 Flamerule.

**Party Members:**

**XP:** ??