1490 DR - Spring - 2, Kythorn (6) - Khundrakar The Chosen return to the nearby cave to recuperate and hide from the Giants wrath in the short term, and plot their next move with the information they have gleaned about a possible puppeteer behind the giant incursion. During the night, the Man in Rags is suddenly seated by their campsite, and delivers an important missive.
1490 DR - Spring - 1, Kythorn (6) - Khundrakar 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.
1490 DR - Winter - 23, Ches (3) - The Trackless Sea 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.
1490 DR - Winter - 22, Ches (3) - Maztica, New Waterdeep The Chosen have been captured by an elite team of WarWizards, 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.
1490 DR - Winter - 20, Ches (3) - Maztica, New Waterdeep 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.
1490 DR - Winter - 20, Ches (3) - Maztica, New Waterdeep 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.
1490 DR - Winter - 19, Ches (3) - Maztica, New Waterdeep The claw of sunsets passes with the Chosen wary on a daily basis, plying a safe trade and crafting their equipment and honing magic. Upon the arrival of the Spring Equinox on the 19th, they begin to feel restless, like a decision must be made, as their preparations are nearly complete. The dimensional prison calls to them, and their nightmares seem to grow competitive, vying for the most dread from sleepless nights.
1490 DR - Winter - 25, Hammer (1) - Maztica, New Waterdeep 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.
1490 DR - Winter - 23, Hammer (1) - Thay, The Doomvault 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.
1490 DR - Winter - 23, Hammer (1) - Thay, The Doomvault 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!"
1490 DR - Winter - 22, Hammer (1) - Thay, The Doomvault The Chosen begin scouring the Temples of Extraction, realizing that the shrines here could easily be used to extract their divine essence.
1490 DR - Winter - 22, Hammer (1) - Thay, The Doomvault 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.
1490 DR - Winter - 22, Hammer (1) - Thay, The Doomvault 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.
1490 DR - Winter - 21, Hammer (1) - Thay, 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.
1490 DR - Winter - 20, Hammer (1) - Thay, The Doomvault 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.
1490 DR - Winter - 10, Hammer (1) - Khundrakar 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.
1490 DR - Winter - 3, Hammer (1) - Khundrakar 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. 1490 DR - Winter - 1, Alturiak (2) - Khundrakar The crew finishes preparing and Huden receives a demonic messenger with the location of their next target. The crew gathers their strength and departs.
1489 DR - Autumn - 30, Nightal (12) - White Plume Mountain 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.
1489 DR - Autumn - 29, Nightal (12) - White Plume Mountain 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.
1489 DR - Autumn - 29, Nightal (12) - White Plume Mountain 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.
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.
1489 DR - Autumn - 25, Nightal (12) - Sembia and Anauroch The Fleshwright was most definitely on the farside of the brink of madness, a great counterpoint to dealing with Abigor, however through his depravity and reckless endangerment of the Chosen, he provided vital information as to the potential whereabouts of artifacts. The crew now heads to White Plume Mountain to investigate the wizard Keraptis.
1489 DR - Autumn - 18, Nightal (12) - Sembia and Anauroch 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 - 5, Uktar (11) - The Sword Coast 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.
1489 DR - Autumn - 6, Marpenoth (10) - Sea of Swords 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.
1489 DR - Autumn - 5, Marpenoth (10) - Maztica - New Waterdeep The Chosen return 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.
1489 DR - Autumn - 2, Marpenoth (10) - Maztica - Lost Shrine of Zaltec 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.
1489 DR - Autumn - 2, Marpenoth (10) - Maztica - Lost Shrine of Zaltec 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.
1489 DR - Autumn - 1, Marpenoth (10) - Maztica - Lost Shrine of Zaltec 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.
1489 DR - Autumn - 1, Marpenoth (10) - Maztica - Lost Shrine of Zaltec 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.
1489 DR - Autumn - 1, Marpenoth (10) - Maztica - Lost Shrine of Zaltec After falling into a second pit, this time the crew finds no easy way out except to head into the depths of the shrine...
1489 DR - Summer - 21, Eleint (9) - Maztica - New Waterdeep, Kultaka Salt Marsh 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.
1489 DR - Summer - 13, Eleint (9) - Sword Coast - Candlekeep, Trackless Sea 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.
1489 DR - Summer - 12, Eleasis (8) - Sword Coast - Blasingdell, Khundrukar, Baldur's Gate, Candlekeep 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.
1489 DR - Summer - 9, Eleasis (8) - Sword Coast - Blasingdell 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!"
1489 DR - Summer - 8, Eleasis (8) - Sword Coast - Blasingdell 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?
1489 DR - Summer - 4, Eleasis (8) - Sword Coast - Blasingdell 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.
1489 DR - Summer - 17, Flamerule (7) - Sword Coast - Waterdeep 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.
1489 DR - Summer - 15, Flamerule (7) - Sword Coast - Waterdeep The crew is tasked to complete one last errand before leaving Waterdeep, and then heads for Blasingdell, perhaps for the last time.
1489 DR - Summer - 9, Flamerule (7) - Sword Coast - Khundrukar, Waterdeep 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.
1488 DR - Fall - 9, Uktar (11) - Moonsea - Unnamed Ruin North of Phlan Sabyn is recruiting followers and has asked them to retrieve some information.
‌1489 DR - Summer - 6, Flamerule (7) - Sword Coast - Khundrukar 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.
1489 DR - Summer - 4, Flamerule (7) - Sword Coast - Khundrukar The Dark is whispering. You know something lies below that will help you shed some, "light" on your "truth". Find it, then destroy it.
1489 DR - Summer - 1, Flamerule (7) - Sword Coast - Khundrukar After entering through the fortresses back door, the crew finds that they have accidentally avoided all of the defenses and traps!
1489 DR - Spring - 18, Kythorn (6) - Sword Coast, Waterdeep, Blasingdell, Khundrukar The symbol provides a clue to another boon, or task, or intrigue? You are not sure why you are doing this, but know it must be done.
1489 DR - Spring - 22, Mirtul (5) - Sword Coast, Oakhurst, Sunless Citadel What lies below...
1489 DR - Spring - 15, Mirtul (5) - Sword Coast, Waterdeep, Oakhurst The Black Sun has revealed itself as the architect of your budding power, and now you know what needs to be done next.
1488 DR - Spring - 7, Tarsakh(4) - Sword Coast, Nashkel and across Toril As the group gains time to discuss their future, they find a way to keep moving...
1488 DR - Spring - 1, Tarsakh(4) - Sword Coast, Fallston What is this world really worth to you? Why do you even bother with the daily? Is there more out there?