Our "d'town d&d" game Arc 1: Sunfall Timeline
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Arc 1: Sunfall

The beginning of their story, and their abrupt formation.

The Sunfall Arc

06/02/2404-06/06/2404

The party first appears in Morrow, and begins searching for answers.

  • 2404

    2 /6 13:00
    2404

    3 /6 06:00

    Session 1: The Unexpected Gathering

    The formation of the party in Morrow, through the end of their first day at the burned out farmstead.

    Location
    Morrow
    More reading
    Morrow
  • 2404

    3 /6 07:00
    2404

    3 /6 12:00

    Session 2: A Fel History

    The party comes across a travelling potion vendor, an exhausted Genasi, and enter an ancient battlefield.

  • 2404

    3 /6 13:00
    2404

    4 /6 03:00

    Session 3: A Song of Fire and Ice, and also Earth and Air

    The party dives deep into the Windlord's Tomb.

  • 2404

    4 /6 04:00
    2404

    4 /6 15:00

    Session 4: Found and Forgotten

    The party finally reaches Mudwater, but not before a quick stop into a strange wizard's tower.

    Location
    Mudwater
  • 2404

    4 /6 15:00
    2404

    5 /6 10:00

    Session 5: Scalpels and Sledgehammers

    An encounter with a hag, a meeting with the mayor, and an unexpected dusk.

    Location
    Mudwater
  • 2404

    5 /6 10:00
    2404

    5 /6 16:00

    Session 6: Arcane Aftershocks

    The party begins their trek south as the temperature drops, and the stranger effects of the sunfall start to become apparent.

    Location
    The King's Road
  • 2404

    5 /6 16:00
    2404

    5 /6 20:00

    Session 7: Bumps in the Night

    The party steps across the mutilated corpse of a wolf, starts seeing things on the edges of their vision, and are ambushed in a small forest grove.

    Location
    The King's Road
  • 2404

    5 /6 20:00
    2404

    6 /6 10:00

    Session 8: Moths to a Flame

    The party has an eventful night of rest, to be ambushed by an unknown group of assailants as they continue south.

  • 2404

    6 /6 10:00
    2404

    6 /6 11:00

    Session 9: Of Gambles and Gods

    The party interrogates their prisoner, contemplates their next move, and makes it.

  • 2404

    6 /6 11:00
    2404

    6 /6 13:00

    Session 10: Strange Bedfellows

    The party is invited into the camp, and tries to untangle the nature of their business.

  • 2404

    6 /6 13:00
    2404

    7 /6 07:00

    Session 11: Loose Ends

    The party decides to make a move; and things don't quite go as planned. Especially when they all find themselves deep in the jungles of Xen'drik at the end of it.