Timeline

· Events of the Adventurers' quests!
· Events of the Thieves' adventures!
· Events of the combined groups!


The Month of Dawningtide in 500 D.Y.

1. Arliss, Rand and Thalog meet Raven at the Temple of Thales.

2. The four heroes travel to Krondor's Keep. They later explore the ruins of an old Gorian village and fight orcs. Arliss leaves and they meet Sol. Raven stays at the Temple of Thales and Sol, Rand and Thalog stay at Shallia Farseer's.

3. The group reunites and goes to the Lathanian ruins. They meet Zentil and go to the northern woods. They meet Trist and fight and defeat bandits hiding in a cave. Returning to the Temple of Thales, they meet Amythiel and Sarah Night.

4. Rand leaves and the group goes into the woods. They encounter the bone-men and find the Lathanian tomb site. They destroy an evil construct causing the animals' curse and release Glow Wing. Returning to the Temple of Thales, they find the keep has been attacked. Rand returns and they cure Rinda. They later find Broactor in the small woods to the east and spend the night there.

Kazel, Seth, and Gimplefwick meet and join the Thieves' Guild. They prepare to escort goods to the village of Lut.

5. The adventurers stay the day in the woods beside the ransacked keep. Counterfeit coins hit the marketplace in the town of Hearthorn.

The thieves ride to Lut. They stop and spend the night at the midway point in their journey.

6. The six adventurers take to the woods to find the witches. In a cave on the eastside of the Wesgol Forest, they encounter evil ones dressed as followers of the mad god. Overcoming the evil ones, they return to Broactor's woods with Andra.

The thieves fight three orcs in the ruins of an old Gorian village. They make it to Lut and the farm of Jogler.

7. The adventurers head toward Tru. On the way, they are attacked by bandits and orcs. They encounter Rand's brother Heiros in Tru. They chase him to a tower south of the village. The party stays the night in a tunnel that leads underneath the tower.

The thieves leave Lut. They encounter an ogre in the wee hours of the next morning.

8. The adventurers attack the tower through the tunnel. Succeeding, they take Dreda and Heiros to the Oakwood Forest. They find the Darkness in the forest. They encounter the Dark Followers at the hill cottage and Gabe dies.

The thieves visit an old shrine where Kazel receives a mysterious vision. Later in the day, they encounter the Paladin Nylan Lotley where the story of 'Sir Slappy' originates. The thieves finally arrive back outside the Town of Hearthorn and they split up. Later that night, assassins shoot at Gimplefwick and the thieves encounter the assassins disguised as merchants in the Two-Door Tavern. The thieves are tipped and they go to the town well where they battle the evil ones.

9. The party returns to the Dark and stops its evil. They battle Devlin and her followers, but she escapes with the crystal. The Lord Wizard Zepharon arrives and the party returns with him to the Town of Hearthorn.

The thieves receive training back at the Guild. Wain sends them that night to the West Gate Inn. Gimplefwick crashes into the Dark Followers' room and fights an undead assassin. Kazel follows Nodius and Woder to a blacksmith's shop. In the wee hours of the morning, the trio leads Lotley and Pelator to the blacksmith's shop and effectively defeats the evil ones.

10. The Town of Hearthorn recovers in light of the capture of the counterfeit ring.


The Month of Springtide in 500 D.Y.

24. Raven, Rinda, Sol Herron and Sarah Night meet Seth, Kazel, and the Dread Pirate at the office of the Lord Chamberlain. Sarius discusses the mission the Court of Hearthorn would like to send them on and the group accepts. The mission includes stopping the fighting that exists between the humans and the elves, destroying any Darkening Crystals found, and rooting out and destroying once and for all, those who follow the Dark Goddess. From there, they are to journey on to Redmarsh and find the traitor Krondor. The rest of the day is spent securing supplies and training on horse riding.

25. The party starts out from the Town of Hearthorn and heads south toward the village of Olv. On the way, they encounter and fight a group of Kobolds. Toward sunset, the party makes it to the village of Olv. Kazel, Seth and the Dread Pirate take some time in a tavern while Sol, Sarah, Raven and Rinda secure rooms at the inn and talk to the village headsman. Kazel exits the tavern angry with the patrons she encountered there. Raven, Rinda and Kazel camp outside the village while the others stay at the inn. During the night, a commotion takes place at the inn that awakens the village.

26. The village is alerted because Sarah saw something at her window that resembled an undead creature. The search of the village during the nighttime hours reveals nothing. The next morning the party takes breakfast and then starts out for Oakwood. On the way, they come upon a place in the woods where they find the bodies of elves and men slain after a battle. They also encounter bandits at the site who they defeat. Three of the bandits who live tell the party they are working for a man in Oakwood who wants them to stir up conflicts among the elves and woodsmen. The party ties up the bandits and leads them. By evening time, they reach the village of Tre and spend the night at the Wood's Inn.

27. The next morning, the party leaves the village of Tre and soon enters the Fief of Oakwood. They come upon a battle of men and elves close to a growing dome of Darkness. The Dread Pirate begins to enter the fray and then Sarah casts a web spell on him. Sol, with the aid of Seth and Sarah, stop the fighting and the elves depart the scene. After the woodsmen are convinced to return to their homes, angry words are exchanged between Sarah and the Dread Pirate. Sarah casts protection from a scroll and she, Raven, Sol, Rinda, Seth and Kazel put a stop to the Darkening Crystal. By evening, the party arrives at the village of Proat. Sol, Raven, Rinda and the Dread Pirate take the prisoners to the temple of Joren where they meet the priest named Zan. The party prepares to pay a visit to Sir Hampton but Sarah is found in the tavern speaking with a man by the name of Aaron Repe'. Sarah leaves with Aaron while Sol, Dread, Seth and Kazel ride off on an errand. Sarah is later found unconscious in a storage building and is rushed to the temple by Raven, Rinda and Zan. Raven, Sol, Dread, Seth and Kazel go to the storage building to investigate while Sarah lies in a critical state with Rinda and Zan looking over her. At the storage building, footprints, an empty pouch the Darkening Crystal was contained in, and a destroyed book are found. Marlexana, Sarah's horse is also found in a strange, curious kind of trance. The party then discusses searching for some missing children. Everyone then spends the night in the temple.

28. The next morning Sarah, still very weak, explains what happened. Sarah is magically healed by Marlexana and discovers her wand is missing. The party rides off toward the west at noontime to speak with the halfling families whose children are missing. The party then sets out toward the north looking for the children's 'secret hiding place'. At the location, everyone dismounts and navigates through large briar bushes which ends at a large opening in the ground. Down below the party fights a large pack of rats. Afterwards, they find the body of a half-elf and are attacked by large spider-like creatures. Defeating the monsters, they find and release an adult halfling, but Raven finds evidence that the children perished. They also find a dead ogre, killed by the spider monsters. Sol is attacked by four smaller spiders. Seth finds a stash of platinum coins inside an old stone statue. A man's armored body is also found in another part of the ruins. The remains of the children are removed and the party escorts the halfling back to his family. The party then returns to Proat for the night for rest and healing.

29. This morning sees the party leave the village of Proat and head south toward what is reported to be an ogre's lair. They come across a deserted cottage and are fired on from the woods. Sol chases two archers through the woods to a small-walled castle with a keep. Raven catches up and remains to scout while Sol goes back to the others. Raven sees men peering above the battlements of the stronghold. Raven's wolf is shot by an archer. He meets Sol and they later encounter the others moving through the woods. The party then makes plans to storm the castle that night. That night, everyone scales the walls and makes it inside the castle walls. Taking care of the guards on the walls and the courtyard, the party turns their attention to those inside the keep. Finding the front door unlocked, Dread and Kazel sneak inside. There, they see Woder speaking to about a dozen men. Woder holds a large crystal in his hand while telling the men to prepare to move to a cave in the east. The two rogues return outside and the party plans an ambush. The plan goes well and Sol enters the keep to face Woder and the others. The rest of the party follows Sol in with the Dread Pirate facing off against Woder. The guards are defeated and Woder is captured. The party questions Woder and the evil one bargains his life for that of Aaron Repe'. Woder tells the party of the evil ones' scheme and that the Dark ones are coming the next night to claim the Crystal. At one point, Seth casts a charm spell on the assassin. Raven meets, fights and kills the man who shot his wolf. Raven and Rinda prepare to leave the next morning to find Lord Greene as the prisoners are taken inside the keep.

30. Raven and Rinda set out for the Town of Oakwood. The others rest and prepare traps and plans for the attack that night. That night the evil Dark ones, which number five, enter the castle by use of their magic. A great battle ensues and Kazel, Sol and Sarah are captured. The Dread Pirate and Seth find themselves holed up in the keep with Woder. The evil ones take the Darkening Crystal from Sarah. One of them discovers a troop is just to the north of the castle so the Dark ones plan to escape. Kazel gets free and attacks one of them. Just as the evil one is about to flee, Raven returns and kills him. Sol and Raven ride off after the Dark ones as the steps in front of the keep begin to burn. The guards from Oakwood arrive and begin dealing with the fire. Sol and Raven return and report that the Dark ones have escaped. Raven also reports more on the troubles to Oakwood as described by Sir Greene. The Dread Pirate drags the unconscious form of Woder around the side of the keep and offers him to the guards. The party then spends the night within the castle walls.

31. The next morning, the entire party sets off for the Town of Oakwood leaving the guards to man the captured keep. From a small cave, they battle a swarm of rats and find three boxes containing gold and a message from Krondor to the Dark Mistress. The party then has an argument about what to do with the gold. They finally decide to split the gold amongst themselves. Riding on, the party encounters a group of orcs. After the humanoids are defeated, the party quarrels with what to do with the surviving orcs. The rogues leave for town while Sarah, Raven, Rinda and Sol wait behind to kill the orcs. Here is where the two groups split from each other.

The Rogues enter the Town of Oakwood. After visiting a tavern and Kazel tracking a man while discovering the plight at the Temple of Joren, the Rogues make their way to the Cloven Inn where Seth has secured a room. The Dread Pirate takes a nap while Kazel leaves to find out more on the streets. Seth goes to the Market Place to look for mercenaries to hire. Seth returns to the inn where he interviews and hires Brandel, Runik, Krord and Marast. At evening time, Seth walks outside into an alley and finds the Dread Pirate, Kazel, and a curious half-elf named Dalyor. The Dread Pirate tells Seth that the evil ones that were fought the night before have entered the town. Dalyor leads the rogues and the mercenaries to the cheesemaker's to hide for the night. There, Dalyor tells them what he knows of the evil ones and the rogues make plans to lay traps. Kazel and Marast leave to purchase weapons but see the evil wizards on the street.

The Adventurers enter the Town of Oakwood and head for the keep. They meet with Sir Greene, rest and eat. They then leave to head to the village of Visp. Sir Greene sends with them four guards, Romney, Abram, Bradley and Shema. The Adventurers first check in a tavern for the rogues. Not finding them, they make their way across the town. The party also sees the Darkness taking hold of the Temple of Joren. They then exit the town heading toward Visp. In the village, everyone goes to the Temple dedicated to the god of Law, while Sarah visits a small dwelling dedicated to Destine with Romney and Abram escorting her. The others meet with Rau’Triel, the priest of Maxim, for information on the area's caves. With the priest's help, Sol and Raven find a cave on the map that may hold the evil ones. The party then plans to camp outside to see if they encounter what has troubled the village at night.


The Month of Greentide in 500 D.Y.

1.Kazel and Marast return to the cheesemaker's to see the progress on the traps. She tells the others what she and Marast have seen. The work continues on through the night. Near dawn, the evil ones finally attack. A terrific battle ensues and the wizards are defeated. It is discovered there were only three wizards in this fight. From the wizards, the Dread Pirate gets a pair of magical boots. As citizens begin filling the streets, the trio mounts up with three of the guards to head back to the inn while they leave Dalyor and Krord to finish ‘setting things back’ in the cheesemaker’s building. Dalyor promises to come to the inn as soon as he finds out where a certain key came from. Dread, Kazel and Marast go to the Market and then to the Temple of Joren. The globe of Darkness has been dispelled, but something evil still dwells in the tower. Dread surveys the inside of the temple and then the group speaks with Zharta, Curate of the Holy Temple of Joren. The rogues offer to rid the temple of the evil that dwells there. Seth soon arrives with the rest of the mercenaries. After preparations are made, the rogues and their mercenaries enter the temple. There they battle the undead form of Ariella, a priestess of Ora, which concludes with throwing the defeated undead form from the tower windows. The undead priestess explodes and the Priests of Joren enter. The rogues are healed and rewarded and they return to the inn. By nightfall, Dalyor arrives with word that Sol Herron would like to meet and speak to the rogues.

In the very early morning, the party spots twelve bandits sneaking into the village. The party then overcomes the bandits and questions the survivors. The bandits turn out to be from Redmarsh scouring what is left in the wake of rampaging humanoids. When the day comes, the party leaves the bandits in the care of the woodsmen of Visp before starting off through the woods to the southeast. In the woods, the party soon finds a great dome of Darkness. They make it through to a cave in the center but not before encountering undead. Within the cave, the adventurers first fight orcs before finding the main cavern temple of the Dark ones. There, they find Devlin and her followers, along with one of the dark wizards. When most of the party is subdued, the wizard is revealed to be Aaron Repe'. Due to the help of Sol and some of the Oakwood guards, the tide of the battle is quickly turned. Devlin, her evil priest and Aaron are killed and many of the followers captured. Sarah retrieves her wand and a magical cloak from Aaron's body. In a smaller concealed cave, Sol finds two men-at-arms that were sent by Krondor to ask Devlin to form an alliance. The guards reveal that Krondor hides in a stronghold east of the village of Nox in Redmarsh. The party burn the bodies and head back to Visp. After resting and making plans, the party leaves the village and arrives back in the Town of Oakwood in the late afternoon. Arriving at the keep, Sir Greene gives his thanks to the adventurers by hosting a celebration that night in their honor. Later, Sol leaves with two of the guardsmen to go to the Boar's Eye Tavern. He finds Dalyor and asks to meet with the rogues. Dalyor leaves to go find them.

A while later, the rogues meet Sol at the tavern. They share successes and debate the possibility of working together again. The rogues agree to meet Sol and the others at the keep later. At the keep, the rogues and their mercenaries are shown to Sol's room. There they meet Sol, Raven, Rinda and Sarah with the four guards from Oakwood. At first they talk about the condition of Redmarsh and how to capture Krondor. Soon, however, the talk turns to insults and accusations. The rogues' party leaves the keep with the plan of meeting the adventurers' party at the Boar's Eye the next morning. This ends the Quest to Oakwood.

2.In the wee hours of the night, with the help of magic, Seth, Kazel, Marast and Runik take four horses, including Sol's steed, Thunder, from the keep's stables. They meet the Dread Pirate and the other mercs at the Cloven Inn and ride south out of the town. They continue south through the woods and Gimplefwick leads a small group of gnolls deeper into the forest. They meet the trail road and head southwestward toward Navlot. In the late afternoon, they reach the village and stop off in a tavern only to meet the village's strange inhabitants. They quickly leave and, exiting the forest, ride across the plains of Redmarsh. As darkness falls, they camp, but their sleep is disturbed by strange dark animal forms in the distance. The rogues break camp before sunrise and head south.

In the early morning before sunrise, Raven calls Sarah and Sol to his room. There, with Rinda, they discuss the impossibility of working with the rogues again. At sunrise, the adventurers are brought before Sir Greene where they are questioned and learn of the horse theft. The adventurers are then permitted to leave with the four guards. South of the town, Raven quickly picks up the rogues' tracks. In the late afternoon, the party is suddenly attacked by gnolls. Defeating the humanoids, the party reaches the trail road by twilight. Using torches, the party rides to the southwest for a few hours. Howls are heard and the party encounters werewolves. The werebeasts are slain with only Shema suffering a bite and the lost of one horse. The party then decides to camp for the night beside the road.

3.At sunrise, the rogues make a new camp to rest before continuing on to the village of Grute. Here, they also begin having trouble with Thunder. When the party reaches Grute, they trade three horses they took for two horses, a pony and a cart from a farm. Brandel visits a tavern and hears the citizens' opinions on their present plight. The rogues then decide to go to the Town of Redmarsh and meet with Sir Zantar. On the way south, they come across an ancient village ruin and encounter ogres. After defeating the ogres in a bloody battle, the rogues dump off their cart and continue on. Heading south and southwestward, the rogues later spot a castle to the south of their position. The Dread Pirate borrows Kazel's ring and Seth's hat and goes to check out the castle. The rest of the party continues on down the road and waits. An hour before sundown, the party heads back to the castle. There they find the Dread Pirate who has slain the bandits who have held the castle. The rogues then spend the night in the castle.

The next morning, the adventurers make to the village of Navlot and encounter some of the strange citizens there. They leave the village and are soon heading south across Redmarsh finding evidence of the rogues' trail. In Grute, the adventurers find their stolen horses. The party then enters the tavern and asks about the rogues. They encounter some patrons, the most friendly of which is Garrison. Garrison is then asked to join the Hunt. Raven determines that the Rogues have gone toward the Town of Redmarsh. They soon come to the Lathanian ruins and find evidence of the rogues. They also battle an ogre and defeat it. An hour after leaving the ruins, the sun sets and the party sets up camp.

4.Before sunrise, the rogues leave the castle and head toward the Town of Redmarsh. In a clump of woods on the way, a black dragon passes overhead. The rogues then make it to the disease ridden Town. Sir Zantar is angry when the rogues speak with him, the knight focused on overcoming the curse that burdens the town. Outside the keep, the rogues meet Abbar, who takes them to another part of town. Abbar tells the party that followers of the god of the dead are responsible for the plague and the dead will soon rise at their command. From Abbar's room, the rogues send Marast back to Oakwood to retrieve priests of Joren. About noontime, Abbar leads the party to a certain warehouse and then down into the sewers. They fight skeletons before entering the chamber of a priest of the god of death. Inside a great battle occurs with the rogues' party fighting the evil priest, zombies and ghouls. The rogues come out the victors with a good amount of treasure, though not without injuries. The rogues then venture through other tunnels under the town. Finally, they emerge into one of the abandoned gate towers. Out on the streets, the rogues learn that the dragon has been killed. The rogues then separate to gather their horses and a wagon. Kazel returns with a little orphaned girl. Seth, Kazel and the little girl ride out of the town, while the others bring the treasure through an underground passage to a location outside of the town. By the time they meet outside the town, it is dark. Two miles south of the town, they set up camp and plan for the next day.

Sometime after midnight, the party is attacked by bugbears. The bugbears are slain and Raven posts two of their heads on spears. In the morning, the adventurers break camp and come across four men who were slain by the bugbears. They continue to track the rogues toward the Town of Redmarsh. On the way, the party encounters the black dragon. They fight and slay it. Coming to the Town of Redmarsh, the adventurers see the diseased condition of its citizens. They tell Sir Zantar of the slaying of the dragon. The adventurers leave the town, but then circle around its walls looking for signs of the rogues. They then catch up to Marast who is on his way to Oakwood. With the use of a special potion, they question the elf and find out about the rogues' whereabouts and intentions. Abram and Bradley escort Marast back to Oakwood while the others turn their attention toward stopping Krondor. They then start out on the southeast road leading toward Nox. They soon come across the Temple dedicated to Strator and meet Lovan. Lovan tells them of a cult that has been troubling the area. The priest then leads the adventurers to the ruins where the cult is located. They soon defeat the cult, including priests of Helator, but one of the followers escapes. Raven and Sol track the woman to the village of Nox. Raven circles the village while Sol enters a tavern. Discovering that the woman probably went on to Krondor's stronghold, the two heroes return to the temple of Strator for the night.

5.In the morning, the Dread Pirate goes to check out the tunnels under the town, while Kazel takes Brandel, Krord and the little girl to look for the dragon's corpse. Seth stays behind with Runik. A while later, the Dread Pirate returns and he, Seth and Runik go to a farmhouse in the distance. There they have a very strange encounter. After escaping the farmhouse and its occupants, the three go off to find Kazel and the others. On the road that leads back to Grute, they find their companions near the dragon's carcass under attack. Overcoming the foes, the rogues capture a spellcaster, Amdracks of Ora, and take the dragon's hide. By late afternoon, the party makes it to the castle that the rogues had stayed in two nights before. That night, the party hears suspicious sounds in the castle. They then load up and spend the night camping by the road.

The next morning, the adventurers' party with Lovan mounts up and rides toward Nox. Just before entering the village, they encounter the injured sun priestess, Beleya. The adventurers then charge to the north of the village to an evil wizard's tower. There, they battle the wizard, Merkulus, in the form of a red dragon, an evil armored follower of the god of destruction and a troll. The adventurers win, but the guard from Oakwood, Shema, dies in the battle. Sol stays behind with the sun priestess while the others track down and kill the troll. After gathering at the Temple of the sun god, Raven and Rinda go hunting while Sol, Sarah, Garrison and Lovan go to inspect the tower. In a while, Raven and Rinda join them and interesting items are found. From atop the tower, Sol spots a score of mounted troops heading toward the village from Krondor's keep. The adventurers meet the troop on the east side of the village. They defeat the troop and Sarah charms one of the men among them. The adventurers then vote to attack the keep the next day. They set up their own watches in the village. Shortly after dark, Raven, Rinda, Garrison and the wolf set out to scout the distant castle.

6.The rogues continue on to Grute. On the way, they find the bodies of four slain men and the heads of two bugbears on spears. As they enter Grute, the rogues visit a farmhouse, which ends with the farmer being chased into his pond and tavern patrons running over to help with the commotion. Seth leads the patrons and the wet farmer into the tavern while Kazel searches the farmer's barn where she finds some valuable jewelry. In a while, Kazel meets the Dread Pirate in the wagon to find he has gotten some valuables from the farmhouse. Seth leaves the tavern and the rogues prepare to leave. Just as they leave the village, they meet the Paladin Nylan Lotley and 'Sir Slappy'. While the old friends speak and pray, the farmer and other men ride up to accuse the rogues of stealing. A fight ensues with the men of Grute being defeated and the enraged Dread Pirate begin shoved in a sack. The rogues then leave in their wagon leaving the offenders in the care of Nylan. Later on the way to Navlot, the rogues untie Amdracks and he proves somewhat useful. Toward nightfall, the wagon approaches Navlot and hear the sounds of werecreatures. In the village, the rogues find Marast and a troop from Oakwood lead by a lady paladin secreted inside a tavern. Everyone is moved inside the tavern to wait out the night. The rogues learn what had happened to Marast and that the rogues are to be arrested. A bit later, the werewolves attack, bursting up from underneath the floors. The creatures are defeated with some escaping while some in the rogues' party suffer new wounds. The rest of the night is dedicated to securing the place, resting and healing while debating what the rogues should do.

In the morning, Raven, Rinda and Garrison return from scouting the stronghold. Sol then questions Harlan and finds out information about Krondor and the stronghold. Plans are then made as to how to attack Krondor at sundown. The rest of the day is spent by the various adventurers on preparing for the attack that night. At nightfall, the party heads toward the stronghold and one by one they make it over the wall. As the first few are spotted a battle takes place between the adventurers and the guards. They then fight their way into the castle and work their way into the lower reaches of the stronghold. There, they kill an ogre and find a secret passage that leads to an underground access to the river by boats. They fight a few guards by the boat docks while one of the boats is missing. They learn that Krondor has escaped and the party boards one of the keelboats. They row out on the river to chase Krondor. In the distance, they detect the other boat and spend the rest of the night chasing it down river.

7.The next morning, the troop from Oakwood moves out for Redmarsh, while the rogues prepare to leave. Runik, Krord, Brandel and the little girl are sent on to the village of Noth in the wagon, while Marast waits behind with the three rogues. Marast immediately sets out looking for tracks and soon he and the rogues go off through the woods. They are later lead to a small cottage where they are attacked by two werewolves. The beasts are killed and the house is searched but nothing else is found. The rogues then leave to follow the wagon. This ends the Quest to Redmarsh.

-----The rogues and Marast head up the trail road toward the village of Noth. In the afternoon, a heavy rainstorm begins that continues on through the night. They reach Noth after dark and encounter men who are patroling the outskirts of the village. After overcoming the men, they meet Lady Mitan who offers them a job. Marast goes to look for the wagon, while Kazel follows Lady Mitan's entourage. Seth and the Dread Pirate go to the Quarry's Inn. Kazel and Marast find the rest of the rogues' party at the same inn Lady Mitan is at. Kazel sneaks around the rooms of the inn learning a bit about their potential employer. She later finds the Dread Pirate and brings him to the room the others are staying in. They all sleep while Marast goes to look for Seth.

The river chase continues throughout the morning. Toward noon, Krondor's vessel makes for land on the Silvergard side of the river. A chase leads the adventurers into the woods, which ends in a fight with Krondor and his men. While the fight is taking place, the adventurers see and hear a battle taking place between men and elves of the woods against a green dragon. As Krondor is killed, they also see the Lord of Silvergard. The adventurers then join the battle against the dragon. In a great climatic scene in which Lovan calls down the Fury of the Rager, the dragon is defeated. Lord Howrun then questions the adventurers revealing what woes Silvergard has suffered. The Lord Wizard Zepharon appears, bringing the group's horses with him. Further questions are answered and finally the group follows Lord Howrun's army through the rain to Xyl. This ends the Quest to Redmarsh.

-----The adventurers follow Lord Howrun's army into the village of Xyl. They take rooms at the Inn of the Sylvan Wood. As the adventurers go their separate ways for part of the day, Sarah meets a young woman dancing near the forest named Mirian. Someone shoots an arrow at the women and soon the rest of the party are there to protect them and search for the assassin. They question the girl and then prepare for the feast at the Red Leaf Tavern. Later, everyone meets at the tavern. Many people are met and Sarah and Mirian entertain the crowd there. A dead body is found outside in the rain. The adventurers help investigate and go to the man's home. There, Sol reveals the man had earlier given to him a blue gemstone. The adventurers then return to Sol's room at the inn. They speak with Mirian and plan to capture the assassin. As they prepare, however, Sol is attacked and battles the assassin, who appears to be elven. The others help out but the assassin escapes. Sol and Raven later go down to the stables with the hope of drawing the killer out, but another dead body turns up. Returning to the inn, they find Lord Howrun's men there who help guard and watch that night.

8.On this morning, the three rogues meet with Marast and Runik in their room. Runik explains how they came to this village and how Brandel is doing. The rogues then make plans to meet with Lady Mitan. Getting the word that Lady Mitan and her servants have left their rooms, the rogues rush to the lobby of the inn where they see the Lady's sedan chair carried across the village square. In the lobby, the rogues question an innkeeper, 'liberate' a few items and meet a young rough looking trio of elves. The rogues then trail Lady Mitan to the rustic inn where Dread and Seth had been. They meet with Lady Mitan, a halfling of noble family, who hires them to recover the Mitan Ruby. Lady Mitan claims it was stolen from her by a family in the Town of Oakwood by the name of Crawmund. They come to an agreement and leave the village with three extra horses taken from the elven trio pulling the wagon. The last that anyone sees of Kazel, Seth, the Dread Pirate and their band of mercenaries is aboard their wagon heading for the Town of Oakwood.

-----The next morning, it is raining and the adventurers have breakfast with Lord Howrun and his company in the village tavern. During the breakfast, Sol speaks with some of Lord Howrun's rangers about the blue stone. After breakfast, the adventurers leave with Lord Howrun's company for the Town of Rushfen. After an hour's ride, they encounter a priestess of Strator living in a large ruined fortress in the forest. Later they meet Murna of the Great Rager outside of a large walled castle. From her, they learn of other ones who follow the Rager in the area. Afterwards, the troop comes across an old ruined moathouse. The adventurers decide to explore it while the rest of Lord Howrun's troop go on to the Herald's Inn. Within the ruins, the party encounters giant toads, giant lizards and hobgoblins. After a fight in the courtyard of the ruins, they meet three mages and six warriors who make up the Trinity Seekers for the Truth of Maxim. The Trinity Seekers agree to help explore the ruins and a battle with two trolls is fought. Behind a wall section, a stairway leads down into a large chamber. There, Raven slays a gargoyle posing as a statue. With the exploration done, the two parties say farewell to each other. The adventurers then ride to the Herald's Inn where they meet the rest of Lord Howrun's troop. At the inn, the adventurers speak with a bard named Kylan. Kylan tells them that Lord Howrun's scouts have gone to the village of Gafa and no word has come back from them. The adventurers decide to head to Gafa and help find the lost troops. They ride through the afternoon and into the night. Just before they reach the village, they encounter a pack of ten ghouls. After defeating them, they enter the village which is completely dark. The village appears mostly deserted and the adventurers take refuge in a stable for the night. Sol and Raven have a short patrol of the area and speak with a resident behind a door of a house. The man tells them to return in the daylight. On his watch, Sol encounters three men who say they are Lord Howrun's men. They then disappear.

9. In the morning, Sol and Lovan return to the house where the mysterious man spoke with Sol the previous night. They find the body of a man in the bedroom. After sending Lovan after Raven, the half-elven assassin fights with Sol. After almost defeating him, Sol, with Raven behind him, chases the assassin through the village. On the main road, they lose track of the assassin, but meet Ulow, the Sage of Gafa. Ulow joins the adventurers at the stables and tells them of everything that has happened to Gafa and Lord Howrun's scouts. The adventurers then head for an old castle across the swamps where Ulow believes humanoids are. In a woods before the castle, they find many slain human and elven warriors. As they reach the castle, they find many crumbled stone shapes upon its drawbridge. They then realize the shapes are petrified humans and elves! Inside the castle, they encounter troglodytes, ogres and orcs. During a tragic battle with the ruler of this place, a beholder, Mirian dies. Sol, Sarah, Raven and Rinda continue on down to the dungeon level where Raven is burned by a fire trap. On the bottom level, they find men and elves locked in prisoner cells. Suddenly Sol hears another cry for help and dashes off down a corridor. He then is locked in a separate chamber with the half-elven assassin. Sol learns that the blue stone he carries is a key to unlock a portal in the castle. This would unlock the way of an army of the great spider queen into the upper world. They then fight in front of the large portal and Sol slays the assassin. Sol emerges from the chamber to meet his friends and the released men and elves of Silvergard. They remove the remainder of the blue stones from the portal with the elves keeping the majority and Sol hanging on to the stone he has carried. The adventurers then leave the castle with the troop and the woodsmen take care of Mirian's body. As evening falls, the adventurers leave Gafa. Later, they camp for the night beside the forest road.

10. On this day, the adventurers ride to the Town of Rushfen. There, they are reunited with Lord Howrun's troop and also the Lord Wizard Zepharon, Abram and Bradley are there. Sol then relates everything that has occurred in the previous day. As the adventurers begin to relax, Sarah joins Veil in a tent while Zepharon flies off on a gigantic brass dragon. Abram then tells of how he and Bradley encountered the thieves as they accompanied a troop from Oakwood. At the Gold Leaf Tavern, Sol meets and speaks with Lord Marshall Cedric Lone. When the heroes go back to the camp, Veil orders Sol to stand guard over the mages' tent while Sarah is inside. Veil then leaves to confront Lady Evalyn. When the diviner returns over a half-hour later, she demands that Sol find some of Lord Howrun's troop to guard the tent. Later the Lord Wizard returns and tells the adventurers that he must take his family back to Hearthorn. Just as Zepharon speaks with Sol, Raven and Rinda, Lord Marshall Lone arrives to arrest the wizard. Zepharon steps back into his tent and as the Lord Marshall and his guards enter the tent, they find it empty. Lord Lone tells the heroes that the Lord Wizard Zepharon is wanted by the Fief of Rushfen for kidnapping. Sol and Raven then go to meet with Lady Evalyn. The meeting is not friendly as Lady Evalyn becomes emotional at finding that Sarah is gone. Rinda and Raven return to the encampment while Sol and Lovan seek out a blacksmith. The young warrior inquires about having a metal symbol of Strator made. As Sol and Lovan leave, Sol reflects on what the future may hold.

11.- 26. During this time Sol, Raven, Rinda, Garrison and Lovan remain in the Town of Rushfen. Romney leaves with Abram and Bradley to return to Oakwood. Later on a trip to the village of Xyl, they meet Strolum, Dilton and Pil who agree to accompany the adventurers. Sarah remains with her family in the Town of Hearthorn. This ends the Quest to Silvergard.

27. Sarah, along with Zepharon and Veil return to Rushfen, teleporting into a waiting chamber of Lady Evalyn's. Lord Marshall Lone is there to arrest Zepharon and Sarah goes to meet with Lady Evalyn. Sarah learns more of her true mother and father. A disturbance outside in the waiting chamber is heard and Sarah is soon reunited with Sol, Raven and her other friends. Emotions flare as Lord Lone argues with Sol and questions Lady Evalyn. Everyone then waits for Lord Howrun to arrive. The Lord of Silvergard then officially pardons the adventurers and asks them to be a first offense into Ravenhold. Lady Evalyn objects to letting Sarah goes, but she relents. Zepharon then teleports the adventurers to the border of Silvergard and Ravenhold. Underneath the boughs of the Silver Woods, the adventurers meet Sarah's new apprentice, Caranip. They also find their steeds and Raven's wolf there. Turning west, they soon come to a keep with a large encampment of orcs outside it. The adventurers then circle to the south of the encampment hiding behind the hills. At midday, they stop to observe the orcs. After a while, the large encampment packs up and heads to the east. The adventurers then battle some orcs that had caught evidence of the party's presence. Just before sunset, the adventurers set a trap on the eastern ridge to draw the orcs from the keep. Close to midnight, a troop of 30 orcs exit the keep to investigate and they are quickly cut down to seven from Sarah's fireball spell. From the keep suddenly comes eight minotaurs who join the battle. After a fierce fight, involving Sarah changing into a gold dragon and Caranip's illusion spells, the evil ones are slain. The adventurers then plan to attack the keep at first light.

28. On this day, the adventurers literally storm the keep and take it. For the better part of the day, they fight a force of over one hundred forty humanoids. After a lengthy fight in the main hall, the adventurers explore the keep rounding up orcs who ran and finding items of interest. Out of the treasure found, Raven took a bow, Sol took a suit of plate armor, Sarah got a protection scroll and some healing potions, Garrison took a suit of chain mail and Caranip took some darts. After securing the keep, they set about burning the bodies of the orcs outside the keep's walls. They then camp for the night in the hills to the south.

29. In the morning, the adventurers leave their campsite and head toward the southwest. After riding a few miles, they encounter a large troop of hobgoblin soldiers lead by humans which include a priest of Helator. Sol goes to meet them and a huge battle ensues. The adventurers win with Sol and Lovan riding down retreating hobgoblins while Raven and Garrison take five humans prisoner. After the battle, some of the adventurers fall to arguing about how the battle progressed and debate the need of a leader. Raven takes a dagger found in the fight, Strolum takes a new sword and healing potions are given to Sarah. Riding west, the adventurers lead their prisoners toward a small forested swampy area. Within is a deserted thorp. The adventurers and the prisoners exchange words and threats about the missing people in the thorp. After more heated exchange between the adventurers themselves, Sarah gathers Caranip to her and, releasing a spell, vanishes and leaves the party. Regrouping, the adventurers enter the deserted thorp and meet an old bent man leaning on a staff. Those injured become healed and the old man offers to take the prisoners off the party’s hands. They also meet the mysterious elf, Whisper, who joins them. They then ride off to the west and Raven scouts another deserted village. The adventurers then come across a village situated on top of a hill under attack by soldiers trying to enslave the peasants there. They defeat the troop with the aid of the villagers, hearted by the appearance of the adventurers. After the fight, Raven helps track down a mage who is invisible and claims to have been coerced into joining Ravenhold’s army. The mage, Jyan gives them further information about the troops and what they do with the enslaved people of Ravenhold. Raven and Sol train some of the men in the village in order to defend its people and the adventurers spend the night there. Jyan begs them to take him with them when they leave.

30. Just after noon, the adventurers ride out from the village, with Jyan proving to be somewhat of an effective guide. They come upon the village of East Bend and the Hunters ride forth to scout it. The village is filled with troops and slave wagons ride into it. At night, the adventurers ride along the river and move west of the village following wagon caravans traveling on the trail road. The wagons then stop at a small thorp for the night. After some scouting, the adventurers break into two groups to attack the soldiers and secure the slave wagons. The enemy troop is defeated, the innocent people are freed and the party meets Jeilin Syl, a priestess of Astron. Jeilin had been captured and forced to serve in Ravenhold’s army. She then offers to join the party. It is then decided that Raven, Rinda, Whisper, Strolum, Pil and Jyan would continue on toward Kulendra while Sol, Jeilin, Garrison, Lovan, and Dilton would escort the freed people back to the freed village situated on a hill.


The Month of Solentide in 500 D.Y.

1. During the night, Sol and Jeilin’s party lead the wagon caravan back toward the east, camping to the northeast of the village of East Bend. It is here that the entire caravan remains hidden during the day. A large troop is observed riding out of East Bend heading toward the north and Hearthorn. At night, they begin their journey again toward the east.

-----By early evening, Raven, Rinda, Whisper and the others reach the village of Kulendra. They set up camp north of the village in a large brush field. There, they observe the village occupied by a large force of Hobgoblins and watch as new prisoners are brought in on wagon caravans. Whisper observes a dwarf among the hobgoblins guarding the eastern entrance to the village. On his first scouting attempt later that night, Whisper discovers that children are kept inside a large barn. Hobgoblin soldiers encircle and guard it and, around its perimeter, is poured a tar-like substance. As Whisper moves toward the Inn, a commotion is heard toward the eastern gate. Raven and some of the others are battling soldiers there. Whisper enters the second floor of the Inn and discovers older people are kept there. An old man tells him that the humanoids have separated families with the younger, healthier people enslaved by the river to work it for gold. The prisoners are not willing to fight back as they fear for the other members of their families. As Whisper works his way of the village, he observes hobgoblins speaking with humans wearing the horned armor of Helator. After moving east along the river, Whisper observed the panning operation at the river and the cruelty of the orcs with the humans. Whisper then returned to his companions.

2. Just before daybreak, the prisoner caravan is delivered to the hidden village on top of the hill. Sol, Jeilin and the others spend the morning resting here. Sol also gets a chance to talk with Jeilin. A horse is selected for Jeilin and she later names it Shakalee. In the afternoon, they mount up and ride west, stopping to check out a field of briars where Garrison had seen movement earlier. They come upon traps set by goblins and track the humanoids to the ruins of a village upon a hill. On the hill below the village ruins is the remains of an old guard post structure. The adventurers find steps that lead down below the guard post and encounter goblins in the dark chamber below. The goblins are defeated and a woman captive is found. After exploring the dark chambers all that they can, Sol and Garrison go on up the hill to explore the village ruins. Garrison is left to wait on the others while Jeilin inspects some coins found in the underground chambers. As they join Garrison a thunderstorm rages above the ruins. The party takes cover and after the storm, they find a wounded Sol emerging from a temple building. Sol says little of the encounter he had and they all head back to the hidden village they had left that afternoon. Back at the village, they rest momentarily and Sol gets attention to his wounds. The woman they rescued is Elesta Norum, an illusionist from Hearthorn who came to Ravenhold to study magic. She stays in the village with the rest of the refugees. In the late afternoon, the party leaves and by nightfall, they camp to the northwest of East Bend.

-----Just before daybreak, Whisper met the rest of his companions and told them of the situations in and around the village. At night, Whisper took Raven and Rinda to the river to see the mining operation and the pitiful condition of the slaves.

3. It was in the middle of the afternoon on this day that Sol, Jeilin and those with them found Raven, Whisper and those with the Hunters now camping by the village of Ku. Together, they once more discussed the nearly hopeless situation in the village and made plans. They were interrupted by a troop of hobgoblins which the adventurers quickly overcame. One surviving humanoid was questioned but gave little information. Final plans were made with Whisper entering the village at midnight first. Sol, Jeilin, Jyan, Lovan, and the three warriors would draw attention from the guards while the Hunters would make for the inn.

4. Whisper infiltrates Kulendra first just after midnight. The wood elf finds that he has to take out a few hobgoblins as he moves closer to the interior of the village. Whisper also finds a barn and a few houses that are holding women captive. An hour after Whisper left, the others begin to move out. Raven, Rinda and Garrison approach the village from the fields on the village’s north side. The going for them is slow as several times they have to duck for the cover as they near the perimeter and the road where many soldiers are afoot. Twice they encounter patrols that they must fight.
-----Sol and Jeilin lead the others to the east side gate where Sol masquerades as Commander Ulthang. They bluff their way demanding to be escorted into the village to meet the hobgoblin chieftain Morosh. In the hobgoblin camp, Sol and Jyan meet with Morosh and Sol explains that he, as Commander Ulthang, had been sent by Lord Sintor to turn over command of Kulendra and its operations to Chieftain Morosh's sole dominance. He tells the hobgoblin chieftain that the orcs at the river mine have been cutting a share of their own profit of the gold and the Priests of Helator are possibly involved as well. Morosh buys the story and immediately organizes his army to attack the orcs. Sol leaves with the hobgoblin army to attack the orcish camp leaving the others members of the party to see if they can free the women and children.
-----By this time the hunters make it to the perimeter of the village square. They see the hobgoblin force leaving while Jeilin and the others move to one side of the square.
-----With the hobgoblin force, Sol attacks the orcish camp. In the distance, he can see a storm approaching.
-----Meanwhile back in the village, Whisper comes across a house heavily guarded and reasons that it must house some of Black Riders. From the roof, he gains access to the upper story of the house and finds two guards downstairs that are suspicious of their hobgoblin guards outside.
-----In the village square, Lovan takes advantage of the storm and sends bolts down among the hobgoblins. Raven, Rinda and Garrison then attack the guards around the barn and find the children imprisoned within.
-----Back at the orcish camp, Sol finds Morosh inside the orcish commander’s tent standing over the slain humanoid. Sol quickly slays Morosh and tells the hobgoblins that their chieftain had been killed by the orc. As the storm rises, Sol fights his way through toward the river.
-----Meanwhile Whisper slays the two guards and pours oil in the house as the High Priest enters the room. Whisper fires an arrow that causes the hobgoblin guards to attack the house as the wood elf escapes. The house begins to burn.
-----As more orcs rush to battle the attacking hobgoblins, Sol makes it to the river freeing the people there. He then leads them back to Kulendra where Lovan continues to strike the hobgoblin camp with lightning bolts. In the village square, Sol, Garrison, Lovan, Strolum and Pil join in the battle there. Whisper approaches the village square while Raven guards the barn and Jyan heads toward the inn.
-----Sol, Whisper and Jeilin fight their way into the inn which is packed with humanoids and other rabble. After the heroes refuse to surrender, most of the humanoids run for it, leaving Sol and Jeilin to search the upstairs and Whisper to chase down his prey. On the upper floor, Sol and Jeilin find rooms where the older men are kept.
-----Meanwhile Whisper chases down a dwarf who is in the company of four humans. He tracks them to a barn behind the inn where he enters the hayloft. When Whisper attacks the dwarf who is part of the warband he is looking for, the humans flee. Before he kills him, Whisper learns from the dwarf that the warband is heading south.
-----Out in the village square, Lovan, Garrison and the three warriors continue to guard what is left of the village green. Raven and Rinda head toward the square as more people are coming forth to claim their children from the barn. Sol and Lovan ride off toward the orc camp and Raven chases after them. More freed prisoners enter the village.
-----At the orc camp, Sol, Raven and Lovan fight many of the humanoids. Many of the orcs and hobgoblins begin running off. Raven chases some of the orcs to the river while Sol checks to see that all of the prisoners have been freed from the slave pens. They then head back to the village.
-----Later all the heroes gather back at the village square where some of the prisoners are finding their families. Some of the prisoners wish to chase down the humanoids, but Sol and the others convince them to look for supplies instead.
-----As morning dawns, Garrison and the three warriors have organized four watch points around the village while Rinda tends to the injured. Whisper finds evidence of more of the Black Riders who have escaped to the south.
-----By noon time, two riders, one of which is Roderon, a ranger in the service of Lord Barreon Howrun of Silvergard enters the village and tells the heroes Lord Howrun’s army is three days away. Sol, Raven, Whisper and Jeilin then agree to scout south of the river to look for evidence of danger to Kulendra. Crossing the river, Raven finds many tracks that lead in different directions. To the south of the river they move up a large hill where they find, in the opposite valley, another village emptied of its people. In a building there, Jeilin finds information that tells that the people of Ravenhold had trouble with humanoids as far back as Wintertide. On a hill south of this village is another abandoned village and the adventurers explore it. It is here that Whisper decides to move on to the south while Sol, Raven and Jeilin return to Kulendra.

-----A few hours later, Whisper sets up camp in a small wooded marsh to prepare arrows and rest.

-----Meanwhile Sol, Raven and Jeilin find the refugees in Kulendra organizing the settlement. Sol decides to help with the southern watch while Raven helps with the guard at the west end of the village. Jyan, the mage, helps with the watch at the eastern gate. Jeilin trades her weapon for a short bow where the villagers are organizing arms. She then questions some of the people in the village about the enemy they had defeated before turning in for the night.
-----At about midnight, a troll is sighted across the bridge south of the village and Sol single-handedly defeats it. The other men on watch quickly set fire to it.

5. The rest of the night passes by quietly. Way before sunrise, Whisper continues on south through the countryside. He follows a trail road that would lead to the town of Black Bog through a small marsh and discovers a deserted thorp. There, he encounters Crane, a dwarf, and Jules, a human female mage. They reveal that they have fled from the town of Ravenhold. Whisper tells them of the liberation of Kulendra and they ask to accompany him.

-----At dawn, Sol returns to the village and an old man confronts him. Sol speaks with the old man before seeking sleep in a barn.


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