This page is a chronology of the campaign activities plotted on the Nessenese calendar, which is the standard used for international trade in this world. The months are posted in reverse chronological order (newest to oldest).
The background color of each month indicates the season: spring (green), summer (yellow), fall (grey), or winter (white).
1 Group Two and their new allies assault the mind flayer sept. |
2 Group Three arrives in the Jade Islands and finds pre-approved visas waiting for them. |
3 | 4 The party discovers Sakai and Tamura are planning an offensive. |
5 The Emperor sends the party to bring Tamura before him. |
6 | 7
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8 | 9
The party delivers Yoshiro Tamura, alive, to the Emperor's vassal. |
10
The Emperor grants the party an audience and agrees to recharge the galadiir. |
11 |
12 |
13 | 14 Group 3 receives word that the mage will meet them at Castanamir's Island.
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15 | 16 The party reaches the island and finds a trap waiting for them.
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17 | 18 | 19 | 20 | 21 |
22
Group Three learns of the murders of two high-level mages.
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23
The party defeats Kallaebri Seastar and her henchmen. |
24 |
25
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26
A messenger delivers an urgent message to Group Three from Marhaven. |
27
Group Three returns to the caves below Marhaven for a final confrontation with Azazel. |
28 Group Two arrives in Marhaven to find the city recovering. |
1 Group Three enlists Garrick and sets off to destroy the wizard Rorin.
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2 Group Two stakes out the slave route used by the aberrant thugs.
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3 The party frees another set of captives and takes a hostage of their own.
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4 Group Two heads underground with their captive.
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5 The party tracks Rorin to his home on the Astral Plane and kills him.
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6 The party engages illithid slavers and their athach minions at the relay point.
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7 |
8
Group Three receives an offer to trade Mrs. Wilkins' life for the galadiir.
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9 The party escapes with Mrs. Wilkins and the galadiir.
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10 |
11 Group Two discovers that the illithid they questioned has sent them into a trap. |
12 Group Three leaves Marhaven to establish a new home base. |
13 |
14 The party encounters more aberrations and takes possession of the villa. |
15
The party trades with svirfnebli and learns more about their destination. |
16 |
17 |
18 Group Three sets sail for Deep Elandrin.
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19 The party encounters anguillans in the underground sea.
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20
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21 Vondran bests a kuo-toa leviathan in single combat.
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22
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23 |
24 Group Two ventures into the home of an aberration-worshipping cult. |
25 |
26 Group Three is cast into the Far Realm by Azazel and finds a way back. |
27 |
28 |
1 The party visits Yulach for the use of his library and ends up rescuing Garrick ... again.
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2 Group Two ambushes a party of half-illithid sahuagin warriors at their gathering point.
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3 Bounty Hunters try and fail to take Garrick by force.
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4 The party locates the mutants' command post. Karu is killed by a half-illithid sahugain.
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5 Group Three plane shifts to Stygia.
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6 The party meets up with Athesto and seeks out the mutants' southern command post.
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7 The party and Athesto destroy the southern command post. |
8
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9 The Living and the DeadThe party frees Aria's father and many more captives from the Hall. |
10 Group Two resurrects Karu, who then leaves the party.
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11 The party returns the effects of Enon, Ethalian, and Clement to Belain. |
12 Group Two discovers the nature of the crystal pendant and the location of its mate. |
13 |
14 |
15 Lord Tagren is resurrected by the party and tells his story. |
16 The party locates the sahuagin village and discovers the illithid lair hidden beneath. |
17 Group Two learns that captives from the war are being taken underground to serve the illithids. |
18 The party intercepts a slave run and frees the captives. |
19 Group Two begins to search for the mage in Azazel's service. |
20
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21
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22
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23 The party finds Rorin in his hideout at the source of the River Goliand. |
24
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25 |
26 |
27 |
28 Group Three fends off a magical attack on Marhaven. |
1 A messenger summons Group Two to the Temple of Aegir.
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2
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3 The party faces an ambush plotted by a vengeful sahuagin cleric. |
4
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5
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6
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7 |
8
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9 Group Two sails for the shores of Corusk to help a darfellan settlement. |
10
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11 |
12
The party rescues captives from kuo-toa in the caves beneath the new darfellan colony.
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13 |
14 The party faces githyanki and earns an audience with Gadreel. |
15 The party returns to Marhaven with the galadiir partially recharged. |
16 |
17 Group Two sets off to gather intelligence on the state of the undersea war. |
18 Group Three investigates when the Adventurers' Guild Hall disappears. |
19 The party investigates rumors of a village populated by undead. |
20
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21 The party fights a psionic monk, who claims to be Aria's brother, and recovers the Guild Hall. |
22 Vondran begins having disturbing dreams
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23 |
24
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25 Group Two returns to the eastern sea floor in time to save the remnant of a merfolk settlement. |
26 Group Three travels to Stygia in search of the Elder Aboleth Ramiel. |
27 The party fights aberrant sahuagin and takes a valuable prize. |
28 Group Three returns to Uriel's cave to find the Elder Aboleth dead. |
1 The party finds Aria's former home overrun by aberrations. |
2
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3 The Torchwood limps into Marhaven with the party aboard. |
4
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5 Groups One, Two and Three are summoned to a meeting at the Adventurers' Guild.
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6 Group Three visits Yulach and obtains access to his library.
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7 |
8
The party leaves Marhaven for Seastar Colony. |
9 |
10 The party discovers the means to locate Aria's parents. |
11 |
12
The party teleports to Deep Elandrin and encounters the half-illithid army and its leaders. |
13 |
14 |
15 |
16 The party returns to Marhaven with the body of Lord Tagren. |
17 Tika attempts a raise dead on Lord Tagren; the spell fails. |
18 Group Three travels to Porphatys and parleys with Uriel. |
19 Group Two returns to the site where they met Hakran Vatheer. |
20 Group Three has dinner in Valhalla and encounters an old enemy. |
21 The party finds Akhnar and gets trapped in his demiplane. |
22 Group Two convinces Akhnar to let them return to Marhaven. |
23 Group Three begins the search for Ramiel and Gadreel. |
24 The party shifts to the Astral Plane to seek the body of Glaucus. |
25 |
26 |
27 |
28 |
1 |
2 Group Three departs for Survale.
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3 | 4
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5 The party reaches Survale and begins to gather information.
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6 The party encounters Pan'Phar Thrissek and learns about the drug harmony.
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7 The party destroys the underground drug lab where Survale's supply of hamony is made. |
8 Group Three assaults the Temple of the Beast in Survale. |
9 Group Two receives a letter from Kiernan, sails for the Tumari coast. |
10 |
11 The party discovers the origins of Harmony. |
12
The party meets with Athesto to discuss his findings about the sahuagin. |
13 Group One agrees to search for the escaped convict Garrick Mistrider. |
14 The party checks out the ruins of Stearns. |
15
The party fights skrags and meets a band of sahuagin refugees. |
16 The party encounters a new form of aberrant sahuagin. |
17 The party confronts Garrick at his hideout in the Corivan Wood. |
18 Garrick is seen outside Laketon in the grip of a great green dragon; the party pursues. |
19 Group Two ambushes a party of half-illithid sahuagin returning to the ruined village. |
20 Group Three leaves Marhaven for Nessen. |
21
The party returns to Laketon and reports Garrick's death. |
22 A mystery confronts the group at the Central Bank of Nessen. |
23 The party confronts a mind flayer and his psychic warriors at a ruined aquatic elf village. |
24 Group Two's ship is attacked and sunk by a kraken.
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25 The party confronts Noktilo and his ninja henchmen. |
26 The party encounters the lich Hakran and defeats the mnd flayer Thedris. |
27 |
28 Group Three sails from Nessen to the Seastar aventi colony .
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(Beginning of Autumn)
1 Party reaches the Mu'adh Valley and finds the grafting lab; Chandrakar escapes |
2
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3 | 4 Yoshira Tamura is stripped of his title and lands; he and his samurai are declared ronin. |
5
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6 Shogun Sakai, with the support of the military, takes Tamurashi City by force. Tamura and most of his warriors escape before the battle.
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7 Group 3 reaches Marhaven and learns where the Daybreak went down. |
8
The new deck in Marhaven is severely damaged by fire. |
9 Party finds the wreck of the Daybreak and retrieves the amulet of the planes. |
10 |
11 Party learns that Chandrakar is in Sigil and plane shifts to the Concordant Domain of the Outlands. |
12 | 13 |
14 |
15 |
16 The party chases Chandrakar to Xaos, where she opens a rift into the Far Realm; she is attacked and pulled through by a monster before it closes. |
17 |
18 Corgan asks Group 3 to check on the prison colony.
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19 |
20 |
21 |
22 The party enters the prison and discovers tsochari cooperating with mind flayers. |
23 |
24
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25 |
26 |
27 |
28 |
1 Group 2 agrees to slay a black dragon in exchange for help from the villagers in Gross Fell. |
2 The party explores an ancient tomb and faces the vampire Elizar Branded-Hand. |
3 Mrs. Wilkins sails for the Jade Islands aboard the Hakudo Maru. |
4
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5 Group 2 defeats Fell Armada commanders Bartolus, Vashon, and Sylar. Quinn is taken in for questioning as a piracy suspect. |
6 Merkator and Tolisa reach the City of Glass. Party defeats Drago, frees the town elders. |
7 Group 3 negotiates Quinn's release, sets off to find the Daybreak. Party defeats Kirella at the monastery. |
8
Merkator and Tolisa meet Tana Brightwave; begin looking for the stolen mask. Mrs. Wilkins faces ninja assassins at the Price Academy for GIrls. |
9 Party enters Chateau Tannenbaum, defeats SkreetVeet and their mirror selves, and recovers the mask. |
10
Party encounters the false Daybreak and defeats the pirate crew. |
11 Party reaches Marhaven with the pirate ship in tow and proves Group 1 innocent. |
12 Mrs. Wilkins foils a plot to assassinate the Emperor of the Jade Islands and saves Betty's life.
Shogun Hideo Kamakura takes his own life at sunset. |
13 Party locates the drop point and captures Garrick alive. Party reaches Marhaven with Orin and the captured pirate ship Fell Moon.
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14 The new party of Tolisa, Merkator, and Tana gate to Marhaven. |
15 |
16 Group 3 learns of the reappearance of Chandrakar
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17 |
18 Party gathers information in Margier |
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20 |
21 |
22 |
23 Party interviews Phylo the Nomad in Nessen |
24 The Emperor of the Jade Islands announces that Mamoru Sakai will be the new shogun of the southern Chuoshima province, replacing the late Kamakura. |
25 Group Two receives an invitation from an obscure nobleman. |
26 Party reaches Dusan and seeks information about Chandrakar's expedition |
27 The party is hunted by vampires on the Plane of Shadow. In Marhaven, the first expansion deck is floated on the edge of the housing sector. |
28 Mamoru Sakai is installed as shogun. Yoshiro Tamura boycotts the ceremony; he and his samurai fail to swear allegiance as required. |
1
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2
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3 | 4 Group 1 agrees to hunt down a ship allegedly crewed by undead |
5
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6
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7 Party interviews witnesses to the ghost ship attacks |
8
Party encounters the White Lady in the Northern Basin. |
9 Party raids the pirates' lair, recovers stolen goods and captures the White Lady. |
10 | 11 Party stops briefly at Marhaven to unload the Daybreak. Quinn stays behind. |
12 | 13 Group 3 meets Mrs. Wilkins and accepts a mission from Riley. |
14 Party raids Stevens Manor and battles the Servants of the Beast Below. |
15
Party delivers the White Lady in Margier.
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16
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17 Group 2 sails for the Tumari coast |
18 The Daybreak is attacked while pursuing Chandrakar; Merkator and Tolisa escape but become stranded on the Elemental Plane of Water. |
19 The party discovers a Fell Armada ship burning and wrecked; saves 3 prisoners. |
20 Party finds Athesto dead; Vondran awakens his legacy weapon's first powers. |
21
Party slays the new sahaugin baron and resurrects Athesto. |
22 Group 3 explores an undersea cave complex. |
23
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24
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25 Orin Bronshelm is abducted by the Fell Armada. |
26 Lord Mayor Ander hires Group 2 to rescue his son Orin. |
27 The party interrupts an apparent attack by the Daybreak on an innocent cargo ship . |
28 The party finds Orin, then loses him again in the Moonlands.
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(Summer begins)
1 Nessenese New Year (public holiday)
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2
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3 | 4
Group 1 faces aberrant humanoids in the House of Healing. |
5 Group 3 searches for the mage Leopold and ends up facing more Servants of the Beast Below. |
6 | 7 Group 2 is attacked by Arkos Ventrolo's party. |
8
Party defeats were-eels from the Noordian delegation. |
9 Group 1 encounters the city guard and meets with Gaylord Windpiper. |
10
Party sets sail for Aniel. |
11 | 12 | 13 | 14 |
15
Party encounters forest trolls on route to Aniel. |
16
Party destroys Navae and saves the village. |
17 | 18 | 19 Group 3 talks to an informant about the Servants of the Beast Below. |
20 Party discovers an unknown substance in storage, intercepts mercenary thugs and captures the Chimera. |
21
Party reaches Marhaven |
22
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23 W'illot, Quinn and Group 2 investigate Bulrick's death. |
24 Party is ambushed in an undersea cave by sahaugin, merrow, and tsochari |
25 | 26
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27 Tideborn Nostrigari translates the scroll Group 1 found with the galadiir. |
28 Grimaldi reports his findings on the black goop Group 3 found in the SOBB storage unit. |
1 The Ettin's Riddle Group 2 arrives in Newkeep amidst the destruction wrought by the ettin. |
2 The Ettin's Riddle The party faces the ettin and the Newkeep militia and breaks the ettin's curse. |
3 Transport The Lucent leaves Marhaven bound for Eldmoor prison colony.
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4 | 5 Transport Group 1 fends off an attack by the Night Wind, sinking the attacking ship in the process. |
6 Transport Party discovers a tsochar on board. |
7 Transport Party returns to Eldmoor and faces another tsochar; Warden Seacrest is slain. |
8
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9 The Hunted Group 2 locates a destroyed darfellan settlement; slays sahaugin. |
10 Transport Party returns to Marhaven with the body of Seacrest; reports to Riley. |
11 |
12 |
13 Party leaves Newkeep for Corsuhn. |
14 |
15
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16 | 17
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18 Group 2 arrives in Corsuhn |
19 Group 1 meets Chandrakar, accepts her proposal to recover a copy of the infamous Codex Anathema |
20 Party encounters Dane's gang |
21
Party departs for Castanamir's island. |
22 Triton departs; is attacked by pirates that night. |
23
Party lands on the island and begins to explore. |
24
Chandrakar takes the Codex and leaves the party stranded. |
25
Party rows to Nessen, interviews Castanamir's family. |
26 Party reaches Marhaven. |
27 | 28 The Island of Castanamir Party reaches Marhaven. Aria and Strontium leave the party to form their own adventuring group (Group 3). |
1 |
2 | 3 | 4 | 5 | 6 | 7 A set of tapestries commissioned by Simeon Vale are stolen from warehouse B7. Two are later found floating in the water, destroyed by the salt water. |
8 | 9 | 10 | 11 Vandals enter SW warehouse A5. Bolts of silk cloth are shredded and a set of masterwork ceremonial daggers stolen. |
12 An unmarked pinnace is noticed slipping in and out near the inner Service Sector under cover of night. |
13 | 14
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15 | 16 Vandals break into warehouse B18 in the SW warehouse sector. Spices and perfumes belonging to Suleen Nar-Alzun are apparently dumped into the sea. |
17 Help Wanted Group 1 investigates, stakes out warehouse A22, and encounters sea kith (aquatic goblins). |
18 Help Wanted Party defeats the herbalist and crew and recovers stolen cargo. |
19 | 20 No Good Deed Group 2 sails for the Tumari coast aboard the Daybreak.
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21 |
22
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23 No Good Deed Party is attacked by sahaugin as they land on the Tumari coast.
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24 No Good Deed Party repels a sahaugin attack on Stearns. |
25 No Good Deed Party defends Stearns from another sahaugin attack and slays the four-armed mutant leader. |
26
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27 | 28 A memorial service is held in honor of those believed killed on the Tumari coast. |