11 - 17 Eleasis, 1376: The Team learn that Neverwinter is under siege and petition for the race to be postponed while they deal with that. Silverymoon agrees, but Waterdeep does not. Neverwinter and Silverymoon both withdraw. One of the Silverymoon members thinks some information on the a vision Chand had at Candlekeep: The banner of the army is a black boars head with nine tined antlers. They learn the leader of the siege is someone known as Duldach the Dark Boar, an outsider who had attacked centuries ago and was banished to one of the Nine Hells. He is apparently a follower of Mammon, and also invinceable on this plane. He is from another prime material plane. They consider what their next plan, reasoning out from Chand's vision and Regalla's divination that they cannot best help in the fight for Neverwinter.
17-21 Eleasis, 1376: The Neverwinter task force waits for a tuning fork to be created for a plane shift to Dulach's home plane. They spend time preparing in their own manners. Once they plane shift they are on rolling farmlands under a deluge of rain. They head in one direction, find some dwarven farmers and learn that Istar is to the east. Outside of the city is the Temple to Pelor, where they learn some more about Dulach; particularly that he is from a northern province. Also, monsters, such as Smitty is considered in the strictest sense, must be trained and registered. The group registers him with the stablemaster, find rooms in the Knights of the Divine Hammer Resthouse, and meet Blanda, a mage formerly from Silverymoon. They learn mages are viewed with unease (because of the mMagewars), and most arcane spellcasters are reclusive. Divine spellcasters are viewed very favorably. Blanda offers to teleport the group to the north. Some spend the night at the Ladies of Perpetual Pleasures (more could be written here but is not), then leave the next day with Blanda. However, they end up in a dark, doorless room much to Blanda's surprise. Of course, he did mentioned he ended up on this plane in a teleport accident. Oh, and Chand isn't black and white.
21-25 Eleasis, 1376: The Neverwinter task force battles polar bears and ice mephits as they venture to see the White Wizard, after speaking with the Master of the lore.
25 - 26 Eleasis, 1376: The Neverwinter Knights continue up the mountain, encountering more monoliths and more caves. In one cave they discover perfect ice sculptures which seem to be fleeing something. Smitty uses his last wish to bring them back to the way they were before being turned to ice. All of the statues become people for an instant before a icy wind hits them and the Knights, turning most into ice statues. The remaining Knights rescue their fellows, and work with three others to form some sort of plan. There is some sort of massacre down below, so the Knights head further up the mountain, stringing together the clues of the monoliths.
26 - 27 Eleasis, 1376: The Neverwinter Knights figure out the clues and venture into the cave with the ice sculptures. They encounter several tests, which they apparently pass (with Darvin taking some fire damage). The party gets separated (perhaps by who was worthy and who wasn't). Most of the party encounter the White Wyrm and are allowed to live and watch as Darvin, Don, and Regalla meet the White Wizard. The wizard asks them what they value most: Darvin is fighting with Barnaby, Don his life, and Regalla her friends. They gain valuable (?) information on Duldach and then are teleported with the others to the border of the mountain. Well, except Don is dead, and Regalla exists on a different plane of existance than the Knights. Dravin seems unaffected, until Barnaby starts a fight; then the dwarf becomes passive. The Knights decide to return to Faerun and Silverymoon. The city is being attacked by dragons.
27 - 29 Eleasis, 1376: The Neverwinter Knights try to deal with the dragons when a figure suddenly appears. The group teleport away to Waterdeep with this person, Markheim Flynn, to safety and to regroup. Turns out Markheim knows something of Duldach. They go to Candlekeep for some ressearch. It is decided they will have to go to the Nine Hells.
29 Eleasis - 8 Eleint, 1376: The Neverwinter Knights find their way to the Nine Hells. They encounter all sorts of strange denizens and encounters, but do find someone who would like to bring Duldach down. They are led to a dank oily pool on Minauros where they are told they can find Duldach's soul.
29 Eleasis - 8 Eleint, 1376: The Neverwinter Knights enter the oily pool and find a magma filled cavern with a ruined keep. It is guarded by barghest and chain devils. They don't find any clue to Duldach's soul.
8 Eleint, 1376: The Neverwinter Knights use speak with dead to ask the chain devil if she knows anything useful. She knows a little. Regalla finds a secret passage to a teleporter. More lava, but add in a lot of acrid smoke. A huge battle ensues with Vargouille, Erinyes, and Lemures.
8 Eleint, 1376: The Neverwinter Knights continue to battle the devil army while the dark tower rises from the lava. As they make headway over the lesser fiends, the giant barbed devil disappears, followed by some of the erynes devils. The Knights finish the last of the devils. They decide to enter the tower, getting past the skull trapped opening. Down the long spiral staircase they discover an incorporeal creature and begin to battle it.
8 - 9 Eleint, 1376: The Neverwinter Knights chase off the incorporeal creature and explore. The encounter some wights and shadows, and signs that a large reptilian creature had passed through. They discover a young woman named Yesha is imprisoned here.
9 Eleint, 1376: The Neverwinter Knights explore more of the Hellspike. Markheim Flynn returns unexpectedly, offering some information about the Hellspike and how it mayt relate to Duldach. There is some minor debate about what it means. They come upon a rare effect called Necromatic Seepage in several rooms. Then they find a gibbering mouther vampire. Markheim disappears during the fight.
9 Eleint, 1376: The Neverwinter Knights dispatch the gibbering mouther vampire. Exploring more of the keep, they lead little more on where Duldach's soul might be.
9 Eleint, 1376: The Neverwinter Knights finish battling the undead girallons, ignoring the slabs of granite. Moving on through the Hellspike tower, they find some embalming rooms, another of the multi-eye glyphs, Necromantic seepage, and the resting place of the devil replaced by Asmodeus. They find a room with a dragon skeleton hanging from the ceiling, which attacks, and some ghost dragons. Still, they venture on.
9 Eleint, 1376: The Neverwinter Knights venture on, eventually finding two rooms with sucking holes in their floors. Deciding this may not be the best chance to take at this time, especially in light of the sending Markheim sends about the Hellspike. They gate out to Damara, the closest place to the two places Vereorax is rumored to be.
9 - 10 Eleint, 1376: The Neverwinter Knights find an inn in Trailsend to rest and plan. Harold takes Barnaby, Smitty, Darvan and Yesha to Peldan's Helm and Barnaby's parents to leave Yesha while they deal with Duldach, planning to help Yesha back to her world afterwards. The Knights find Vadlax's tower. There are two beserk lighting wielding flesh golems at the top, and poisonous gas at the entrance tunnel. The tower is empty, except for a beautiful woman asleep in a bed (Harold and Chand determine she is a erinyes). The final room at the top of the tower has a secret door.
10 Eleint, 1376: The Neverwinter Knights find a means to transport to another place (Darven determines they are 45' under ground), and explore the dungeon. They are attacked by a pair of huge panther statues. The next room contains a floating sword, which attacks. Barnaby takes possession of the sword and it tries to influence him to kill and become a tool of destruction. Chand destroys the sword, and the group explores more of the dungeon.
10 Eleint, 1376: The Knights find a room with iron statues and a dias with a strangely shaped golden triangle. It is guarded by an iron golem, which the Knights eventually destroy. They pick up a medallion/key. They find a hallway of red spongy material which exudes a poisonous gas. Beyond that is a room filled with bubbling pools of "Slaadi Blood" poison. They find another medallion and a portable hole that can't close. This path is a dead end, so they go back to the beginning to another door and fight a whirlwind of weapons.
10 Eleint, 1376: The Heroes go through the next door they find a hall of mirrors. One mirror traps Smitty and he is attacked and killed by a black pudding, but Harold strikes the mirror breaking it into six pieces before teleporting into the mirror with Illarion. However, they enter a different space with two dread wraiths. They teleport out. Smitty is now a swarm of five smaller Smittys. He finds he can control switching back and forth. They discover a secret door and a cave beyond with an antimagical stream and a giant 20 armed statue and red pool. They ponder what to do. They decide to drain the pool to look for the last medallion, which they do.
10 Eleint, 1376: The Heroes return to the hall of mirrors. Darvin destroys the mirror that had trapped Smitty and Grandma, releasing 10 vampires. They are quickly dispatched. Chand puts the medallions together and it releases a light which evaporates the door. The Heroes go through and find two men and a silver dragon in front of a large glowing cube. One of the men shouts, "You are not the Master!" before slipping around a corner of the star-shaped room. The other man utters a command, "Protect me, slave," in a strange language that Chand and Harold understand, before heading to one of the doors. The dragon is dull-eyed and does attack, breathing a paralyzing gas that incompacitates almost half of the Heroes. The one man around the corner turns out to be three devils and they attack Harold. The other man is a vampiric monk and stuns Darvin. Things look pretty bleak for the Heroes. Harold manages to free the dragon of its domination and it starts reeking havoc on the devils. Diana, Smitty, Grandma, Harold and Regalla work on the monk, with Chand adding a spell when he'd capable. The vampiric monk reaches into Smitty's chest and pulls out his heart, devouring it. It seems to make the vampire that more menacing. Darvin is repeatedly stunned by the devils and healed, slowing his assistance in the fight. Grandma magically puppets Barnaby (who was paralyzed) and brings him into the fight. Eventually, the monk disappears and the three devils are defeated.
10 Eleint, 1376: The Heroes are left with the silver dragon, the corpse of Smitty, and the glowing cube of force. Then Markheim appears. Harold speaks with the dragon and learns he knows of Harold's father. The dragon performs a draconic ritual returning Smitty back to life by sharing part of his essence. The dragon then takes Harold to meet his father. In the meantime, the others consider what to do with the forcecage-like effect. Chand brings it down and it reveals a sphere of annihilation. The Heroes determine the medalions may control the sphere with the assistance of a commune to Markheim's Greater Good. They also learn some other helpful information. Chand controls the sphere and it leads him to a hidden room where they find a trapped sarcaphagus, in which lays the vampiric monk they had battled already. They defeat the monk though combat, spells and the shpere. In the sarcaphagus, they find some gems and a journal of Vadlac. They learn the sage was facinated with beholders and with driving evil from one's soul. He apparently managed to do this, but it created the monk they just destroyed, meaning his own death may come soon.
10 - 11 Eleint, 1376: The Heroes figure out how to escape the dungeon, then spend the night in theor mansion. The next day they use phanton steeds to make their way into Impiltur where the Temple of the Prismatic Flame is rumored to be. Harold uses a find the path to locate the Mines of Eraamoo. Going deep into the mines they discover a grisley scene: two dozen dwarves dead with small holes in the backs of their heads. They then meet an elder dwarf who tells them of a diamond hard fiend ahead. He is clearly unpleasant and speaks of the scourge of humans. Beyond is a large cave where a draconic voice tells them that only true dwarves and lawful dragon-kin are allowed to pass. Darvin tries to pass but decides better of it. Harold and Smitty do pass, finding a building where Smitty has to sacrifice a level to open the gold doors. Chand teleports the rest of the group to the stairs where they are attacked by a rust monster like creature with six diamond tipped tentacles and significant damage reduction. Barnaby also finds out its tail carries a wallop. The creature stuns or staggers most of the Heroes, and controls Diana and Grandma, who attack their fellows. Smitty and Harold can only watch helplessly, so Smitty places one of his weapons in the hands of a statue. Eventually, the Heroes defeat the creature, losing Diana and Grandma.
11 Eleint, 1376: The Heroes bring Grandma and Diana back, then push on. The next room is a bridge over a chasm. They are attacked by wight monks, but prevail. There are two doors and a inpenetrable skull. One door has some statues, traps and a hidden alcolve with a statue of a heroic dwarf. Same with the other door, but a different heroic dwarf. The Heroes eventually figure out to put the weapons from the statures in the first room in the heroic dwarves hands. This opens the skull to reveal a door. Beyond is a trap and a dead body with a map and a cryptic note (and some treasure).
11 Eleint, 1376: The Heroes collect the body - or more specifically the treasure on the body - and make their way through the door. They come upon a room where a statue of a dwarven woman asks them what do they pray for. Above two exits are the words Duty and Honor in dwarven. Choosing Duty first, they climb up many stairs, only to discover they are trapped. Most are saved by Harold's feather fall or by grabbing a ledge, but Regalla falls, hitting the floor below and disappearing. The others investigate and discover there is a teleport trap on the floor. Triggering it, they find Regalla engaged with a gigantic black pudding, and Markheim appears (not even 24 hours has passed). They defeat the ooze and find a secret door out. The passage is narrow and not rewarding. They figure out how to teleport back to where they came from and then try the Honor passage. There they find a floating crown which is really a trap using blade barrier and forcecage. With some effort, they figure out that the answer to the statue's question is Wisdom and a door is revealed. Up the stairs they come upon a large room filled with columns and three huge doors. They are attacked by an army of wight monks. But the fight doesn't last for long as the undead flee.
11 Eleint, 1376: The Heroes find a secret door, beyond which is an upside-down diamond skull on an iron bar in the wall. Chand turns the skull rightside up, and the horde of monk wights return and attack. Soon into the battle, three of the wights shoot out black rays at the other wight monks, absorbing them and grow in size and power. Somehow, the Heroes prevail.
11 Eleint, 1376: The Heroes push through the door that is ajar, finding the room collapsed. Squeezing through various tunnels in the unstable debris, they find a sepulchral structure holding hundreds of fallen Dwarven heroes. They come upon the tomb of Halgar Stoneforge. After opening his tomb, Darvin takes the artifact shield Stoneforge Escutcheon. Beyond the second door, they find a complex clockwork of large gems carved into skulls. After much tinkering, Diana recommends the puzzle might be solved by turning each skull which is opposite the others. Doing so (including the diamond skull in the secret room) reveals a secret door.
11 - 12 Eleint, 1376: The Heroes find darkness in the next room. Darkness filled with ginormous spiders, which they naturally battle. They also find a sphere of untimate evil. Chand summons the sphere of annihilation and they two spheres destroy each other, pelting Chand with diamonds.
12 Eleint, 1376: The Heroes leave the complex and find themselves in a large cavern filled with mushrooms. Oh, and duergar, which are slaves to a very large beholder named Verorax. He asks to speak with the Heroes' champion, so Darvin steps forward. Darvin negotiates to learn where the eye of erramu is located if he defeats his own champion without the aid of magic; if Darvin loses, he and the Heroes become servants of Verorax. Darvin wins and learns the eye has replaced the central eye of the beholder. Darvin negotiates to trade temporarily for the eye in exchange for Darvin's armor and one of his servants. Connor stays. Next step is to find Vadlax.
12 Eleint, 1376: The Heroes find the Temple of the Prismatic Flame and teleport to it... well, Chand and Harold do. They find noble salamanders and hellfire golems in addition to a swirls miasma of prismatic energy. After a few rounds of battle, Chand and Harold return to the mushroom cavern. Some more magical research reveals a very weakened Vadlax in one of the rooms in the Temple. They pop in, grab him, and pop back. Vadlax is allowed to use the Eye of Erramu, which seems to satisfy him. He tells them the cacofax splinter is in the midst of the prismatic flame. The Heroes return the Eye to Verorax (and Vadlax chats with the beholder). The Heroes determine the only way to take down the flame is to hit it simultaneously with the spells necessary to defeat a prismatic sphere; with the help of Vadlax they have a plan. They return to the Temple and are attacked by the noble salamanders and hellfire golems.
12 Eleint, 1376: The Heroes hold off the noble salamander and hellfire golems long enough to take down the prismatic flame, revealing the cacoflex splinter, which Diana grabs, cackles and disappears. Grandma is able to find her (she returned to Vadlax's keep), and relays this information to Chand and Harold. The Heroes find her, disable her, and Barnaby takes the splinter. They immediately return to Hell and the location of the Hellspike. They are attacked immediately. Barnaby summons the Hellspike.
12 Eleint, 1376: The Heroes fend off their attackers long enough for the Hellspike to rise high enough to land on. They enter, find the cavern filled with dark ooze and flux slime. They dimension door to the bottom room and discover a pit fiend waiting for them. The battle is pitched, and the pit fiend manages to hold Barnaby, take the splinter from him, and somehow leave even though he was under a dimensional anchor.
12 - 13 Eleint, 1376: The Heroes lick their wounds a bit, then find the pit fiend by using a dimesion door to go to the prison cell of the former Lord of the Nine Hells. The pit fiend charms Darvin, and then the battle begins. The pit fiend uses a blaspheme to kill and banish the Heroes (except for Chand who is stuck in the portable hole). Harold ends up on his own plane and uses a wish to bring the other (except Chand) there. Chand makes a deal with a denezen of his plane to go to Candlekeep. The others join him there.
13 - 14 Eleint, 1376: The Heroes plot their next actions. Markheim returns with some additional information for Chand. The rest of the Heroes venture to Waterdeep, where many of the refugees from Neverwinter have settled for the time being, including Sorbe the Librarian of the Academy. She relates that the Academy was the last to fall against the Darkness. After much debate it is decided to go back to Hell and retrieve the Cacoflex Splinter. Arriving, Markheim disappears, leaving a message that the Hellspike is coming.
15 Eleint, 1376: The Heroes wait for the Hellspike to rise. They are attacked by many chain devils, though half of them are illusionary. Those that are real are also protected by some sort of magical shield. The Heroes prevail. When the Hellspike rises they enter it and start exploring fully the top level. They encounter some dread wraiths, some morphing statues and lots of necromatic ooze.
15 Eleint, 1376: The Heroes explore more of the Hellspike. It has changed somewhat since their last excursion (draconic rooms, strange creatures, etc.) They find an imprisioned paladin named Arahern and free him. Next, they find the pit fiend and the battle begins.
15 Eleint, 1376: As the Heroes battle the pit fiend, Illarion fires his special arrow at it but the devil snatches it out of the air and tosses it carelessly aside. Illarion tries to retreive it but he is paralyzed. Harold does manage to get the arrow and, defying the odds, stabs the pit fiend and renders it nullified. The Heroes finally defeat the pit fiend and retrieve their portable hole, but not the splinter. They explore some more and discover a room with a large screen made of sewn together human skin, which turns out to be a screen of scrying. Harold uses it to find the splinter, so Sorbe attempts to dimension door to it, but naturally, it is protected. They do go to the bottom floor and find a shrine to Asmodeus with a jet balck altar. Beyond a secret door is the altar with the splinter, and Sorbe grabs it. Urged by the other Heroes to insert the spinter into the alter it was set on.
15 Eleint, 1376: Sorbe stops inserting the splinter just as Markheim sends a sending to Chand warning them to stop. Markheim opens a gate to the Well of All Worlds where the Oracles answer many of the Heroes' questions (in riddles, of course). The Heroes also find out time seems to slow down significantly here so they spend about six days to prepare themselves. They return to the Hellspike to search for the right birthplace of the splinter.
15 Eleint, 1376: The Heroes search the Hellspike for where the Cacoflex Splinter belongs. They eventually end up at the room that disappeared when they destroyed the golem-like magic items.
15 Eleint, 1376: The Heroes decide to go down to the bottom level and enter one of the sucking holes. Harold discovers a secret room behind the hole in which the find a shrine to Mamnon. However, the Heroes decscend into the hole and find themselves in a war between Xill and Formorians.
15 Eleint, 1376: The Heroes return to the Hellspike and enter the shrine to Mammon. Sorbe returns the splinter to the altar and gains control of the Hellspike. They determine they need to enter the hole to find Duldack's soul (since it seems to be protected from distant magic means. They meet with the Formorians and then with a young copper dragon named Spargonitus, who is the gatekeeper to the next level of the tomb of Torbin Kahn.
15 Eleint, 1376: The Heroes learn from a craftsman ogre some of what might be needed to get to the next level of the tomb, including collecting three magical items: Peral of Wisdom, Horn of Blasting, and Belt of Strength, but to get the latter they need to trade it for the Awl of Law. They complete collecting the set and go to tackle the demon held by the pentagram in order to get the Lance of Discord to break through the Great Seal. They learn that in summoning the demon, someone else will have to take their place in imprisonment. After much discussion and soul searching, Markheim decides to do the deed, and is replaced by a Vrock demon.
15 Eleint, 1376: The Heroes battle the Vrock demon, and it lives up to its crafty nature, even if it seems to be controlled by some of the Heroes. They finally free the lance from it, and turn their attention to the next level of the tomb. They find three well carved statues and the actual people, betrayers of the Khan, and puzzle out how to find the gauntlets of sorrow to get to the next level.
15 Eleint, 1376: The Heroes encounter a bone devil torturing a ghaele and defeat the devil. The ghaele tells them that only her holy sword can break the bindings. They search for her sword, encountering salamanders, and the head of an inevitable on a pedestal in a trapped room.
15 Eleint, 1376: The Heroes return Halia (the ghalae) her sword and free her. They also defeat the Khan's son, discovering Duldach's soul gem. They return to Candlekeep.
15 Eleint, 1376 - ??? (approximately 7 years in the past): The Heroes formulate a plan to go back in time and stop Duldach before he begins his immortal campaign. Remembering their imprisioned comrade Markheim's story, they use the portable gate to go back a few days back after they just met Markheim and query him more about when he first encountered Duldach. Using this information, they go back approximately seven years and to Markheim's home plane of Kimlan, to prepare to attack Duldach. Hours later, Duldach and his seven personal guards appear and the battle begins. Harold brings out the gem with Duldach's soul to enable the Heroes to kill him, but there is an unexpected event: the Heroes went back to before Duldach removed his soul to become immortal and so the two souls have a violent reaction to one another, destroying both and creating a Sphere of Annihilation, also sending some of the Heroes back to their home planes. Chand uses a wish to retreive them. The Heroes then try to use the portable gate they find it is gone, seemingly trapping them in the past. Markheim suggests Chand might want to go to the City if the Stars to do research. What the rest of the Heroes may do is still to be determined.