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CURRENT CAMPAIGN TIMELINE


Year NS 30
Year NS 31
Year NS 32
Year NS 33
Year 701 A.C.
Year 702 A.C.
Year 703 A.C.
Year 704 A.C.
Year 705 A.C.
Year 706 A.C.
Year 707 A.C.
Year 708 A.C.
Year 709 A.C.
Year 710 A.C.
Year 711 A.C.
Year 712 A.C.
Year 713 A.C.
Year 714 A.C.
Year 715 A.C.
Year 716 A.C.
Year 717 A.C.
Year 718 A.C.
Year 719 A.C.

Year N.S. 30 (old reckoning 5544):

16 Bloom - Velicleas and Varr are approached by disguised soulknives and lured into the nearby woods.

17 Bloom - The party arrives at some ancient forest ruins and defeat a dire boar. They are ambushed by soulknives, who are defeated.

18 Bloom - The party returns to Leaf Port and turns over the captured soulknives to the sheriff.

19 Bloom - The party heads to a smuggler's cove marked on a map recovered form the soulknives.

20 Bloom - The party invades the smuggler's den and defeats the smugglers. They meet with a sea elf who agrees to help them board a pirate ship anchored nearby.

21 Bloom - The party travels underwater to a pirate ship and enter through a hole opened up in the hull by the sea elves. The party defeats the pirates on board and capture Garinia, servant of Varytur the Soulknife.

22 Bloom - The party returns to Leaf Port and turns Garinia over to the sheriff.

3 Sowing - Vivane begins to have strange dreams concerning a holy treasure being profaned by evil.

4 Sowing - The party heads west towards Pordem to visit Herekwood's lair. They find Herekwood's secret page and head towards Trade Post.

18 Sowing - The party hears the story of How the Snakes Lost their Legs from a strange storyteller.

24 Sowing - The party arrives at Trade Post.

28 Sowing - The party rescues Quwalhirn the giant eagle from giant centipedes.

2 Sun - The party is ambushed by goblins rolling boulders down a ravine. Quwalhirn aids the party in defeating the goblins. The party then encounters a strange tree with skeletons growing from its branches. They are attacked and defeat several skeletons.

3 Sun - The party enters the goblin caves and defeat the goblin shaman and the ghoulish goblin king. Velicleas falls to the goblin king's claws. The party frees a guardinal being used to corrupt some crystallized runoff from the Mere of Onlor. The party hacks off the crystallized growth. Velicleas is buried in Trade Post.

25 Sun - The party meets Ravis and agrees to travel to Indar Island to search for Haskimlip and his missing expedition.

2 Harvest - The party arrives in Chindar Town

4 Harvest - The party meets with Findalku Littlefoot, chieftain of the Chindari Tribe.

5 Harvest - The party undergoes the test of spirits and Joshua is possessed by the spirit of Inghaku.

10 Harvest - The party meets with a jungle hermit.

11 Harvest - The party captures a flower from a yellow musk creeper.

14 Harvest - The party finds the remains of Haskimlip's camp. They enter the "mines" and defeat a young red dragon.

15 Harvest - The party learns the origin of the red dragon and the fate of Hasimplip and Equerry the Indolle priest.

26 Harvest - The party returns to Chindar Town and is rewarded by Findalku.

2 Moon - The party returns to Leaf Port.

18 Moon - The party meets with Ravis and reports their findings.

17 Wind - The party investigates a massacre at Haggis' farmstead and determines that Haggis' family has been abducted.

18 Wind - The party discovers a group of lizardfolk conducting a ritual at Deerman's Pond using Haggis' family as sacrificial captives. They attack and route the lizardfolk, rescuing Haggis' family and slaying the demonic leader of the reptilians. The party discovers a strange, mace-like object in the possession of the lizardfolk.

19 Darkness - The Cotrunal sage Myaskir visits the party and agrees to study the mace-like device. He returns to his college with the device.

Year N.S. 31 (old reckoning 5545):

3 Bloom - Garinia meets with Varr and warns him of danger coming to Leaf Port. She asks him to run away with her.

8 Bloom - The party meets with Anguiril, the aasimar adopted brother of Velicleas. Bearded devils attack Anguiril in the Proud Pony Inn but the party is able to defeat the attack.

9 Bloom - Varr agrees to leave with Garinia.

16 Bloom - The party and Anguiril are ambushed by soulknives posing as stranded caravaners.

18 Bloom - The party encounters Abaskoowil the giant owl.

19 Bloom - The party enters the dire rat caves next to the befouled lake and slays a family of corrupted dire rats. Abaskoowil tells Anguiril the way to the Lady of Laughing Flowers.

21 Bloom - The party defeats an attack by a broodswarm, which almost succeeds in stitching up Anguiril.

24 Bloom - The party meets the Lady of Laughing Flowers and later treats with Gyrhumzinibil the treant and a group of pixies. They gain the red fruit of the white oak tree and return to the Lady. The Lady gives Anguiril directions and safe token to the Avastri wood elf clan.

28 Bloom - The party encounters the Avastri clan.

1 Flowers - Anguiril enters the Telenquiril Stone.

9 Flowers - The party encounters a group of savage orcs raiding the Relum Forest and slays them, rescuing some of the elves they had held captive.

5 Harvest - Guo and Farby rescue Reminey from pursuit by bounty hunters.

6 Harvest - The party leaves Leaf Port with the Ring of Aunnog.

20 Harvest - The party drops off Reminey's note at the well in Arvoria.

21 Harvest - The party leaves Arvoria with Lady Artessa and her handmaid. Farby negotiates with the Indolle Temple for transfer of the ring.

26 Harvest - The party defeats a group of halfling bounty hunters searching for Artessa.

2 Moon - The party defeats Captain Angwar and troops of Duke Fordner.

9 Moon - The party arrives with Artessa at the ruins near Leaf Port. Artessa and Reminey meet. Tymiron and his father's men attack the party. Duke Fordner, Lord Mayor Briskol, and the Dukes' troops attack everyone. Master Perrink, in drag, arrives with Waddel the Flupnir priest and Perrink reveals his love for Reminey. Meanwhile, Artessa reveals her love for Tymiron. Waddel explains the true powers of the Ring of Aunnog. Duke Fordner is rebuffed and heads back to Arvoria with Lord Mayor Briskol. Artessa and Tymiron return to Alonda to be married. Reminey and Perrink head east presumably to the Empire of Antoria. Waddel is fired as court jester for Arvoria and leaves on his strange tiny donkey.

Year N.S. 32 (old reckoning 5546):

10 Calm - Artessa is married to Tymiron in Alonda.

6 Snow - The Cotrunal sage Myaskir returns to Leaf Port and explains his understanding of the mace-like device he calls a stellar rod. The rod is a navigation device to some unknown but important destination.

10 Snow - A strange pink nimbus surrounds the Northstar for a couple of hours.

12 Snow - Father Joshua has a strange dream about constellations and a serpent eating its own tail.

15 Snow - The PCs charter the Flayman's Folly to take them into the Heynosht Archipelago to find the destination of the stellar rod.

17 Darkness - The PCs arrive at Fermengarr Isle.

20 Darkness - The PCs arrive at the Necromancer's macabre stone keep.

21 Darkness - The PCs slay the corrupted cyst that the necromancer has become and rid the isle of its curse.

24 Darkness - The PCs meet the Hidden Wise One, who tells them of an ancient ritual that must be stopped lest million perish.

26 Darkness - The PCs land on the ritual island and interrupt a lizard king opening some sort of massive vortex gate. As the ritual is interrupted, the PCs are sucked into the vortex. They briefly land in a strange chamber where two weird metallic eggs lie on a pedestal. As human feathered warriors charge into the chamber, the PCs are swept back into the vortex, arriving on a grassy field in a strange land that appears to be far to the south of Onlor.

27 Darkness - The PCs meet mute primitive humans who are being captured by snake men mounted upon giant lizards. As the PCs are being pursued by these snake men, a band of goliaths intervenes and slays the snake men, who are called yuan-ti. The goliaths offer to take the PCs to their mountain camp.

Year N.S. 33 (old reckoning 5547), Year 700 A.C. in Azotchlan reckoning:

1 Calm - The PCs arrive at the Kathaal encampment.

2 Calm - The PCs compete in the goliath contests and are welcomed into the tribe.

9 Rebirth - The PCs attack and slay a band of dusk giants. They are named stoneblessed of the Kathaal Tribe.

15 Rebirth - The PCs migrate with the Kathaal tribe to their spring camp high in the mountains.

5 Light - The PCs begin their journey west to Thella-lu, accompanied by the goliath Guvagliak.

15 Light - The PCs discover ancient ruins that have become unburied. They defeat a massive nothic and her progeny there and recover stone tablets and strange magic items.

1 Rain - The PCs meet a band of firenewts threatening to make war upon the Kathaal tribe because their valuable strider egg has been stolen. The PCs journey to a canyon and slay a goliath skywatcher and his animal minions and recover the egg. The firenewts befriend the PCs and halt their planned war upon the Kathaal.

4 Rain - The PCs meet the chrystones and give them gems in tribute.

9 Rain - The PCs slay a trio of imprisoned cinderspawn and recover an ancient goliath greathammer.

11 Rain - The PCs arrive at Thella-lu. They meet with the stonespeakers and also meet an emissary from a land called Fezen-tir. The emissary invites the PCs to accompany him to his land to meet his king, but the PCs are warned by a group of raptorans that the Fezen are an evil people and the PCs should have nothing to do with them. The PCs decline the emissary's offer and both the Fezen and the raptorans leave Thella-lu in the night.

Year 701 A.C. in Azotchlan reckoning

16 Sowing - A great competition is held in Thella-lu for the right to possess the ancient magical greathammer recovered by the PCs. Many goliaths pool their treasures to vie for the prize. Ultimately a winner is determined and the PCs receive their payment-in-kind for the hammer.

19 Sowing - The PCs are ambushed by the Fezen emissary, who is a warlock, and defeat him.

21 Sowing - The PCs begin their journey towards the Temple of the Sapphire Eidolon.

12 Harvest - The PCs come upon the githzerai Zerimon and heal him and agree to accompany him into the Erinquiril Jungle to stop the yuan-ti and slaadi from freeing an imprisoned white sladd named Isganndemm.

16 Harvest - The PCs attack and slay the yuan-ti and slaadi and stop Isganndemm from being freed. Zerimon takes the prison key.

4 Moon - The PCs leave with Zerimon towards the Little Spider Mountain.

12 Moon - The PCs enter the tunnels under the Little Spider Mountain.

13 Moon - The PCs meet the Ferrywoman.

14 Moon - The PCs defeat the shadow cultists beneath Little Spider Mountain and send Zerimon off into the netherworld.

21 Moon - The PCs return to the Temple of the Sapphire Eidolon and are betrayed by the Hierarch. Most of the PCs are captured by a priest of the sun temple, but Joshua and Savoi escape.

22 Moon - The captured PCs are magically transported to Mestil-rez.Joshua and Savoi head west on phantom steeds, in contact with the captured PCs by means of sending spells.

23 Moon - The captured PCs are magically transported to the dungeons of the Temple of the Sun in Haasfiir.

26 Moon - Ilhicamina speaks with the captured PCs. Joshua and Savoi are attacked by stymphalion birds.

28 Moon - The captured PCs are attacked by Cuetlatchli in the prison exercise yard.

1 Wind - The Tribunal begins. The captured PCs are questioned by a council of Azotchtla.

2 Wind - Joshua and Savoi aid a pair of dakons from attack by pterafolk and agree to help them defeat a yuan-ti grafter.

3 Wind - Joshua and Savoi enter the hideout of the grafter. The grafter is slain.

4 Wind - The Tribunal reaches a decision and the captured PCs must take part in the sacred ball game.

6 Wind - The captured PCs meet Achcuatli and agree to make him captain of their team.

8 Wind - The captured PCs strike a deal with a worshipper of the Shadowed One. Accidents begin to befall members of the opposing ball team.

10 Wind - Joshua and Savoi are met by a band of karsites, who claim that Yayauhqui sent them to find them and warn them not to try to enter Azotchtlan Lands. Instead the two PCs reside with the karsites in a cavern refuge.

14 Wind - The captured PCs accept herbs from Ilhuitl.

15 Wind - The captured PCs take part in a sacred ball game and win the game 2 goals to none. They are adjudged free by the will of the gods and are invited to stay with Priestess Malinal at the Hunahpu Temple.

16 Wind - Savoi and Joshua are reunited with the PCs in Haasfiir, having been magically transported by Yayauhqui from a karsite lair somewhere in the frontiers of Upper Valast.

17 Wind - The PCs meet with Malinal, Yayauhqui and Pizotzin, High Priest of the House of Xbalanque. These three question the PCs regarding the circumstances of their arrival. Yayauhqui notes magical arcane writing in the possession of the PCs and remarks excitedly that he has seen those before vanishing abruptly.

18 Wind - Joshua has a foreboding dream about Zerimon.

19 Wind - The PCs determine that Zerimon is being held captive by some entity on the Plane of Shadow. They also, with the help of Malinal and Pizotzin, determine that the PCs can essentially follow Zerimon's trail by casting a plane shift at the site of the Stone of Shadows under Little Spider Mountain.

20 Wind - The PCs arrive at the Temple of the Sapphire Eidolon with magical aid from Malinal. After several confrontations with the Hierarch, they leave for Little Spider Mountain. Percival declines to join the group and heads into the mountains towards Thella-lu.

21 Wind - Arriving on phantom steeds, the PCs head under Little Spider Mountain and travel to the Plane of Shadow. They make their way to a large chunk of earth and after defeating his various guards arrive at an audience with a khayal genie named Gazimuln, who has Zerimon imprisoned and makes a bargain with the PCs for the release of Zerimon and his prison key in exchange for twelve darkseeds.

22 Wind - After spending the night in Gazimuln's abode, the PCs head to a forest on the shadow plane and encounter a dark squirrel that emanates a magical zone of chilling shadows. The squirrel seems to feed upon darkseeds and after the PCs kill the squirrel they find 6 of the seeds nearby. They begin to head deeper into the shadow forest.

23 Wind - The PCs defeat an evil tree in the center of the forest and gather many darkseeds there.

24 Wind - The PCs return to Gazimuln's demesne and negotiate the release of Zerimon and his prison key. Zerimon returns to Limbo and the PCs return to the Material Plane.

27 Wind - The PCs stumble across a group of Fezen scouts and learn that the Fezen are planning to assault the Temple of the Sapphire Eidolon in order to gather information about the PCs who resided there for a time. The PCs warn the Temple and plans are made for its defense.

28 Wind - Malinal arrives at the Temple of the Sapphire Eidolon with several companions, including Ix-balam.

1 Snow - The Fezen march to the Temple and hostilities begin to percolate but the PCs begin a parley with the Fezen and Guo agrees to travel with them back to meet their Grand Vizier in order to tell him about the PCs and their mission to make war on the Scaled Ones. Guo and the Fezen depart.

12 Xbalanqueinatl (2 Snow) - Malinal and the PCs return to the Temple of Hunahpu in Xicalanca. The PCs begin to settle in to learn Azotchlan languages and history.

14 Xbalanqueinatl - The PCs earn their emblems for the year from the Temple of Iximitchli in Xicalanca. Joshua begins crafting an obsidian greatsword for Percival.

4 Hitzenaxopoinatl - The PCs encounter and help a God Impersonator escape his fate in the marketplace.

2 Iximitchli-inatl - Joshua finishes crafting his obsidan greatsword.

3 Iximitchli-inatl - The PCs head to Thella-lu via teleport to present Precival with the obsidan greatsword.

20 Iximitchli-inatl - The PCs arrive back at Xicalanca having misteleported several times They once more settle in to learn the language and history of the Azotchlans.

12 Quihuatametlinatl - The PCs are unwittingly led into a yaun-ti ambush in the sewers of the City of Ghostly Feathers by Pinachtli the Hanahpu priest. The PCs defeat the yuan-ti and report the ambush to Malinal and Pizotzin.

13 Quihuatametlinatl - Yayauhqui returns to Xicalanca and meets with the PCs, showing them an ancient tablet that he believes proves that the eccentric and enigmatic Karsus may actually have been a visitor to Sazhansiir from the lands to the north from where most of the PCs hail. Malinal and Pizotzin council the PCs that they should probably leave the Azotchtlan Lands, as the yuan-ti are on to them and seem to want them captured.

14 Quihuatametlinatl - The PCs leave the City of Ghostly Feathers and head towards the King's Peaks.

17 Chalchihuitlicueinatl - The PCs reach the King's Peaks and turn northeast.

3 Hunahpuinatl - The PCs enter the King's Peaks foothills and head east.

13 Hunahpuinatl - The PCs arrive in Xonochouco .

15 Hunahpuinatl - The PCs arrive at the village of Anachtlat and save an old woman from a yrthak.

16 Hunahpuinatl - The PCs investigate the abandoned "crystal people" settlement at the top of Anu-hathmichtl and capture a dominated priestess of Matlalceuitl and two warriors.

17 Hunahpuinatl - The PCs enter the lair of a "crystal person" vampire and defeat him and his minions. The vampire is discovered in his coffin in his hidden lair and exposed to the sunlight.

18 Hunahpuinatl - The PCs return to Anachtlat as heroes.

19 Hunahpuinatl - Joshua gives atonement to the priestess of Matlalceuitl.

2 Mechinahcatlinatl - The PCs leave Anachtlat. They meet Cuineapunli, who pledges her service to Ix-Balam in the service of Uemac.

15 Mechinahcatlinatl - The PCs return to the caves under Little Spider Mountain and smash the Stone of Shadows.

16 Mechinahcatlinatl - The PCs arrive at the Temple of the Sapphire Eidolon and parley with the Sister Tara.

18 Mechinahcatlinatl - The PCs leave the Temple of the Sapphire Eidolon and head north.

3 Sacred Time - The PCs begin their crossing of Mallar's Peaks.

Year 702 A.C. in Azotchlan reckoning

4 Oromoxcoinatl - The PCs enter the Coatlizin Jungle

5 Oromoxcoinatl - The PCs help a group of needlefolk defeat some gambols.

9 Oromoxcoinatl - The PCs encounter a beast of malice in the jungle and slay it.

12 Oromoxcoinatl - The PCs meet the killoren for the first time and learn of Ambacras.

13 Oromoxcoinatl - The PCs and killoren enter the cave of Ambacras and slay her and most of her progeny. At least one may have escaped down a subterranean river passageway. They hew the head of Ambacras from her body and agree to accompany the killoren to Aladur.

1 Uemacinatl - The PCs emerge from the Coatlizin Jungle and begin to traverse Aladur towards the Lake of Refuge.

3 Uemacinatl - The PCs and killoren are ambushed by spark lashers but defeat the creatures.

7 Uemacinatl - The PCs meet a killoren druid and his wardens who have heard of their coming. The druid asks the PCs to accompany him to their premiere settlement to meet with the Most Sacred Elders.

10 Uemacinatl - The PCs arrive at Ilywtrimbre-etel.

11 Uemacinatl - The PCs meet the Most Sacred Elders. The Elders tell the PCs that the land has been manifesting anger in the form of beasts of malice and other ill omens. One Elder, Kyrphanitemb, believes that the presence of the PCs is the cause of the anger. The other two Elders, Awarentimbel and Erybrumettig , are not so sure. They believe that the anger might stem from the recent death of the Uryltimbri at the hand of Ambacras, and with a new marriage to the spirit Hlavanaque the land may be put at ease.

13 Uemacinatl - The PCs, at the behest of Kyrphanitemb, accompany killoren hunters and defeat a pair of pyrohydras.

14 Uemacinatl - The marriage ceremony of Erytimbre fails, causing widespread consternation amongst the killoren. The spirit Talinwique is consulted and it is learned that, for some reason, Hlavanaque has not emerged from the place of refuge to take her groom. The PCs are asked to investigate by entering the place of refuge, the demesne of Gyrmashil, the Spirit of the Land of Aladur.

15 Uemacinatl - The PCs fly to the center of the Lake of Refuge and spot the entrance.

16 Uemacinatl - The PCs speak with the guardian of the entrance to Gyrmashil's Realm and are allowed to pass. They enter the Realm and meet an air weird who advises them. They speak with Gyrmashil and learn that the spirit is apparently in love with Hlavanaque and has her imprisoned until she relents and returns his love. The PCs speak with the air weird again and are directed to a water weird, who advises them to show Gyrmashil his reflection in water taken from the Mirror of Loice, which shows anyone reflected within their true nature.

17 Uemacinatl - The PCs journey into the mountains of Gyrmashil's Realm and obtain water from the Mirror of Loice. They return to Gyrmashil and show him his reflection. The spirit is dismayed and after also observing Hlavanaque's reflection realizes that she truly does not love him and that his love was not a true love, but rather possessiveness. The spirit relents and frees Hlavanaque.

18 Uemacinatl - The ceremony of Erytimbre is performed. The killoren fete the PCs and invite them to remain in their lands as friends of the killoren for as long as they like.

5 Qualpopcoinatl - The PCs are contacted by Pizotzin of the Xbalanque Temple in Xonochouco. He has called on the pledge some of the PCs gave him during their captivity in the City of Ghostly Feathers to raid a lost tomb.

6 Qualpopcoinatl - The PCs arrive at the Xbalanque Temple and are told of the Shrine of Tamoachan which is reputed to hold the Naga Crown, an artifact that is greatly desired by the Temple. The PCs are to enter the shrine and search for the crown, which was worn by the ancient, evil leader of Tamoachan named Tloques-popolocas, who was slain in single combat by Okoth himself. The Azotchtlan PCs and cohorts cannot accompany the other PCs due to a curse laid upon the shrine by Okoth.

7 Qualpopcoinatl - The non-Azotchtlan PCs are teleported to the northernmost Hunahpu Temple in Xonochouco and trek north towards Tamoachan.

The Azotchtlan PCs are sent for by the Hunahpu Temple and asked to investigate reports of jaguars and jaguar-men attacking caravans near the King's Peaks and dragging off victims into the mountains. They join up with some NPCs to undertake the task.

13 Qualpopcoinatl - The non-Azotchtlan PCs arrive at the site and begin to excavate. They dig into the top level of the pyramidal shrine and, on discovering a forbiddance, retire to prepare new spells.

14 Qualpopcoinatl - The non-Azotchtlan PCs enter the shrine again and explore the upper level before retiring.

15 Qualpopcoinatl - The non-Azotchtlan PCs re-enter the shrine and defeat the guardian to the lower levels and enter the next level of the pyramid and explore a bit before again retiring.

16 Qualpopcoinatl - The non-Azotchtlan PCs re-enter the shrine and defeat a bone naga who duped them into freeing him from his centuries-long imprisonment by Tloques. In doing so, two PCs are turned into ice statues. On emerging from the shrine, the surviving PCs are ambushed by lizardfolk and strange burrowing Scaled Ones. On defeating some of this force and causing the remainder to flee, the PCs discover a map in Slith on human skin that seems to show the location of a Scaled One outpost nearby.

17 Qualpopcoinatl - The non-Azotchtlan PCs break the enchantment of ice on the two PCs who were transformed by the bone naga and explore more of the second level of the shrine.

19 Qualpopcoinatl - The non-Azotchtlan PCs defeat Tloques and recover the naga crown.

20 Qualpopcoinatl - The non-Azotchtlan PCs finish exploring the Hidden Shrine and then teleport to the frontier temple of Hunaphu.

1 Matlalceuitlinatl - The non-Azotchtlan PCs meet with Malinal and Pizotzin and hand over the naga crown to the Shadow Priest.

2 Matlalceuitlinatl - The non-Azotchtlan PCs arrive via magic spells to Xonochouco and await the arrival of the Azotchtlan PCs.

7 Matlalceuitlinatl - The Azotchtlan PCs reach the foot of the King's Peaks after having questioned some Sapotec (hill-people) refugees fleeing the "jaguar plague" deep in the mountains.

19 Matlalceuitlinatl - The Azotchtlan PCs travel deep into the mountains and come upon an empty Sapotec Capulli and meet Alcoman, the Sapotec hunter. Alcomen informs the PCs of what he knows of the history of the Sapotec and their enemies, the Mechica and how the ancient Mechica used to transform into jaguars. He believes that, in the city of Tenocatlan, the Mechica have rediscovered the ancient rites of the jaguars and are using these to drive away the Sapotec.

3 Yenotchuatlinatl - The Azotchtlan PCs arrive at a mountain pass crest and spy Lake Texcoco and a fortress full of jaguar skin-clad warriors. Sneaking past the fortress, they are attacked by a patrol of warriors that change into half jaguars and have a roar that instills lethargy.

5 Yenotchuatlinatl - The Azotchtlan PCs arrive at a temple complex of three shrines. They worship, at Alcomen's insistence, at the central, abandoned shrine to the Wolf God and are visited by a wolf spirit who answers some questions. The PCs learn that the Mechica have indeed rediscovered their lost lore and are dragging captives to the Risa Stone to be transformed into jaguars. The Mechica intend to drive out the Sapotec and then build and army to one day attack the Azotchtlan Lands.

6 Yenotchuatlinatl - The Azotchtlan PCs assault the largest shrine, a Uemac pyramid, and defeat the priests and warriors there, who also are able to turn into half jaguars.

7 Yenotchuatlinatl - The Azotchtlan PCs enter the final shrine, once apparently a shrine to the Sun God. Within is a veil covered mirror that traps the body of any who look in it into a mystic space within, releasing a jaguar in his place. Four PCs are trapped within but two are freed and the jaguars slain or reimprisoned. The remaining two PCs are freed.

9 Yenotchuatlinatl - The Azotchtlan PCs, travelling south away form the roadway and along the eastern lakeshore come across a couple of dusklings heading to Tenocatlan. The PCs warn them away from the city and the dusklings are grateful and mention their clan further to the south in the mountains.

12 Yenotchuatlinatl - The Azotchtlan PCs arrive at Tenocatlan and scout the city.

13 Yenotchuatlinatl - The Azotchtlan PCs defeat the guardians of the risa stone and the Emperor of the Mechica is slain.

17 Coatlicueinatl - The PCs are reunited in Xonochouco.

3 Hunahpuinatl - The PCs assault the naga outpost near Tamoachan and slay the two naga masters there.

Year 703 A.C. in Azotchlan reckoning

10 Ometeotlinatl - The PCs explore the strange ruins in aladur and meet a sharn ghost.

12 Ometeotlinatl - The PCs enter the haunted caves and defeat the spirit of Wind of Blood.

14 Ometeotlinatl - The PCs return to the sharn ghost.

17 Ometeotlinatl - The sharn ghost fades away.

Year 704 A.C. in Azotchlan reckoning

18 Chalchihuitlicueinatl - Workers building the Hunaphu temple go missing. The PCs enter a scorpion cave and Ix Balam is killed.

19 Chalchihuitlicueinatl - Hazuiancachtli presides over Ix' funeral and he is buried with his possessions near the ruins.

20 Chalchihuitlicueinatl - The PCs re-enter the scorpion caves and slay the colossal scorpion and her progeny.

Year 705 A.C. in Azotchlan reckoning

10 Coatlicueinatl - The PCs meet Zayeef and Koruma in Thella-lu and invite him to accompany them back to their stronghold.

17 Hitzenaxopoinatl - The PCs meet Esha the Aasimar and invite him to dwell at their stronghold.

6 Iximitchli-inatl - The PCs save He-Who-Walks-With-Embers from a band of apostate firenewts.

7 Iximitchli-inatl - The PCs and lava child ascend the volcano and enter the lava child tunnels seeking to free He-Who-Walks' tribe from captivity at the hands of the firenewts. They meet a firenewt named Firewatcher who seems to be scouting the entrance on behalf of a nearby firenewt clan that is opposed to the apostates.

8 Iximitchli-inatl - The PCs defeat the apostate firenewts and free the lava children. Several firenewt warriors are taken prisoner and remanded back to the PCs' stronghold.

9 Acheuanoptli-inatl - Savoi is contacted by friends of a celestial bison and is summoned to the netherworld.

10 Acheuanoptli-inatl - The PCs travel to the demiplane of the rilmani and discover the truth of the celestial bison's missing mate.

17 Acheuanoptli-inatl - The PCs return to the rilmani demiplane via plane shift and discover the reason for the rilmani incursion into the guardinal demiplane.

14 Ixchelinatl - The PCs are contacted by Malinal and Pizotzin.

16 Ixchelinatl - The PCs meet with Malinal, Pizotzin, and Yayauhqui and learn more details of Karsus and the fact that three of his possessions may have been lost in Sazhansiir and are waiting to be recovered.

18 Ixchelinatl - The PCs broker a peace between tusk terrors and hunters in the plains north of the Irin Forest.

19 Ixchelinatl - The PCs meet a friendly naga and after defeating some briarvexes meet a totem giant guarding an incarnum gate.

20 Ixchelinatl - The PCs travel through the incarnum gate and end up in the ruins of an incarnum temple in the Hurlotzin Lands. They fight off a coven of wraiths and a strange clay golem.

1 Iztcoatlinatl - The PCs enter a sea cave and meet a weeping man of stone who apparently had Karsus' staff of power but had it stolen.

2 Iztcoatlinatl - The PCs locate a cleft occupied by undead.

3 Iztcoatlinatl - The PCs assault the cleft and defeat the undead, a small army of azurin soulborn, rilkan Karsus binders, lost, and a horrific warped four-headed weasel creature. The enemies are defeated, prisoners taken and the staff is recovered.

5 Iztcoatlinatl - The PCs return a nonmagical staff to the weeping stone man and return to their stronghold. There they learn that all but one of the firenewts have left the stronghold, having been led off by a woman. The PCs suspect the lilitu demon from the haunted caverns to the north.

6 Iztcoatlinatl - The PCs hunt the lilitu's location but are foiled by anti-divinatory measures taken by the demoness. While they hunt her, the Hunaphu acoltye at the stronghold is slain in a grisly swath of blood and a warning painted above the desecrated shrine.

9 Iztcoatlinatl - The PCs teleport to the Hurlotzin Lands and travel north to the cave of Amarigalozin, an incarnum dragon whom they believe has possession of the white robe of Karsus. Esha parleys with the dragon and agrees to retrieve a blue orb recently stolen from the dragon's hoard by a band of dusklings in return for the robe.

10 Iztcoatlinatl - The PCs travel to the east into the swamplands.

11 Iztcoatlinatl - The PCs enter a necrocarnum bog in the heart of the swamps and encounter a massive elemental manifestation, from which they flee. Eventually, the PCs arrive at a vault into which the dusklings have entered. They follow the dusklings and find them resting within the vault, preparing to enter a magically sealed chamber. Just before a fight can break out, a parley is established. The PCs learn that the dusklings took the orb because it is a key to open the magical seal that they believe wards access to a vast store of lost lore of Klashkaln, the missing Mishtai. The dusklings agree to hand over the orb to the PCs after they enter the vault and retrieve the lore.

12 Iztcoatlinatl - The dusklings open the magical seal and enter the vault. Shortly after, 2 cornugons emerge. The PCs defeat the devils and enter the vault, discovering the dusklings slain and the supposed vault of lore was actually a magical prison for 3 cornugons (1 of which was slain by the dusklings). The saurial H'hestis-al and a lizardfolk barbarian Nessta, are unconscious but alive and the PCs heal them.

13 Iztcoatlinatl - The PCs and survivors return to the dragon's cave and Esha exchanges the orb for the white robe of the archmagi. The rest of the PCs speak to the dragon after paying some magic items as tribute.

14 Iztcoatlinatl - The PCs teleport to H'hestis-al's tribe and meet the chietains of the saurials. They agree to some basic trade proposals and then teleport back to their stronghold Eixtenizti.

15 Iztcoatlinatl - The PCs return to the ruined incarnum temple and use the incarnum gate to return to the Irin Forest. They spend the night at Thurumbrigil's camp.

16 Iztcoatlinatl - The PCs find and speak with Ty'rossi the naga and then teleport to the duskling elder where they summon Malinal and Pizotzin and relate their tales, including the dreams Esha has been having of V'ssanaqua'ss ever since the paladin donned the robe and the staff. The PCs learn of V'ssanaqua'ss and the fear it holds for Malinal and Pizotzin. Pizotzin agrees to try to find some way for the PCs to gain access to that evil city of the yuan-ti. In the meantime, the PCs teleport back to Eixtenizti stronghold.

11 Quihuatametlinatl - The PCs return to the Hurlotzin Lands to visit various sites they did not explore previously.

13 Quihuatametlinatl - The PCs meet a windghost matriarch inside of a dolmen circle. They also meet the offspring of the windghost, who claims his mother has been overtaken by some strange curse and is now not herself. The PCs determine that the death of the matriarch's mate combined with a powerful nexus of incarnum energy at the dolmen circle transformed the matriarch into a "lost". The PCs and the offspring manage to free the matriarch from the curse of her despair, but not before Quichtaca, the cohort of Joshua, is slain. Both windghosts gratefully promise to aid the PCs in the future.

15 Quihuatametlinatl - The PCs return to Eixtenizti stronghold.

3 Chalchihuitlicueinatl - Pizotzin alerts the PCs of a means to access V'ssanaqua'ss. They must imbibe a histaachi brew, turning themselves into yuan-ti broodguards. Only in this way will they be able to infiltrate the potent defenses of V'ssanaqua'ss. However, the transformation process is normally irreversible. However, Pizotzin has researched a means to modify the brew so that it could be reversed. However, this will require several rare components, including, of course, samples of the brew itself.

15 Chalchihuitlicueinatl - The PCs return to the lands north of Tir Lake, where they first arrived in Sazhansiir, in order to find a yuan-ti stronghold that keeps human slaves and therefore is likely to engage in transforming them into histaachi. They encounter feral humans and track yuan-ti lizard riders across the Tirinzil River and into the Quazilchatl Jungle.

16 Chalchihuitlicueinatl - The PCs encounter a dakon warrior named Noddunk who is being attacked by a pack of fiendish tyrannosaurs. The PCs help him defeat the dinosaurs and learn that he is seeking a nearby yuan-ti stronghold, as he believes his mate was abducted by the yuan-ti and taken there. Noddunk agrees to accompany the PCs.

17 Chalchihuitlicueinatl - The PCs encounter some jungle ruins in the lee of a hillside and encounter what they first believe to be a dragon. However, this turns out to be a ruse, and the occupant of the ruins is actually a horrific undead being comprised of many eyes and a long tongue. After a tough fight, the PCs defeat the creature.

18 Chalchihuitlicueinatl - The PCs discover the entrance to the yuan-ti stronghold and enter in a frontal assault. The entire stronghold musters against them and a massive fight ensues. In the battle, Noddunk and Savoi are slain, as are a great many yuan-ti, including the abomination that leads the place. However, it is believed that several yuan-ti escape the defeat. The PCs discover and release feral human slaves, and find Noddunk's mate horribly transformed by yuan-ti grafts and experiments. At her request, they put her out of her misery. Worried that the escaped yuan-ti may be summoning help, the PCs loot the place, discovering vials of histaachi brew. They also free an imprisoned astral deva named Ava'astra and a githzerai named Kithmal. The latter agrees to serve the PCs in gratitude for a year and a day.

19 Chalchihuitlicueinatl - The PCs return to Eixtenizti stronghold, while Joshua makes contact with the Saurials and negotiates some trade terms.

Year 706 A.C. in Azotchlan reckoning

16 Oromoxcoinatl - The PCs learn from Pizotzin of the next ingredient that must be retrieved to modify the histaachi brew. In this case it is a substance called t'rakk, which is regurgitated by the raptoran clan members as a means of sharing power and communing. The PCs head to the aerie of the Rifinti Clan, with whom the PCs made contact with in the past.

3 Uemacinatl - The PCs arrive at the Rifinti aerie and learn that the clan supply of t'rakk has been stolen by a rogue raptoran named Quasilik Vintagil, who has been lairing in a nearby cave known as Daerdil's Eye. The raptorans ask the PCs to retrieve the stolen t'rakk from Quasilik in exchange for them granting the PCs use of a portion of the t'rakk.

4 Uemacinatl - The PCs arrive at Daerdil's Eye and scout the cave. They spot Quasilik, now horribly deformed by the t'rakk that he has ingested into a massive demonic-like raptoran. Furthermore, a variety of strange creatures roam the cave, including a chasme or fly demon.

5 Uemacinatl - The PCs enter the cave and attack Quasilik. Quasilik is defeated, as is his brother, who bursts forth from his body. The PCs also take a small ivory sphere from the calcified hand of a long dead raptoran.

6 Uemacinatl - The PCs return to the Rifinti aerie and are given t'rakk. The ivory sphere cracks and, when opened, a message is found within:

You who seek the book of power, know that the story told on stone can be as powerful as that told on paper.

4 Qualpopcoinatl - The PCs are summoned by Pizotzin and are given the final ingredient to procure...royal jelly fro the race of bee people known as the abeil.

7 Qualpopcoinatl - The PCs travel to Charmindos.

8 Qualpopcoinatl - The PCs intervene in a battle between feral garguns and catfolk. They manage to stop the fighting and accompany the garguns to their camp. That night, Kithmal engages in a drinking contest with the garguns.

9 Qualpopcoinatl - The PCs travel to the catfolk camp and agree to undertake a dreamquest in exchange for guidance to a secret way into a nearby abeil hive.

10 Qualpopcoinatl - The PCs enter a trance and undertake a dreamquest to defeat the insect spirit Mulkeekeeki who has been plaguing the catfolk with flea infestations. The PCs are all manifest as animals, and they manage to slay Mulkeekeeki.

13 Qualpopcoinatl - The PCs, along with their catfolk guide, arrive at the abeil hive. The PCs travel up a fissure that slices into a collapsed section of the hive. After defeating a malign mist creature, the PCs reach a planar portal that supposedly allows access to the heart of the abeil hive. However, the portal does not lead directly to the abeil hive center, but rather to a plane of demodands.

14 Qualpopcoinatl - After defeating a group of farastu demodands, the PCs are escorted to their leader, a kelubar demodand. The kelubar seems to have control of the other end of the planar portal into the abeil hive center and in exchange for allowing the PCs to use it, he asks them to assassinate his rival, a shator demodand.

16 Qualpopcoinatl - The PCs arrive at the fortress of the shator, but due to his own spies in the kelubar's court, he is prepared for them. After the PCs attack an illusion created by the shator, he comes forth to parley. The shator offers to allow the PCs to use the planar portal if they will pretend to have slain the shator and bear his dead body back to the kelubar. The PCs agree.

18 Qualpopcoinatl - The PCs bear the shator's "corpse" back to the kelubar. The shator suddenly springs forth, revealing the ruse, and attacks the kelubar. As the PCs defend against the kelubar's palace guard, the shator slays the kelubar and asserts control of the demodands.

19 Qualpopcoinatl - The PCs enter the demodand portal and arrive in the abeil hive center. Here they confront the abeil queen and her royal guard and defeat her. The queen agrees to give some of her royal jelly to the PCs.

2 Matlalceuitlinatl - The PCs return the royal jelly to Pizotzin, who begins the process of brewing the modified histaachi potions.

3 Matlalceuitlinatl - The PCs return to their stronghold.

15 Yenotchuatlinatl - The PCs meet He-Who-Walks-With-Embers, who asks the PCs to aid the lava children in quelling an awakening evil in Irmondrin Peak.

16 Yenotchuatlinatl - The PCs enter the volcano shaft and break into a hidden series of caves surrounding some sort of earth node of power. They encounter a variety of fiery creatures, including fiery bats and magma elementals.

17 Yenotchuatlinatl - The PCs defeat two giant bronze and magma creatures and a flaming ooze in the final chamber of the caves.

19 Yenotchuatlinatl - The PCs defeat a holocaust disciple and learn that the awakening evil is a lavawight. The lava child priest Close-To-Blood performs a ritual to place the lavawight into deeper slumber.

6 Ometeotlinatl - A baby earth drake causes problems at the fortress.

10 Xbalanqueinatl - Esha receives a sending from an unknown entity urging the PCs to rush to Guirilzen'ir. The PCs travel there via teleport and similar magic. There they find signs of a battle between Fezen warlocks and enlightened spirits. The PCs investigate further and stumble across a battle between warlocks and demons and a group of enlightened spirits.

11 Xbalanqueinatl - The PCs meet Esha's mother, Tiriss-ra, and learn about the Trimvirzunn. Esha penetrates the first vault and retrieves the key piece.

19 Xbalanqueinatl - The PCs meet dire corbies at the site of the second key and defeat the drakes that ruled over them as deities. The dire corbies make peace with the PCs and the second key is retrieved.

5 Coatlicueinatl - The PCs arrive at the site of the third key and parley with the gold dragon guarding it. The PCs manage to craft false key pieces and fool Tiriss-ra into thinking they defeated the dragon and took the last piece. Instead, they craft false key pieces and replace the real ones back into their vaults.

20 Coatlicueinatl - The PCs observe the hand-off of the false key pieces by Tiriss-ra to the warlocks, escorted by demons.

3 Hitzenaxopoinatl - The PCs discover the warlock coven headquarters.

4 Hitzenaxopoinatl - The PCs defeat the warlock coven. Farbera is slain during the fight.

6 Hitzenaxopoinatl - Farbera is raised from the dead.

6 Iximitchli-inatl - Ezramdruindil informs Farbera of strange reports in the southern jungles near Aladur.

10 Iximitchli-inatl - The PCs travel south and enter a corrupted jungle where they encounter a massive jack-o-lantern-like creature and a hut standing on chicken legs. They destroy the jack-o-lantern thing and drive away the hag of the hut.

Year 707 A.C. in Azotchlan reckoning

The PCs spend the year resting and crafting magic items.

Year 708 in Azotchlan reckoning

7 Acheuanoptli-inatl - The PCs travel to the Plane of Limbo

8 Acheuanoptli-inatl - The PCs speak with Belthomais in the gitthzerai monastery, and he presents the PCs with a tuning fork attuned to Jerranq.

17 Acheuanoptli-inatl - Fabrera and Hazuiancachtli are wed in the Azotchltan tradition by Malinal in the Hunaphu temple in Xonochouco.

2 Poyahuatlainatl - The PCs travel to Onlor.

11 Poyahuatlainatl - Farbera weds Hazuincatchli in the wain tradition.

19 Iximitchli-inatl - The PCs are attacked by corrupted elementals in their stronghold.

20 Iximitchli-inatl - The PCs destroy a rift of Garivmindul and defeat an emissary of the Princes of Elemental Evil.

6 Ixchelinatl - The PCs meet Taminro-hazroo, a catfolk spirit walker, who informs them of a dormant sharn portal located in a portion of the Eixtenitzi Fortress that is still in ruins. The PCs investigate and discover a group of phaeerimm (long thought extinct) undergoing some sort of ritual involving a magical gem.

7 Ixchelinatl - The PCs defeat the phaerimm, although one of them escapes.

14 Ixchelinatl - The PCs recover the gem in the ruined sharn tunnels and determine it to be useful for powerful epic magics.

12Acheuanoptli-inatl - Esha's father informs Esha that his mother is set upon ending her life. Esha travels to her and convinces her to accept imprisonment (via the imprisonment spell) to secure her from evil beings seeking her knowledge. Esha promises to free her once he is convinced he can secure her knowledge without presenting any danger to Therra.

15 Hunahpuinatl - PIzotzin announces that the histaachi brew is ready for consumption.

Year 709 in Azotchlan reckoning

17 Uemacinatl - The PCs take the histaachi brew and travel to the northern Quazilchatl Jungle. There they ambush a travelling group of yuan-ti.

18 Uemacinatl - The PCs drink the histaachi brew and transform into broodguards.

2 Qualpopcoinatl - The PC broodguards arrive at V'ssanaqua'ss.

3 Qualpopcoinatl - The PC broodguards are put up for auction and purchased by House Ir'sti'ssfafil.

5 Ometeotlinatl - The PC broodguards are purchased by a yuan-ti priest of Kyuss.

6 Xbalanqueinatl - The PC broodguards begin working in the Dome of the Tail.

Year 710 in Azotchlan reckoning

12 Acheuanoptli-inatl - The PC broodguards steal the Book of Karsus and flee V'ssanaqua'ss. Kithmal and Zayeef are slain, but their bodies are recovered. The PCs broodguards magically flee to the celestial plane upon which Esha's mother is imprisoned. Zayeef is raised from the dead. Kithmal is reincarnated into a wild dwarf.

13 Acheuanoptli-inatl - The PCs begin to take the antidote to return them to their natural forms. Over the next two weeks, all are returned, although Hazuiancachtli retains a snake's pupil in one of her eyes, which she covers with an eyepatch.

2 Poyahuatlainatl - The PCs meet with Malinal, Pizotzin, and Yayauhqui and show them the Book of Karsus.

9 Poyahuatlainatl - the PCs meet again with Malinal, Pizotzin, and Yayauhqui and devise their plan to fight the Flowery Battle.

11 Poyahuatlainatl - The PCs begin to recruit various groups to fight in the Flowery Battle. In the meantime, the PCs begin to preach about the alternate history of the Azotchtlans that they observed on the mural in V'ssanaqua'ss.

19 Iztcoatlinatl - The PCs defeat the dusk giant Gravinulgorj and gain blessings from the goliath spirits trapped as severed heads.

7 Mechinahcatlinatl - The sun priesthood, under Oromoxco, challenges the PCs to Flowery Battle.

16 Coatlicueinatl - Gorottomoroggo tells the PCs of a mystic song he hears, urging them to the Bastion of Souls.

17 Coatlicueinatl - The PCs meet Marrshiva, the handmaiden of the mishtai Klashkaln, in the Bastion of Souls. She directs them to defeat a band of incarnum-wielding gelugons seeking to perform a dangerous ritual. The PCs prevail and take from the ice devils a scroll of metal that, when dipped into the incarnum of the Bastion of Souls, reveals strange and complex glyphs.

18 Coatlicueinatl - Gorottomoroggo is given the sheet of glyhs and begins to try to decipher them.

Year 711 in Azotchlan reckoning

2 Sacred Time - The PCs and their allied forces engage Oromoxco and his forces in Flowery Battle. Oromoxco and 1 of his priests are slain. Two high priests flee the field of battle and are excommunicated from the sun temple. The PCs' version of Azotchtlan origins is now blessed by the gods.

1 Oromoxcoinatl - The PCs begin to search for candidates to learn wizardry. Six are chosen: Hezzen - head of the spell thieves, a Hunahpu priestess nominated by Malinal, a Xbalanque priest nominated by Pizotzin, 2 street people found by Vivane, and a noble from one of the preeminant clans of Azotchtlans.

3 Oromoxcoinatl - Hazuiancachtli meets with Queequeg and secures permission for Vivane to teach wizardry in secure vaults beneath the Evoker School at Ferrantio.

5 Oromoxcoinatl - Kithmal attempts to procure myconid draught from Canaris' school and is rejected.

12 Oromoxcoinatl - Vivane arrives in Slumber with the first class and begins to teach wizardry from the Book of Karsus.

19 Xbalanqueinatl - First signs of yuan-ti watch on the PC stronghold noted.

Year 712 in Azotchlan reckoning

4 Uemacinatl - The first caravan leaves from Eixtenitzi heading to Azotchtla.

2 Chachihuitlucueinatl - Zayeef weds Irzmarim.

Year 713 in Azotchlan reckoning

18 Mechinahcatinatl - Hazuiancachtli gives birth to a son named Micthuitz (North-South).

Year 714 in Azotchlan reckoning

1 Yenotchuatlinatl - The second caravan leaves from Eixtenitzi heading to Azotchtla.

13 Quihuatametlinatl - Hazuiancachtli gives birth to a daughter named Naomie.

Year 715 in Azotchlan reckoning

11 Hunahpuinatl - The first wizardry class ends.

18 Hunahpuinatl - The second wizardry class begins, including: 6 street people chosen by Vivane, 4 apprentice craftspeople purchased from their masters, 2 nobles from the same clan as the noble from the first class, 4 nobles from other clans, 3 persons of intelligence noted by Hazuiancachtli and Farbera during their trading, 4 Xbalanque priests chosen by Pizotzin, 4 Hunahpu priests chosen by Malinal, 4 Sapotecs, 4 spellthieves chosen by Hezzen, 1 young Fezen noble (who is given a refuge gem to escape assassination once he disseminates his knowledge amongst his people).

Year 716 in Azotchlan reckoning

2 Hitzenaxopoinatl - The third caravan leaves from Eixtenitzi heading to Azotchtla.

Year 717 in Azotchlan reckoning

9 Hunahpuinatl - Tlianco, leader of the Farstriders, returns from the Blasted Lands with grave news. He informs Malinal and Pizotzin of this news, but the two elect to keep this a secret until Vivane's second class has finished.

Year 718 in Azotchlan reckoning

5 Qualpopcoinatl - The second wizardry class ends.

8 Qualpopcoinatl - The PCs are summoned to the Azotchtlan High Council and meet Tlianco. They are informed of the fact that Kyuss seems to be searching for the means to create more mystical vortices of the same type that brought the PCs to Sazhansiir and almost breached the Chamber of the Cysts.

16 Ixchelinatl - Gorottomoroggo announces that he has heard another mystic song and that the PCs must travel to the Bastion of Souls and meet Marrshiva again.

17 Ixchelinatl - The PCs meet a projection of Marrshiva in the Bastion of Souls. She tasks the PCs with travelling to a hellish demiplane to defeat a pit fiend named Aggashotha.

19 Ixchelinatl - The PCs travel to the Astral Plane and head towards the demiplane colour pool. During their journey, they encounter and banish a Morakki lich and his dire wraith minions.

20 Ixchelinatl - The PCs arrive on Aggashotha's demiplane.

2 Iztcoatlinatl - The PCs attack a powerful pyroclastic dragon on the demiplane and slay it.

3 Iztcoatlinatl - The PCs encounter Aggashotha in his cubic throneroom and are resoundly defeated, being banished back to Therra.

12 Iztcoatlinatl - The PCs, having better equipped themselves against the pit fiend, assault Aggashotha again and this time hey slay the devil. Within the gullet of the fiend they find a talisman of the sphere. The PCs then hear the mystic song directly, which leads them to a magical prison wherein is held the last mishtai, Klashkaln. Klashkaln reveals to the PCs that it was she who seeded the prophecies that originally brought the PCs from Jerranq to Sazhansiir, for she had read in the weave of the incarnum that they would be able to introduce wizardry to the Azotchtlans and would possibly be able to confront and destroy Kyuss himself!

Klashkaln, whose essence is rapidly fading due to her own desire to hide from foes and the years of torture at the hands of the pit fiend, tells the PCs that the mishtai had knowledge of a sphere of annihiliation and that she feels it could be a potent weapon against the Wormlord when the PCs confront him. Armed with the talisman that Aggoshotha had stolen from her, Klashkaln informs the PCs that they could use the mystic code contained in the glyphs on the metal scroll to locate the sphere. Right before she fades away, Klashkaln imparts the decryption key for the code into the PCs' minds. She then wisps away into the Aster as a vestige...the last of the mishtai now but a memory.

13 Iztcoatlinatl - Gorottomoroggo, upon learning the fate of Klashkaln, takes his leave of the PCs, vowing to keep this knowledge secret so as to guard the existence and location of the sphere of annihiliation.

9 Quihuatametlinatl - The PCs detect over the course of several days, attempts to scry on various of them. They determine the scrier is the Morakki lich they had encountered on the Astral Plane not too long ago. The PCs begin to undertake divinations to locate the lich.

16 Quihuatametlinatl - The PCs locate the lich at a location south of Onlor in the middle of the ocean. They teleport there and defeat the lich.

19 Quihuatametlinatl - The PCs, having learned the lich's name, travel to Antoria in order to find a sage knowledgeable in Morakki history, seeking clues as to the lich's background in the hope of finding out where he lairs and destroying his phylactery. They hire a scholar who agrees to travel into Morakki lands with them.

24 Quihuatametlinatl - The PCs gain permission from the Pashek of Gerilong to search his library for lore. The PCs leave the scholar to his work and return home.

10 Hunahpuinatl - The lich Ashinto Nerrigo, now having allied with the lilitu demon who has long been an adversary of the PCs, launches a probe of the stronghold's defenses, sending waves of summoned creatures at the fortress. These are easily repelled.

18 Hunahpuinatl - The PCs, investigating reports of zombies in the area and missing followers, are lured into an ambush. The lich, the lilitu, her ghast sorcerer servant, and a host of demons and undead launch an assault on the PCs. The PCs beat back the ambush and slay the lich, the lilitu, and the ghast.

19 Hunahpuinatl - The PCs locate and invade the lilitu's hidden lair in Sazhansiir and free a captive killoren.

1 Mechinahcatlinatl - The PCs use discern location to track the lilitu to her lair in the netherworld. They arrive there and defeat her minions. She teleports away to the citadel of a powerful balor lord named Ter-Soth, who happens to be her mortal enemy. The lilitu offers the PCs as gifts to the balor lord in exchange for her life. The PCs follow her and end up bargaining with Ter-Soth for their lives. They pay off the demonlord, who agrees to slay the lilitu.

14 Mechinahcatlinatl - A dread wraith visits Zayeef in his bedroom and conveys a message of truce from the lich Ashinto Nerrigo. He threatens to slay the PCs' scholar in Gerilong and to assault their vulnerable followers in the stronghold over and over again unless they agree to let him be. He acknowledges the PCs' multiple defeats of him in combat and feels his honour has been satisfied. The PCs agree to leave him alone as long as he troubles them no further.

16 Mechinahcatlinatl - The PCs begin to experiment with ten planar forks they found in the lilitu's lair.

19 Mechinahcatlinatl - The PCs visit the demiplane of Ida, where they meet a titan and participate in Densahl's Challenge.

20 Mechinahcatlinatl - The PCs visit the demiplane of Y'tik, where the inevitables dwell in a great spire in the center of a city of fiends.

Year 719 in Azotchlan reckoning

1 Oromoxcoinatl - The PCs visit the demiplane of Naggdisgorr, where they meet a group of strange, bedraggled extraplanar dwarves who tell of the loss of their great city to a horrible creature.

2 Oromoxcoinatl - The PCs enter the ruined city of the naggdir and confront a towering mu spore. The plant creature, after a short initial fight, explains that it was sent by higher powers to stop the naggdir from mining beneath their city, as they had opened a weak spot in the multiverse and allowed flux slime to begin to seep into the plane.

3 Oromoxcoinatl - The PCs convince the naggdir to emigrate with them to Aladur, and set them up in the mountains near the stronghold.

5 Oromoxcoinatl - A quasit visits the Eixtenitzi stronghold bearing a gift from Ter-Soth, the tortured head of the lilitu demoness.

3 Matlalceuitlinatl - The PCs head south to try to locate a piece of the rod of seven parts for their eventual fight with Kyuss.

8 Matlalceuitlinatl - The PCs head to sea using a ship purchased in Onlor and magic to allow it to submerge underwater. They seek to search for large undersea rifts, as they believe that a piece of the rod lies within such a rift.

9 Yenotchuatlinatl - After visiting several rifts, including befriending a pair of dao hunting on the Material Plane, the PCs approach another rift and see a group of locathah fighting one another. They also observe some koprus hiding in the seaweed watching the fight. The PCs intervene and learn that the koprus have the ability to mentally control the locathah. The PCs return with the locathah to the tribal camp, where the chieftain tells them that his tribe has been sorely pressed by the koprus, who have suddenly moved into the area and compete with them for hunting. The koprus like to dominate the locathah and then cause them to fight one another or take them off to their lair to serve them or perhaps even feed them. The chief offers give the PCs informatiomn regarding the nearby rift if they will defeat the koprus.

10 Yenotchuatlinatl - The PCs locate the kopru lair and defeat them. However, they save the queen's life and the lives of a few of her minions in exchange for a parley. The kopru queen tells the PCs that they moved into the locathah area recently because they were kicked out of their ancestral home, the nearby rift, by a powerful being and his minions. The being stole the queen's rod of office (the piece of the rod of seven parts). The queen agrees to give the PCs some very valuable information, including a secret way into the rift and what she knows about the entity that displaced them if the PCs agree to spare her and her remaining minions and to let them resettle back into the rift once the PCs have removed the evil within. The PCs agree and the queen tells them that they face a pair of psionic krakens and a brood of anguillian servants.

11 Yenotchuatlinatl - The PCs use the secret passageway to enter the rift and begin to fight the anguillians therein. Eventually, the general alert is raised and the krakens appear. However, it turns out it is not a pair of krakens, but a single one using the psionic power fission. The PCs battle the kraken and its minions and manage to drive it away. They use trace teleport to follow the creature to its secondary hideout and defeat it, taking the rod piece for themselves. The remaining anguillians flee and the kopru quen and her minions are allowed to reoccupy the rift, as long as they agree to leave te locathah alone.

8 Ometeotlinatl - The PCs use the power of the rod piece they have to find the next piece.

14 Ometeotlinatl - The PCs are lead by the rod piece to an isolated island near the coast of the Dragon Wastes. There they find a monastery that is run by an order of monks dedicated to the cause of the metallic dragons and law and goodness. The PCs are made welcome and explain to the monks that they seek a piece of the rod of seven parts and that their own piece has led them here. They tell the monks that they need the rod to help them fight a great evil called Kyuss, who threatens an entire continent and, perhaps one day, the whole world. The monks agree to meet in conclave to discuss the matter.

15 Ometeotlinatl - The monks tell the PCs that they do indeed have the rod piece, as it was given to them by the metallic dragons to hold in safekeeping in a highly magical vault beneath the monastery. Unfortunately, a powerful fiend, disguised as a friendly scholar, stole the rod piece but was prevented from escaping and is now trapped inside the vault. If the PCs want to rod piece, the monks agree to open the vault to allow the PCs to slay the fiend and recover the rod piece.

2 Xbalanqueinatl - The PCs enter the vault and confront the fiend, who turns out to be a silver dragon trapped in human form. She tells the PCs that the monks of the order have been overtaken by evil and no longer serve their original goodly cause. The metallic dragons periodically sent representatives to check up on the monastery and the artifacts it guarded and when she arrived she began to get suspicious. The monks assaulted her, and she managed to gain the rod piece but could not escape and so fled into the vault where she has been a prisoner ever since. The dragon, named Karinvalidex, tells the PCs that the vault is warded against entry by evil creatures, and so the monks could not follow her in; that is why they sent in the PCs. She also informs the PCs that the rod piece was not the artifact for which the vault was built to secure. The rod piece was just a token of honour given to the grandmaster of the order. The artifacts the vault and order were created to protect were the hand and eye of Vecna. The grandmaster of the order must have succumbed tot he evil influence of the hand and eye and eventually took them and grafted them onto his body. He then must have corrupted or slain the old monks and recruited new evil monks in their stead. The dragon tells the PCs that it is almost certain the order is waiting for them to emerge with her severed head and the rod piece and then they will ambush the PCs and take the rod piece from them. Karinvalidex agrees that the grandmaster of the order, Aramith, will not open the vault to let the PCs out until they show him that they have her severed head and the rod piece, and so she agrees to allow the PCs to decapitate her so that they can levae the vault and counter ambush the monks. PRESENT DAY

 

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