Ancient Stirrings

RPG Size Abstraction

The party left Tarmikos and decided to go to the airship to see how Maple and Sharla were doing. Maple was incredibly hungover.

Apparently, the two were gonna take the airship out to the west coast to this city where a bunch of archaeologists were starting a university. So okay, the party decided to tag along.

Well! Just before takeoff, someone reported that there were incoming airships! Fuck! So they took off but couldn’t escape, and were overtaken by the military airship. Maple and Sharla were left on the deck to take care of the situation while soldiers descended into the airship to conduct a search for schematics, of all things.

Brook happened to be looking out a window when suddenly he saw a humanoid shape fall rapidly past it. And then another, and another. With this information and the realization that there wasn’t much commotion going on up on the deck, the party decided to go check out what was happening.

They arrived just in time to see three soldiers taking a dive after some large-looking spiders that launched themselves from the airship, and took note that the three airships that had surrounded them were still manned by soldiers, but they all were staring dumbly into space. Brook cut the ropes that were connecting the airships together, and they all went below deck and fought some soldiers as they took off at high speed to hide the airship somewhere inconspicuous.

Friends With Benefits

The party was confronted by Colonel Xander and a bunch of troops just hangin’ out outside the tree with the entrance to the cave. The colonel and company were there to take care of the zombie problem there. After a brief confrontation… The party mostly relented, walking away. D’Arcy turned into a wolf to escape detection, and witnessed the collapsed, upturned earth suddenly rise and pack back into place. The party returned after a few moments and they descended into the cave — one, to investigate, two, to fetch the statue they had to leave behind when the cave began to collapse.

They successfully retrieved the spider statue, but on their way out they ran into the fire elementals they encountered on the inside of the die they were trapped in a few days ago. They seemed to have been tasked with clearing out the zombies, so when a handful of them escaped, a handful of fire elementals followed. They trapped their prey and killed the zombies, but in the process, started a rapidly spreading forest fire that began to consume the Eastern Forest. The party returned to Tarmikos.

In the Tarmikos Tavern, they ran once again into an intoxicated Maple and Sharla, who appeared to be in some sort of fight with each other. Eventually, Sharla stormed out of the tavern. Shard followed.

Eventually, the warforged and shifter made it to the airship, where there were some military personnel. Shard was able to dismiss them, but not before they figured out that the airship they’d been flying on was stolen. After boarding the airship, Sharla revealed that she’d been traveling with Maple under the promise that he would help her find the statue that she’d spent all of her adult life looking for. She said that she was looking for a statue of a scorpion and hadn’t found it yet.

Back at the tavern, Carter had approached Maple, who, upon Sharla’s departure, had begun to chug his mug of ale. Slurring his way through conversation, he revealed that he and Sharla were not just colleagues, but lovers as well. He’d promised to help Sharla in order to get close to her, but said that he was done with her now, that she was too much trouble, and was going to take the first train back home. He also revealed himself to be quite the artificer, the small gadgets used to help the party escape the collapsing cave the halfling’s own handiwork. And, despite saying he wanted nothing to do with Sharla, Shard found him on his way back from the airship, walking towards the airship.

Alas, poor Fredrick

The party found Maple and Sharla. Then they found Fredrick! And a puppy. Then some golems! And another puppy. The puppies were mean, but then the cave started collapsing and everyone made it out okay! Oris mused that they messed up the timeline, and he’s probably right.

Self-Destructive Tendencies

The party wandered further into the cave, getting accosted by more zombies! and also some golems that literally threw themselves at the party piece by piece. Having eventually, after a spot of trouble, dispatched them, they wandered further down the dank caverns, descending further and further below the surface.

Stepping past piles upon piles of already-dealt-with zombies, the party eventually came across a ward of Pelor’s magic that had been fending off the undead. Able to take refuge there in the safety of the ward, the group decided they didn’t want to deal with the seemingly endless horde on the other side of it and backtracked.

They heard some commotion in the distance, coming from deeper in the caves…

The tail, the tail!

The party ventured off into the shade of the Eastern Forest, D’Arcy at the front in wolf form, sniffing out traps that would have been laid by his past self. They stumbled upon a trap, indeed, though it had already been triggered — a spear was stuck into the side of a tree, a bloody piece of cloth pinned in place by it. The party saw a pair of wolves that seemed to have been rotten and zombified sniffing and pawing at the area where the blood was, but as they approached, the wolves scampered off.

Investigating the tree, Carter found an amulet with an etching representative of the god Pelor on its obverse sitting in the grass just outside a hole big enough for someone to climb in, disguised and nestled in against the side of the tree. On the trail of what they believe to be Carter’s paladin ally, Sir Fredrick Cooper, the group climbed in under the tree.

Shortly after their entry they found some more wolves, accompanied by humanoid counterparts, also zombified. Dispatching the zombies, they followed one pathway into the mysteriously well-worn cavern, cautiously making their way through the dark, damp halls, discovering a vast room, the ceiling of which was covered with humanoid figures dangling and shifting ominously — but not attacking. They surmised that it was some sort of trap that they would have to deal with later in a sudden stroke of self-awareness.

Then they killed more zombies and leveled up.

Carter? I barely even know her!

The party started out on the airship in the morning. They had breakfast! And Brook told Maple that in the future he’s in a wheelchair. Way to go, dude.
Anyway, the airship lands and the party decides to follow Maple and Sharla east to Tarmikos, which ended up being D’Arcy’s hometown. Over a few strong Adult Beverages, they were approached by a Paladin of Pelor, Carter. Carter had received a description of D’Arcy and had business with the major. Apparently, a woodsman had told him that he had seen Carter’s friend Sir Fredrick Cooper talking to someone who fits D’Arcy’s description.
The party was all too happy to fill in Carter on everything they’d been through, and decided that they would go to the forest where Fredrick would most likely be, with D’Arcy as a guide to try and circumvent any traps that may have been laid by past-D’Arcy.

An Airship!

The party found itself stacked on top of each other in a tavern stock room. A murder had just occurred in the tavern and it had been evacuated moments before. Upon walking out of the tavern, the noticed a street full of people and guards running down the street in their direction. Some of the party thought that maybe the guards were running after them, but it turns out they were running after a bandit, and they hadn’t even known a murder had just occurred.

Anyway, the point is the guards stop to sort out that mess because MkConnell got in their way and tried to intimidate them from attacking them (which they were never going to do). So the guards eventually get on their way and the party actually follows ‘cause they wanna see who the guards are chasing, but as they’re taking off, the very shifter that the guards were chasing, Sharla, beckons them into an alleyway thinking that the party were the “interveners” that were supposed to distract the guards and allow Sharla to make a clean getaway. Not knowing what’s going on, the party decides to follow her. They eventually make their way to an airship, but MkConnell went down in a hail of arrows trying to delay the archers from chasing the rest of the party onto the airship.

Once on the airship, the party learns that Professor Maple is onboard, except he’s not in a wheelchair, and he’s certainly not a professor. Maple seems confused and alarmed because the party is not the group of “interveners” that they were supposed to pick up. When asked, he informs the party that they are in the year 1198.

Sharla puts her stolen goods on the table, and it ends up being a statue of a turtle, a finding that Sharla is not pleased with. She spends the remainder of the evening sulking. Maple explains that they’re not stealing statues, per se, but rather taking them back.

The party informs Maple that they are from the future. He has no idea what’s going on, and eventually the stress and confusion overtakes him, and he goes to vomit. The party retires for the evening.


The party found themselves on the inside of a die. They found their way out, and when they did they ended up falling into a pile in what looked like the stock room of a tavern, the end.

The Story So Far


The party was all (except Shard), for various reasons, traveling to the west from the east by train. The train came to a sudden stop because there was a humongous rat standing in the way and it looked like it could derail the train. When asked for capable hands to take care of the situation, all of the group (minus Shard) went out to kill rats. Once these were dealt with the train was able to continue on to Auldhollow where the group was able to carry out their respective businesses.

For whatever reason, all of the party also found themselves on the train north from Auldhollow to Northmist. While here the party investigated the ruins of an old dragonborn civilization and encountered Weird Wizard Guy for the first time. D’Arcy was spying on the group, more specifically, Professor Maple, who had recruited the lot of them for help with his archaeological research, as a military assignment. It is also here that the party found Shard, who fell through the ceiling of the ruins. The warforged was left there after some battle in the past, and due to his weight and some soft earth, sank through the ground until falling through.

After finding a statue of Tiamat at the dragonborn ruins, Professor Maple told the group where they could find more instances of civilizations that based their societies on the worship of these statues. Interestingly enough, it seemed like the Valkland military was aggressively pursuing these statues as well, so the group decided to investigate.

On their way, Professor Maple went missing all of a sudden, and when confronted with packs of wolves and gigantic lizards, the group fled through a mysterious door at the beckoning of even more mysterious floating letters. Through the door was some manner of storefront, though the door that the party came in seemed to have disappeared. This is where they met Weird Wizard Guy for the second time.

After using their wit to realize that the back room of the store was a glorified chess board, the party was transported back into the middle of the fields they’d been traveling, only it was snowing. They continued on to the mountains where they found a small skirmish happening between the Valkland military and a tribe of dwarves. D’Arcy and Shard were able, using their new military uniforms, to order the soldiers there to back off, and were able to access the dwarven tribe, where they stopped a dwarf from accidentally giving up the statue of a mountain lion to the Valkland military. As they were about to leave, a young dragonborn dropped a statue of Bahamut at their feet on accident.

After thwarting this, the party decided to go east, where the soldiers that were trying to take the statue came from. They found an encampment and were able to stock up on supplies, and also found out that they had somehow time traveled back to the year 700.

The party headed over the mountains to the desert, where they found a huge oak tree seemingly growing from the sand. After following the tracks of a halfling wanderer, they found a secret underground entrance to [[Old Springtown.]] Here they met Hubbardd and found out about Rakhir, Deradez, and the true meaning behind the statues they’d acquired.

The party was on their way back to the dragonborn civilization to return the statue of Bahamut, but they found their way getting darker and darker despite the torchlight, and when trying to produce light using a sunrod, there was a flash and the party found themselves in the old storefront again with the Weird Wizard Guy. This time, the door to the backroom sucked the party through.

And that’s where we are now.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.