Everhelm

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.

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The Fellowship of the Missing Priest in the Woods
The part where everyone sets out for adventure

On a fine day in Sprucegrove, the Sprucegrove Faire was just rolling in to town; the tombola was being set up, men of great strength were throwing tree trunks accross the open field, and the mood was pleasant. But at the back of the bazaar, something bizarre was afoot. A young lad who worked at the local church of Pelor, one Kanton, had just posted a notice on the church door, requiring adventurers keen of mind and strong for a job unspecified.

It just so happened that a Hospitaler of the order of Pelor, half-orc Korgol Manslicer, had just entered town that very morning. On seeing this notice, he decided that while he himself was keen of eye and strong of arm, he would need others to join him in this endeavor, and so he set to milling about the town, where he soon met cCaoimhe, a young fortune teller of the genasi race, and Fezzez Arkool, a genasi hunter who was plying his wares around the town. They both decided that they were up for a job if it paid well, and joined Korgol in heading back to the church.

At the church, our heroes learned that the priest of the church, Mathus Niko, had gone missing some 3 days ago in quite a mysterious fashion. After some careful investigation, it was discovered that the priest had been abducted by magical means to the forest, and so the group set out to the forest to find him, as you do.

On arriving at a clearing, they found a few goblins standing guard, and also Barbarus, a tribesman of a local shifter tribe who had been sent to find one of their own who had also been kidnapped in the same manner. Barbarus made an executive decision without wondering what the clan leaders would think, and joined this group of adventurers, perhaps the first time he would make such a decision. Together, the four slew the goblins with relative ease.

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Despite All Their Rage, they're Still a Bunch of Weirdos in a Cage
The part where they complete their first task

The guards having been readily dispatched, Barbarus took the initiative, with the rest close behind, to bound up the stone staircase the goblins were seemingly guarding. As he crested the hill, he saw an enormous horde of goblin troops, all appearing to guard a large cage, as well as a smaller group of goblins surrounding a few wererats and a goblin mage who seemed to be casting a spell.

In the cage, along with Mathus Niko and Moonflower, was a group of adventurers who had themselves been captured by the mysterious forces of evil (now known to be Rizarrio the Rat working for the goblins).

The group quickly decided that, despite the odds, it was imperative that they rescue Niko and the others. Over the course of the battle, a large part of the army was revealed to be phantom images conjured by the mage, which somehow nobody had noticed up to that point.

Meanwhile, in the cage, a strange, cube-like warforge began battering the door with its own body after a misunderstanding with a wizard. Eventually, this would yield actual results and the adventurers would break free.

The two groups of adventurers, working together, successfully dispatched the goblins before they could finish the sinister ritual they had intended for the sun and moon-touched individuals, and then parted ways.

Rizario the Rat, however, escaped during the battle.

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The Expositionables
The part where they find out a lot of stuff

Upon returning Moonflower and Mathus to Sprucegrove, Fezzez Arkool departed from the group, citing the fact that he really didn’t care about any of this and just wanted to perform this task for the reward. The rest, however, decided that the strange circumstances surrounding the kidnapped priest bore some further investigation, and asked Niko to account for himself.

He explained that he was known as a sun-touched, which means Pelor really likes him. He also explained that he lost his holy powers years ago when two of the Seekers of the Sun mercernaries (of which he, along with Mayor August of Sprucegrove and others), Amnon Endeavor the tiefling warlock and Kriv Greatclaw the dragonborn fighter, went rogue and tried to kill a god, and Niko and the other Seekers stopped them at a severe cost—Niko’s divine magical powers. He further went on to explain that the entire town of Sprucegrove sprung up around a portal to another dimension created by the rogue Tiefling, and that Niko and August stuck around to protect it very poorly.

Niko continued that he had become worried as of late, as right before he himself was kidnapped, he had lost contact with Albatross Rumblebelly Thistledown Softshoe Claymaker, another former Seeker of the Sun, and asked the remaining adventurers if they could please seek him out.

At about this time, two myserious characters, a human man and a halfling woman, broke in to the temple, knocking over the door, which had been mysteriously removed from it’s hinges. The man (who introduced himself as Isaac Dian) explained that he and his companion (Miria Harvent) were traveling yeomen of the Door Repairmen Guild, and that they had overheard Niko’s exposition and were interested in helping, as door repairing just wasn’t paying the bills lately, and that the two had always wanted a bit more adventure than could be found simply travelling from place to place, fixing doors. This being agreed upon, the group, now including Isaac and Miria, retired to sleep in the basement of the temple.

That night, Isaac, Miria, and Korgol all independently stumbled upon an enormous stone door behind large steel bars. Determining that no door should be left closed and unrepaired, the three roused the remaining adventurers and set about overcoming the barrier. Caoimhe provided the answer by simply flowing under the door and opening it from the other side while Korgol and Barbarus pried open the bars, weakened by Caoimhe’s acid.

Through the door was an Elysian paradise, with rolling fields and a lovely seashore. The group was immediately confronted by two imposing hooded figures, but managed to talk their way through the pair, determined to explore the area. They eventually met Trishina, a minor goddess, and had a long conversation, discovering more information about the portal that transported them there, that it was an unstable portal that could have brought the party anywhere, and also that, to the knowledge of a goddess of dolphins, there should have been no mysterious hooded figures guarding the gate.

After collecting some sanctified water from the plane as a souvenir, the party returned through the gate to the basement of the church, and, vowing to never speak of this to anybody, once again retired to sleep.

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Wererat? There rat!
The part where they make their first enemy.

The next day, the group set out for the art school to retrieve the Seeker of the Sun from his art school. It was a long journey however, and our heroes needed to make camp. That night, they were attacked by a group of ratssassins under the banner of Rizarro the Rogue, who was also involved in the incident regarding Mathus Niko’s kidnapping. After a difficult battle, the heroes managed to repel the attackers, but Rizarro himself escaped, swearing vengeance on the party.

The next day the party arrived at Claymaker’s art school, which they soon discovered had been overrun by kobolds. After slaying some kobolds and having an extremely pitched battle with a Mimic, the SotSotS found some employees and students holed up in the kitchen, and also discovered the fate of Claymaker himself: he had been turned in to a statue by another staff member. Thus, a new goal was arrived at: to retrieve the magic want used to transmute the sculptor, and use it to turn the statue back to a man. They also learned from a dragonborn samurai that the kobolds were being led by a dragon, whose goal was to loot the school and turn it into a dragon’s lair. At request by the vanquished Samurai, Barbarus and Caoimhe left the school to bury the samurai outside.

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Ars Longa, Vita Brevis
The part where they vanquish a dragon in a dungeon

The party decided to press on and prevent the dragon from hatching this nefarious plot. After slaying many kobolds, and discovering a kobold art student who had infiltrated the enemy ranks, they discovered the traitorous art teacher and his magic want. He revealed that he had been offered a bribe by the dragon to use the wand on Claymaker.

The party eventually confronted the dragon. Though the dragon attempted to retreat, Isaac used his bardic magic to draw the dragon out of her chamber and in to a hallway where the dragon’s powers would be less potent. The party fought the dragon valiantly, and it was a pitched battle. After being heavily wounded, the dragon made a last mad attack, and bit Isaac’s head off, killing him. Barbarus, enraged by this, quickly slew the dragon, and the rest of the party ran to Isaac’s body, despairing until Miria thought to use the holy water previously obtained from the heavenly plane of Elysium. This, fortunately, brought Isaac back to life.

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