God's Fall

10/21 Tough Choices

The adventurers woke in the lavish apartments of Raj Ahtan and, after a decadent breakfast, began the ethics challenge. The first challenge was an easy decision. The party chose to fight two basilisks rather than leaving a family of Kenku to be devoured. The second challenge had the adventurers choose between being merciful or spiteful towards another party caught in the same challenge. Our heroes chose mercy, but the others chose spite, causing our heroes to fight the most difficult monster while the other group was set free. The third challenge had the adventurers choose between dropping a chest filled with weapons and treasure or a group of pitiful kobolds into a pit of “liquid hot magma.” Being noble of heart, the party chose to save the kobolds. The final challenge complete (and their purses quite a bit heavier), the party made their way through a hidden passage to the sewers beneath Gar. Will they find and free Farris’s people? Will Farris have to execute his love “Dom Style” just like from Gears 2? Find out next time when we part the kimono of reality…

9/16 Out of the River and Into the Whirlpool

The band of adventurers continued their journey down the Styx after escaping the Iron Tower. Deciding to err on the side of caution, they scout the rapids leading to the waterfall above Cauldron Lake. On their way back a large frog behemoth attempts to abduct Rufio, but the band is able to slay the beast and retrieve their comrade. They manage to safely navigate the rapids, however, they are surprised to find Cauldron lake Inhabited by fire snakes that push them into the maelstrom in the center. In a daring manuever, Xika the pilot is able to guide the party safely through the center. On the other side they encounter being who appears to be half fire snake half humanoid. He suggests the party follow him peacefully to his master, the Shah Raj Ahtan. They follow this advice and Raj Ahtan presents the party with two choices: take part in an ethics experiment or be handed over to the authority of Gar. Agreeing to partake in his experiment the following day, the party is fed and quartered in lavish apartments. What will this ethics experiment entail? Will the party ever make it to Gar to free Farris’ people? Will the DM ever get on with the plot? Find out, when we next part the Kimono of Reality…

8/19 Fathom's Return and Trapped Doors

Shortly after arriving in Avernus on the River Styx the adventurers were approached by a ghostly apparition who identified himself as Charon, Ferryman of the River Styx. After gaining information from Charon on the perils that lay ahead, the group forged onward, opting to skip what appeared to be a gambling destination. While on watch, Farris was accosted by a familiar entity, Fathom. Upon finding the adventurers had not delivered her letter to Seeker Nightshade, Fathom exhibited her displeasure by absorbing Farris’ remaining fey essence, rendering him near indistinguishable from a human. Pressing on, the group arrived at the Iron Tower, which they had been told held dangers and riches by Charon. After making their way through a trap riddled dungeon, they discovered the Iron Tower also held a prisoner, Farris’ old mentor Braum. After an intense battle over a treasure-filled chest against a drider named Lilith, the group found themselves in possession of the largest treasure trove they had ever encountered. Still ahead lies the city of Gar where Farris’ people are held captive, and if Lilith was to be trusted, turned into monsters for an even darker purpose. Will they free Farris’ people? Will they even survive the trip to Gar? Find out, when we next part the Kimono of Reality…

6/17 Journey to the River Styx
but first, to sell or not to sell the house!

After returning from a harrowing delve into the crypts beneath the shattered temple, the adventurers return to their home to find a collection notice placed on their residence. After a long, robust debate on the pros and cons of selling the house and the best method to do so, the group decided to put it on the market. After receiving a vision from his deity informing him that the time to free his people is nigh, Farris and the band seek out a pilot skilled enough to guide them down the river Styx to Avernus, the first layer of the nine hells. Fortuitously, a ship just spectacularly arrived in Sigil carrying a (hopefully) skilled pilot named Xika. Bent on travelling for the purpose of his own mysterious pilgrimage, Xika agrees to accompany the adventures to Avernus. The journey starts with the band being flushed out of The Ditch into a tunnel, testing the skills of Xika as a pilot and the rest as fighters as the tunnel’s strange denizens attempt to board the ship. Having survived this first leg of their quest to free Farris’ people, we ask if the adventures will survive their excursion into the nine hells… Find out when we part the Kimono of Reality!

5/27/17 Temple of Aoskar Part 2

Beneath the ruined Temple of Aoskar our adventurers continued to battle the waves of kobolds, narrowly saving Kuro from certain death. Deeper in the catacombs, the band confronted the Avatar of Aoskar, vanquishing him and thereby removing the consecration to the site. After gathering a few Varguille heads, they returned to the surface and received their reward from Friar Garianis. What new adventures will Sigil throw at the adventurers next? Find out, when we part the Kimono of reality…

4/29/2017-Ruined Temple of Aoskar

We pick up the story as the band of adventurers is about to descend into the ruined temple of Aoskar after being hired by Friar Garianis to clear out the catacombs (with the bonus of 10 gold per Varguille head brought back). Before descending, Rufio is cured of his Lycanthropy. The band discovers the catacombs to be rooms linked by portals controlled by dials on the walls. After a brief skirmish in the second chamber, the group realizes a riddle on the wall holds the key to victory. Proceeding through the doors marked with a fang, the band now finds itself in the midst of fighting off waves of kobolds who seem intent on abducting Rufio. With Kuro unconscious, the built-in weaponry of the room exhausted, and a third wave of kobolds incoming, will the group ever breathe the air of Sigil again?

Delivery for Kisruk

We pick up the story with the adventurers fighting a den of werebeasts in the sewers. Kuro, leading the band, almost immediately walks into an ambush set by two wererats, but is rescued by his new found friends. The group then encounters a wereboar manning a ballista desiring to parlay. After an attempt to sneak up on him fails, the wereboar releases “the Hunger,” a gibbering mouther kept locked underneath where he is standing. After a tough fight that nearly claims Kuro’s life, the adventurers triumph, and the wereboar tosses the package at the adventurers’ feet before fleeing. With the package now in their possession, the band makes their way to the 9th Pit, an establishment specializing in serving up cocktails of pleasure and pain as strong as the patron can handle.They succeed in gaining entry and hand the package over to Kisruk, who proceeds to release Gondien from his contract. Kisruk also takes the opportunity to insult the group over their elvish heritage, but also recommends they seek future employment with Shameska the Maurader should they need future work. Upon returning to the house of pallid doors, they find Gondien has departed, but left the deed in their name and keys to the house behind. Realizing Kuro has been infected by something during their encounter with the werebeasts, the group makes its way to Friar Garianis. The Friar negotiates a deal with band, he will cure Kuro of his lycanthropy if they agree to clear out the catacombs beneath the site where he is constructing a temple.

4-8-17 Sewer Run

Having agreed to help the ghost of Gondien retrieve a package in return for the deed to his house, the band of adventurers makes final preparations before delving into Slaags, the worst section of the worst quarter in the city. These preparations include Bunberry finding a new companion, a blink dog, in the Grand Bazaar. Before the group is able to reach the entrance to the sewers they come under assault from a band of bored hill giants lobbing boulders in their general direction. Just when they thought they would make it safely, a particularly large boulder crushes and pins Kuro underneath. Sensing a meal, the giants make their way towards the party, which is only just able to free Kuro and dive into the sewers before the giants have them for lunch. Once in the sewers, the group finds itself facing a den of wererats, tracking them to a control room where they are able to stop them from flooding the sewers. Pushing onward, Rufio discovers a chest only to find it filled with a swarm of rats. He is able to fend them off with the help of his friends and finds a robe spun from cloth-of-gold at the bottom of the chest.


The band of adventurers made the last push to the portal that would take them to Sigil, heroically striking down a foe that had eluded them earlier. Finally arriving at their destination, they were guided by a helpful tout named Ger to Farhome, an elven enclave in this strange, dark city. While taking a reprieve at an Inn called The Green Mill, they overheard talk of a disappearing house containing great wealth. Not being the only ones in the Inn looking for adventure and a bit of gold, the party was joined by an elf named Kuro. Together, they discovered the mysterious house to find it did not contain treasure, but a ghost named Gondien looking for someone strong enough to fulfill a contract he was given in life. Being the moral sort (and after being promised the house in return) the party agreed to help Gondien complete his task.

The adventurers also heard rumors of someone named Friar Garianis in the temple district looking for some strongarms to deal with a problem beneath a temple site.

What lies ahead in this dangerous city? Will they deliver the letter given to them by Fathom? We will see what happens when we part the kimono of reality…

Update from 3/4/17

After identifying a desecrated shrine of goddess Ehlonna, the band of adventurers pushed onward, ascending the innards of Mount Seraphim and following the cryptic directions of the strange creature known as “Wighed.” Unfortunately, the group was plagued by a series of mishaps. First, Rufio epically failed a stealth check, soiling both his pants and his dignity. Next, a camouflaged beast known as a trapper assaulted the group, only to escape into the darkness. Bunbury found a crown befitting a person of his grace and elegance, only to suffer a psychological setback when forced to star down a decaying visage of himself. Finally, Farris near-fatally fell through the floor, necessitating a daring rescue by his companions. Now, in the dark behind a barred down, the adventurers gather themselves for a final push to locate the portal to their salvation, or perhaps their doom.


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