God's Fall

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.

Update from 2/18/17

The group of adventurers pushed their way into the depths of Mount Seraphim, solving puzzles to advance through magical doors, crossing dangerous chasms and fighting off the denizens under the mountain. They found Fathom, the last sister of Grimmie Corvus in a large pool surrounding a sunken elvish city. After negotiating for a relic of Ehlonna and passage into Sigil, the band explored an abandoned tower near the lake, finding a stash of treasure. This is where we pick up our adventure, and part the kimono of reality.

Update from 2/4/17

During this session the adventurers managed to save an ogre from a merciless band of gnolls, atoning for a prior act of brutality. They continued upriver, staying afloat and on course despite an ettin hurling boulders at their boat and spiders attempting to pull them ashore. They finally reached the mountain from which the Run of Seraphims flows, flying part way up the mountain (and nearly falling to their deaths) to discover a cave that will hopefully take them through. This is where we pick up our story, and part the kimono of reality…

Story so far..

For a recap of events prior to the campaign, see the wiki section.

The adventurers (Hemo, Rufio, Farris and Bunburry) find themselves in a purgatory-esque plane known as Outland, their souls unable to pass on to dwell on the home-plane of their respective deities. Mysterious beaked creatures known as Kenku offer to bring them to the center of the plane, where a city known as Sigil rotates eternal around an infinitely-tall pinnacle known as the spire.

After being ambushed by some kobolds calling themselves “the Wings of Tiamat,” the Kenku bring the adventurers to a hut, where they meet Wilhelm Wizzlepop. Wilhelm, an agent of Primus, is currently attempting to fix time, which has frozen in the Outlands. He tasks the adventurers with fixing “the Hourglass of Primus” that controls the passage of Time. Once successful, the adventurers continue onward to find the Run of Seraphims, a river that flows through the adjacent Ravenmirk.

For unknown reasons, the adventurers were sucked into one of the infinite dimensions of the Abyss ruled over by the demon lord Orkito. There, they were forced to complete a series of tasks that tested the adventurers abilities and intellect before being released back to the plane of Outland.

The Ravenmirk thwarted the adventurers attempts to pass through until they followed the current to abode of Grimmie Corvus, an entity claiming the title of Matron of Ravenmirk. Grimmie promised the adventurers passage through Ravenmirk if they would inform her two sisters that it is now time to form the Coven as the God’s Fall had begun. The adventurers agreed to this deal, passing through Ravenmirk while assisting a displaced band of Lizardfolk (led by Seer Furak) overcome some bullywogs on their way.

Acting on a tip from the Seer Furak, the adventurers took an alternative route through the Ashmist to avoid a hostile group of lizard worshipers of the demon Sess-Inek, passing by the Pool of Night. This passage proved no safer, as they were pulled into a cavern and forced to fight a Chuul, servant to the Blood Queen, an aboleth deity of dominion and oppression.

With the Chuul defeated, the adventurers continued up the Run of Seraphims through the Ashmist and into the Whispering Barrens. Realizing they needed a sacrifice to summon the second sister, a lone gnoll was captured and its pain given as tribute. Sated, the second sister appeared before the adventurers, identifying herself as Teta Strigid. A dispassionate conversation ensued, and the adventurers completed half the task given to them by Grimmie Corvus.

Continuing ever upriver, the more religious member of the group realized the act of sacrificing the gnoll was not without consequence. Seeking to atone, they agree to help an blubbering ogre rescue his brother captured by gnolls. Here, we pick up our story, and part the kimono of reality…


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