God's Fall

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.

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…


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