Final Shadows

Interlude - Sigil 2

The gith tobacco and alien wine vintage has your thoughts swimming as you retire to your plush rooms in the Outer Beacon. Sleep comes over you in an instant.

You see a temple on a mist-covered mountain, where thousands of ravens circle above its slender spires.

The scene shifts inside, where a knight in black armor pounds on a doorway behind a mirrored altar. His crimson shield is adorned with a black dragon.

The scene shifts again, and you and your companions are locked in battle with an ebony dragon. Each time you strike it down, it rises again and lashes out at you with its primal fury. As you are cut down, one by one, the scene fades….

You are alone on a endless plain, a hopeless land of neither dark nor light. A great black rock, the size of a moon, hurtles toward you out of the sky. It strikes the land spraying sand, rock, and bones into the air, its impact cracking the earth apart in a world shattering collision. You sense the end.

Sweat soaked and temples throbbing, you awaken well before the chimes. The boy cleaning the common room downstairs tells you that there are good medicines for such conditions at the night market where the eladrin watch the Gardens. You stagger out into the stale, dusky light in hopes that the eladrins’ alchemy is as skilled as proclaimed.


In the week following the dream-like vision of your divine image it’s become clear why the chant-broker you had hoped to meet with never arrived. His body was found last night at a grisly scene. Sadly a scene not unfamiliar to your party, as his skull had been raggedly cracked open and his brain missing. Four lesions lined his jaws, a telling sign as to his killer.


Jabreen, your tout, a guide-for-hire on the streets of Sigil, nervously casts his eyes about during what he tells you is to be his last task in your hire.

“Honestly, sirs, I’m fearin for my life. This Cuttleblack fella, he don’t leave survivors when he asks about. I can tell you that he’s got folk watchin you from all angles. And he means you harm when he gets the chance. I don’t know what you have that he wants, but I say you give it to him and be on your way.”

“But that ain’t your only problem. A friend tells me that the Ebon Riders are back in Sigil, and your names are on their lips. As a mercenary band they always been deadly, but this time touts say that they’ve been drawn neatly under Orcus’ banner, as they have fallen under the leadership of the one they call ‘The Elder’. There be godly power at stake, gents, and that’s too strong for my thin spine, thank you. G’day!”

As the door closes behind Jabreen, wafts of gith smoke swirl above your table in the Outer Beacon. Tendrils fall around your goblets of thick wine from some realm you don’t remember the name of. You stare into the haze and try to deduce patterns that will tell you what lies before you.

The Raven Queen herself has laid claim to you. Orcus has summoned heroes to this no-place and set them against you. Clearly a cosmic war is at hand. But…which side is Cuttleblack on?

DM Notes:

  • There are 2 important story items in the party’s possession: 1) the Tear of Aureon, held by Urus, and 2) the Sword of Kas, held by…?. I need to know. If you guys need the stats for these items I can send them.
  • Also, after the visit from your divine future-selves, you may ‘reincorporate’ your epic character in-line with our story and your true destiny. That means if you want to switch to elf, sword-mage, or whatever, it makes sense. The Raven Queen has claimed your soul, not your body.
Interlude - Divine Visitor

The chant-broker never showed. You retire to a pleasant room in the neighborly Outer Beacon inn, but again your dreams are troubling.

As sleep closes in on you, you suddenly become aware of a presence. Sitting beside you is a figure with glowing golden flesh, and a divine aura that you know you will someday share. It takes a moment for you to realize that this figure looks just like you.

“You might one day achieve what I represent, but Challenges lie before you. Perhaps you will succeed. Perhaps not. To acknowledge your destiny you must petition the Raven Queen to relinquish her claim on your soul. Seek her at Zvomarana, the Temple of Temples.”

Interlude - Into Sigil

Interlude, February 2010

The streets of Sigil sprawl before you. And behind you. And above! Sigil exists on a unique plane, on the inside of a hollow tube which is formed like the innertube of a tire. Smoke hangs in the air lazily, only moved when a gryphon glides past or one of the many flying carpets silently passes overhead.

Ghrynt has apparently been here before, he quickly finds a familiar ‘tout’, a local who is willing to show you around. After a long walk the tout, Jabreen, leads you into a comfortable-looking tavern. Inside, several githyanki smoke and drink here, intermixed with a few humans and even more monstrous races.

Over a few goblets of very thick wine, you await a contact who deals in information. A chant-broker.

Leaving Monadhan

Wave after wave of vampires attack the party until, as midnight drew close, they vanish. Heading into the graveyard, a bleak patch of scrub and stone even paler than the rest of Monadhan, the party finds the remains of the only contact they had who could help them learn how to exit this plane.

Soon a well-dressed gentleman approaches. It is Kas, the Great Betrayer, who invites a bargain. Recover his sword, hidden in Arantor’s lair, and he’ll reveal Arantor’s weakness. A tentative deal is struck.

Moments later, Cuttleblack emerges from the gloom. He also has a deal to make. He’ll assist in the battles against Arantor and his minions, and the party takes him with them when they finally learn how to exit Monadhan. Another tenuous accord is reached.

Arantor’s lair is a twisting maze, full of demon minions, but eventually the party reaches his lair. Using the secrets revealed by Kas, they defeat Arantor and recover Kas’ sword. Cuttleblack is delighted to witness that Kas’ sword is the key to open the portal-exit, and he uses the portal.

Kas arrives and demands his payment, the sword! But the party mocks his demands and leaps through the portal, arriving on the streets of Sigil. [[:urusthestonehearted | Urus ] ]has the sword in his hand, and the portal closes behind them, stranding Kas.

As the portal collapses, the rotting bones of Arantor begin to stir….

Entering Monadhan
the domain of betrayal

Situation, December 2009 Our game is currently in the Epic tier, with characters at 21st level. The party foiled a plot to turn the city of Freeport into mindless addicts which would make them easy (and delicious!) prey for the illithids of Xoriat. In their pursuit of the vicious illithid pirate, Cuttleblack, they have been transported to a Shadowfell domain of dread, Monadhan.

The heavy mists surrounding Monadhan prevent anyone from leaving this domain of Arantor, a mighty dragon of ages past, reknowned for his viciousness. Betrayal is a tangible force here, and the only way to leave the plane is to use the object of greatest betrayal as a key.

Upon visiting the seer, the party experiences a powerful vision of an event from the past, the death of Arkalus. There they learn that the object they seek is the Sword of Kas.

Then, they are set upon by vampires in the paths of the Shantytown.

See map photo here.

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.

End of World's End

Situation, November 2009 Our game is currently in the *Epic *tier, with characters at 21st level. The party foiled a plot to turn the city of Freeport into mindless addicts which would make them easy (and delicious!) prey for the illithids of Xoriat.

After chasing the illithid pirate Cuttleblack to a shadow plane known as World’s End, they interrupted a ritual involving a bizarre orrery that resulted in a lethally catastrophic explosion of aberrant and necrotic energy.

The characters have awakened in a thick forest, surrounded on 3 sides by a heavy mist. From the mists an angelic voice reassures them, “not yet…not yet…”


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