Even the end of a story sometimes isn't really the end...
Six months after their triumph on the Vallis Moon, the Storm Guard has settled into their new life and gather for one more auspicious event.
The final adventure of the Storm Guard as recounted in the tomes of the Inverted Pyramid's archives.
A quick recap of the events, years in the making, that lead the Storm Guard to the final confrontaion with the Galchutt on the Vallis Moon.
Inside the titan, the allies seek the Planar Lodestone, but must brave an onslaught of fire giants, drow archers, lava, and a seemingly endless supply of spells from the annoyingly invisible Larin Karr.
As Larin Karr and his monstrous beast march toward Parnam, the Storm Guard and their allies split into two teams to bring the battle to him.
On a far away world, the Storm Guard try to make new friends, but an argument over a book and the blood of a drow make things difficult. Perhaps bringing down a titan will be easier.
The Storm Guard converses with spirits old and new, negotiates with a dragon, and braves utter darkness to reach the Entopy Sphere. Passing through the void, they arrive not at Vallis, but at a world alike yet very different than their own.
Starting their quest to end the Galchutt and break the Chains of the World, the party makes their way to the top of the spire and into the dark fortress at its summit.
Deep under the city, the Storm Guard faces off against a foe that has lived for centuries: the necromancer Aggah Shan, aka Argus Shaw.
The long-sealed door to Dwarvenhearth is opened, wherein the Storm Guard wakes the dead, finds the origin of Argus Shaw, and eventually meets up with some long-lost 'friends'.
The hunt for Argus Shaw begins at the White House, but instead of Shaw two recent adversaries are found.
The Storm Guard's conflict with Argus Shaw takes a dark turn, with deaths at Vladaam Manor and their own Rosegate House. The opening of the Cask of Frozen Dreams finally provides answers.
An urgent family matter calls Ebrahim away from the gala at Castle Shard. Has yet another Vladaam betrayed the Storm Guard?
The Storm Guard's assault on the Priory of Silence leaves nothing behind, literally.
A visit to Dreta Phantas and a change of power at Castle Shard precede the party's search for Daliana, which leads to them to the Priory of Silence.
The Storm Guard fight for their lives in a drow outpost, and uncover another of the Galchutt.
The discovery of the captive city of Dreta Phantas adds another goal to the Storm Guard's quest. The dusk elves tempt Carric, and Phen finds a relative he didn't know he'd lost.
Fighting through more dusk elf forces, the Storm Guard make their way to the underdark prison of Velkynvelve, and beyond.
On a mission to find the stolen Cask of Frozen Dreams, the Storm Guard aids a hidden Assarai village and ventures into the territory of the dusk elves.
The Storm Guard reaches the heart of the Vladaam's Shivvel operation, and a battle against two longtime foes occurs where the Demon Possessed Watch warps time.
A meeting with Zavere, the Commissar, and the City Watch sets the stage for the Storm Guard to move against House Vladaam. What challenges lay below Blackstock Printing?
The Storm Guard races into the Longfingers Guild to confront Vladaam forces. There, the party finds the Vladaam's have an unexpected ally.
Shilukar, a traitorous guard, and a Banewarrens construct all arrive to eliminate the party-goes at House Kath. Can the Storm Guard prevail?
The party stakes out the White House and spies on the secret meeting. One group of outsiders is ambushed, and the party ends the week relaxing at House Kath.
The party talks with Fennic, negotiates with Lilith for the Cask of Frozen Dreams, and runs into a new foe at the Temple of Phoeboul.
The party hunts the vampire Na'haras in the Balacazar slave docks and finds a long-lost friend working there.
Ebrahim and Phen witness unexpected guests at the Griffon Hotel. The party's second attempt at robbing the Dark Reliquary goes sideways, but leads to new opportunities.
The Storm Guard continues their push to find and defeat Kevris Killraven. She turns out to be more (numerically) than first thought.
A young woman claims to be Ebrahim's sister, but he is unconvinced. The assault on the Killraven lair commences and the party engages in melee with a host of bizarre foes. The long-forgotten Pactlords of the Quaan return.
Trouble looms over Gallows Square. The party races to stop the Killraven Gang from executing city leaders, Phen finds himself alone against Durant on the Rivergate Bridge.
The truth of the Mithral Gear is discovered, the execution of Helmut Itelstein looms closer, and a back-alley secret meeting sets the tone for the dinner with the Vladaams.
A tiny hut saves the day in the dwarven manor, the Sentinel Shield is recovered, and an unexpected item is found within.
Calliope Irongull comes calling with another mission to explore an ancient dwarven dwelling, only to find some unexpected adversaries have gotten there first.
A final delve into the Banewarrens takes the party to the Baneheart - the core of the spire. There they deal with the consequences of the chaos cults and the Night of Dissolution.
Running low on resources, the heroes continue to battle their way through the Killraven Forge, leading to a final confrontations with Dyrk, and revealing new clues about the Killraven Gang.
The search for Dyrk leads the party to the Guildsman's District, where dwarves have gone missing and a mysterious forge operates at all hours of the day and night.
A final cleanup is done at the Savage Shark, and Godfred's body disposed of. The party gets its first glimpse of the White House, and then moves on to the Killraven Gang.
The party confronts the Vladaams at a shivvel distribution center; Ebrahim holds a grudge against Godfred Vladaam for reasons unknown.
A trip down the mysterious well in the Warrens leads the party to the undercity in the Guildsman's District. An old acquaintance pays a visit.
The prison cell where Fennic disappeared and the Necropolis grave robbers both end up having have one small thing in common . . .
The party presses onward in the Banewarrens to discover recent explosions, malfunctioning traps, the walking dead, and the cold blast of winter.
A return trip to the Banewarrens is in order, where the party meets up with an old adversary who (again) tries to kill them.
Phen resigns from his guild with extreme prejudice, Captain Wibert gives the party a token from the Commissar, and the search for Fennic begins with a trip below the city.
The year-long effort to thwart the chaos cults reaches its conclusion as the party faces off against Wuntad and his minions.
Blood is spilled at the old Clock Tower, a dangeourous meeting results in a new companion, and an old ally shows the way to the cultists.
Below the city the party finds the mysterious Mrathrach Machine, while above the return of the Vallis Moon brings more chaos to the city. Helmut Itelstein makes an ill-timed return.
The new year begins with a fresh batch of mysteries, as the trail of the chaos cults leads to a gaming hall. A local physician is more than he appears.
The party faces off against a cult priestess in an otherwordly temple, and comes away with clues about a mysterious machine.
The party returns to the cultist lair and delves deeper. Phen and Yasin use stealth to get the jump on the cultists, and a massive battle ensues.
Hired as a security detail by the Balacazars, the party find themselves guarding a young performer while pursuing leads to the Chaos Cults.
The party spends a long day in Ptolus visiting with the Church of Lothian, the Inverted Pyramid, and old foe Helmust Itelstein. The day worsens when an old friend betrays them and is exposed as one of the Pactlords of the Quaan.
Finishing up thier search of the first levels of the Banewarrens, the party discovers a helpful construct. An unexpected encounter on the way home leads to Yasin revealing more of himself and his past.
The party continues to explore the trap-laden Banewarrens, and finds evidence that at least two other groups are also exploring its heights.
A death in Oldtown confirms that the Banewarrens are indeed open. With new rewards and artifacts to be found, a return expedition into the Banewarrens is begun.
A midnight explosion in Midtown points to an old foe still at large, and Caliope Irongull pays the party to explore The Tomb of the Storm Bringer.
The party infiltrates a secret cult meeting and learns of a new chaos cult masquerading as a legitimate religion. Using Phen and Yasin as bait, the team delves within to uncover their secrets.
The impact of the Vladaams having the Demon-possessed watch begins to take its toll, and Navanna's henchmen pay a visit. The party later works to help Phen recover an item for his guild.
Facing the difficult task of recovering the Hand of Danar, the party strikes a deal with House Vladaam and sets out into the Necropolis to recover a powerful artifact in trade.
Motivated by both the Inverted Pyramid and the Church to return to the Banewarrens, the group discovers the secret of how to unlock the sealed door, and who has the key.
The secrets of the spire begin to be revealed. Working for both the Inverted Pyramid and the Church of Lothian, the party undertakes a mission to explore the underground vaults known as The Banewarrens.
The party finishes their exploration of the Pythoness House, only to have their treasures stolen by the appearance of a key cultist. A white ape appears in Oldtown and points to new threats on the horizon.
Returning to unlock the secrets of the Pythoness House, the party encounters more ratmen and undead. The clues in a journal show the way forward, and a strange figure known as the Cobbledman sends Phen on a fall.
After a brief but eventful meeting at the Delver's Guild, the party encounters rats, undead, and mysterious voices as they begin their exploration of the Pythoness House.
The party debates handing over their chaositech to the Church of Lothian. Then, with renewed purpose, they head off to confront the dark elf in his lair.
Calliope Irongull has another errand for the party, and the Church of Lothian gives a primer on Chaositech.
Clues above and below ground point to the whereabouts of Shilukar, and a visit to Castle Shard leads to the end of Linech Cran.
Hired to find a young man's body in the labyrinth, the party instead finds strange magic items and clues to past and current evils in the city.
The party searches for the missing Fae Quartermain, and discovers the identity of 'Methul Watcher'.
A small-time smuggler needs help recovering the coffin of his daughter. Under contract from the nobles of Castle Shard, the party undertakes the search.
Hired to clear out a 'haunted' property and explore the cellar, the party uncovers the real problem.
A group of would-be adventurers enters the great city of Ptolus, and quickly find themselves on the trail of some hired hitmen.