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  1. Quests

The Call of Atropus: Winds of Chaos

Completed
Campaign

The party was recruited by the Harpers, and headed to Waterdeep to meet with Avelia, an agent who spoke with them within the trades ward, near the castle. They were transported through the Astral Sea, and had to steal an Astral Skiff from a Githyanki outpost. They travelled for many days, though time was hard to track. They came into the edge of a Psychic Storm, and the Winds blew through the Skiff. The Skiff was able to be kept on course, which required sustained effort, but Golag was briefly driven mad. The party had to incapacitate him, and after they pushed forward, exiting the storm. A merchant caravan pulled by, and the party retrieved sets of headgear from it, to brace themselves for the winds of Pandemonium. They found the Crimson portal to the Plane of Pandemonium. They found themselves in an enormous cavern, the skiff nowhere to be seen. The first layer, Pandesmos, greeted them with shrieking winds, and dark corners. They came to the city of Madhouse, which they found was not a pleasant location. Banished demigods, vampires, and other entities glared at the party from foggy windows. The party spoke with a Shadow Demon, who was imprisoned there. He informed them that they needed to head towards the Cavern of the Self, which meant they needed to cross the River Styx, which originates in this plane. They came to the bank of the River, and remembered the warnings they had been given about its memory-wiping properties. They flagged down a Merrolith, who agreed to take them across, at a price. He asked for an item that was of emotional significance to them. The party offered their relics of memory, and they vanished into the River Styx. They traversed the river, and barely managed to avoid the wrath of a Styx Dragon and its child. They ventured into the Cavern of the Self, and each of them were able to see reflections of themselves: reflections from the past and future. After many hours of searching, they were able to find a reflection of their present moment. Doing so granted insight into the paths and trials within the characters. With this newfound wisdom, they passed into the second layer, Cocytus. The party barely survived an encounter with strange Howling Beasts and Demonic Hounds, but Divine Power and Infernal Fury allowed them to beat the odds, destroying the beasts. Exhausted and insane, the party struggled to Agathion, the final layer. They were able to locate a subplanar cavern, which contained a Map which seemed to lead to objects of Positive/Negative Energy. Creations of cosmic power, which the Harpers had briefed them on. They returned to Waterdeep, just in time, before Jay would have become plane-locked from his madness. The Harpers thanked them, and began decoding the map tapestry