D&D Armageddon - Blood Wars End, Sigil Falls to Seige

Paka

Explorer
The Blood Wars end as Demons and Devils are shown that if they had focused their energies towards taking over the Planes, rather than fighting each other, the worlds would be theirs by now. Some digging and Divining uncovers the Blood Wars as a conspiracy wrought by a cabal of Good Gods just after the beginning of time.

No one is sure who the first Wizard was who summoned a Demon or Devil after the Blood Treaty. He only wanted an Imp familiar but instead they got the united hordes of the Abyss and Hell. Ambitious Paladins who always wanted to cleanse the lower planes need wait no longer; the lower planes have come to them.

The last remnants of the Blue Sun Empire, the Illithid armies that created the Githyanki and Githzarai begins traversing the planes and the ether. They link minds and trying to create an alliance that can withstand the combines might of the layers of the Abyss and the many Hells.

Vecna claws out his one eye and has his most trusted Death Knight lops off his other hand, wandering the planes as a blind prophet.

Sigil is taken after a month long siege, the Lady of Pain retreats to her Maze. When her downtrodden citizens of Sigil, under the whip of Demons and Devils, pray to her, she is kicked out of Sigil, as the law states for any God. Once the Demons and Devils hold the city they begin using its gates as staging grounds to destroy everything.

Plane after plane is falling to Abyssal and Hellish forces. Through the Mazes and Labyrinths of the World wanders the Lady of Pain with her ragtag retinue, looking for heroes bold enough to take her city back and save the cosmos.
 

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Sweet.

Super Sweet.

This would be a FANTASTIC touch in a campaign where the players have been actively working AGAINST the mind flayers for the past while...
 



WOW!!! :cool:

Please tell me that you're seriously contemplating on making that a story hour!?

mmm... but that idea is definitively JOINK!'ed. Now I'll just have to wait until my PC's get to level 20 to use it... sigh
frown.gif
 

If I was going to use this campaign idea, I'd start the group on a nice, calm prime material world. Then I'd give them access to travel magic, like a cubic gate keyed to heaven - and then let them discover the hard way that their multverse is probably doomed, and that their prime is one of the relatively few that haven't yet been conquered.
 

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