Shadow of the Weird Wizard: The Shikhma Chronicles
A terrible pall has been cast over the borderlands. Shikhma, a fallen angel of the High One, once desired the crown of godhood, but he has been slain, and his cult scattered to the wind like straw. Still, his vile machinations continue move in ways even he never considered, and his hubris lingers beyond death.
Current Events
The party has gathered in a strange mansion, the former haven of Shikhma himself, though there is something dreadfully wrong with it. Trapped between places, in a little bubble of space, the mansion and its surrounding wilds have been constructed within The Void itself, and The Void has taken notice, encroaching wherever it can.
As it stands, there are three parties at work in this adventure:
- You, the players, who seek fo find the source of Shikhma's great mistake and keep it from getting worse as it threatens to explode out into the real world, taking the surrounding villages and town, and countless innocent lives, with it
- The remaining minions of Shikhma, after the rest have fled, died, or been turned to salt.
- And finally, the angels. Two Guardian Seraphim of the High One patrol the area. They move unseen to most, and unaware of the party, speaking with the voices of lost children. With them somewhere in the bowels of the dungeon is the famed Mantle of Agemanon, with the power to petrify those who look upon it.
Having investigated the main chamber and its adjoining rooms, you've fought a centipedal monster, avoided a fairly obvious trap in the form of a saint's hand clutching a magic gem, and found a grisly scroll in the process.