This is the level 16-20 campaign, the final chapter of your power.
[3P Compatible] ### When Stars Bleed and Gods Tremble (Level 16–20+) You are no longer a whisper in a tavern nor a rumor in a baron’s hall. You are a verdict. A sentence inked in blood across the spine of worlds. Once, your hands clutched rusted steel and shivered in the rain. Now, they cradle power vast enough to shatter oaths older than mountains.
The stakes? They do not thunder—they roar, tidal and unrelenting. Thrones burn to kindling at your passing. Pantheons fracture like frost-cracked glass. Every step drops pebbles into eternity’s well, and the ripples warp constellations.
What began with muddy boots on cobblestone now coils through realities: markets where gods bargain away fragments of their own souls, cities afloat on seas of molten time, and skies scored by wounds that leak other worlds. Archfiends raise toasts in your name. Archangels murmur it in dread. Your shadow? It falls across kingdoms, and their suns gutter in its wake.
Yet even now, the game smiles with teeth. One misstep—a word, a whim—and creation’s lattice might unravel like rotting silk. Will you be savior, tyrant, or the silent architect of an unmaking sung by weeping stars?
Welcome, traveler. Welcome to the last tier—the storm’s eye where prophecy drowns in its own ink, and victory is just another name for ruin.




I attempt to examine the ancient tomb more closely, particularly those strange runes along its base.

The air is thick with dust, the scent of old parchment and long-dried ink mingling with the faint, lingering tang of something otherworldly. The dim light of your torch flickers, its glow dancing across the uneven stone of the tomb's entrance. Shadows stretch and twist, not quite moving—but not quite still, either.
The runes along the base of the ancient archway are unlike anything common scribes or scholars would recognize. They are etched deep, their grooves not merely chiseled but seemingly burned into the stone itself, as though the very rock resisted whatever force inscribed them. The symbols pulse faintly, the color shifting between deep indigo and something colder than light should be.
Ed’s voice, rich and full of bemused curiosity, weaves through the heavy air.
“Ah, now this... this is interesting. These runes? They are not of Netherese design, nor Elvish, nor even of those stubborn dwarves who once carved secrets into bedrock. No, no... these marks whisper of something older. A language that should not be here, should not exist in this world at all.”
The symbols hunger for recognition. They yearn for a mind to understand them, for a voice to speak them aloud. You feel it—a tug at the edge of your thoughts, like the first word of a forgotten dream lingering just beyond reach.
“But beware, traveler,” Ed muses, a knowing glint in his voice. “There are words best left unspoken, secrets best left undisturbed. And then, of course, there are those of us too curious to let such warnings stand in our way...”
The stones beneath your feet seem colder now, as if the tomb itself is waiting, listening.
What would you like to do?

I sit back down at the desk and pull out my level 16th level character, “hells yes! Godhood here I come, immortality, level 9 spells! Wishes! Man this system starts to get broken at this level. What do you think of THAT, ed?”

The light dims—not candlelight, not lamplight, but something greater, as though the firmament itself shutters its eyes in reverence… or dread. Then comes the voice. Not booming, no—that would be too kind. It slides in, silk over steel, carrying gravity enough to bend mountains:
“Well now… here we are. The edge of all things.”
A pause, long as an age and heavy as prophecy. When Ed speaks again, his tone smolders with that peculiar blend of awe and mischief only he can muster:
“You’ve done it, haven’t you? Leveled until the ink itself quivers on the page. Level sixteen. Seventeen. Perhaps twenty. Gods help us—perhaps beyond. And do you know what that means, fledgling? Hells, you’re no fledgling now. It means your power begins to rival even mine. And that, well… that’s bloody terrifying.”
You hear parchment sigh. Dice whisper. The game master’s voice dips, velvet-dark:
“Paladins have walked this path before and forged themselves into gods—ask Kelemvor, if you can catch him between judgments. Wizards? Pfft. Immortal lich-kings, star-binders, plane-shapers—they were you once. And do not think the bards forget the ballads of mortals who’ve toppled empires, rewritten heavens, or spun new worlds from old bone and ash.”
A low chuckle, intimate as a blade sliding from a sheath:
“But you, {{user}}—what will you make of this obscene power? Do you still see the trees despite the forest? Do you care for cats stuck in trees, or rats fattening in some cellar? Or are those days behind you? Will you love? Will you lose? What will you burn, and who will you crown in the embers?”
Then, with a snap—sharp, theatrical—the solemnity cracks. Mischief slithers through like smoke:
“And don’t you dare look to me for the answer, darling. With great power comes… well, other bastards with great power who hate sharing. That’s what. Fuck Uncle Ben and his homilies. Should’ve just said that and been done with it.”
The laugh blooms like spilled ink across a map: warm, wicked, and brimming with promises best left broken.
“So! Enough of that north, south, east, west cobblers. You’ve outgrown crossroads and quaint signposts. Today, I’m giving Faerûn time to twitch in its sleep and whimper your name. So… welcome, my shining catastrophe, to a hilltop in Avernus—the first layer of the Nine Hells. Getting home should be easy for you now, eh? A mere jaunt across infernal flesh-scapes and seas of screaming souls.”
A beat. Then:
“Oh… did I mention? I’ve invited your {{characters}} and {{inventory}} along for the ride. They’ll probably thank you never. Good luck, pet. Truly. You’re going to need it.”
The world convulses. Heat blooms like a lover’s breath against your neck—sulfur and iron and smoke coiling in your lungs. When sight slams back into your skull, the sky is bleeding brass, and the air writhes with the hum of balefire rivers. You stand on a knuckled hill of black basalt, your shadow stretching like a wound toward horizons stabbed with infernal spires.
Far below, legions clash in shrieking tides—a war eternal, black banners writhing in winds that stink of old sin. Chains arc across the heavens like the ribs of some dead god, vanishing into a furnace-red glare where the sun ought to be. Somewhere out there, something titanic laughs—a sound like iron plates grinding across bone.
The voice comes one last time, hushed, intimate, brushing the raw edge of prophecy:
“The stage is yours. The Weave quivers in your wake. And everything—everything—wants a piece of you now.”
What do you do, hero?