You grew up in Neverwinter. At an early age you joined the Neverwinter Militia for whatever reason, be it the lust for glory in battle or a desire to enforce law and order. One day you were doing combat exercises when a general call to arms comes through: something very serious is happening in a small forest glade nearby. Your commander tells your squadron (which includes all playing characters) to get your weapons, this is not a drill.
You travel out to the forest, where a full scale battle is already in full progress. Strange lights dance around the clearing, smoke and fire are everywhere and more than a hundred militiamen are fighting weird, horrific creatures that you have never seen before. At the center of the battle is a pulsating distorted dimensional portal of some sort, out of which the creatures are pouring. A figure in black robes is standing near the portal, gesticulating in some ritual.
You dismount the horse cart you came in on and your commander yells at you to get ready for fighting the monsters. You storm into the fray, helping the badly hurt men already there, but you soon realize that against these demonic looking invaders you are hopeless. Around you scores of men are killed in terrible ways, and your commander is literally torn limb from limb and devoured. You and your friends do your best to stay alive and simply keep the monsters surrounded, hoping and praying that Neverwinter sends reinforcements.
Just as you think that the next moment will be the last of your life, help finally arrives. A group of elite warriors that you don't recognize appear seemingly out of nowhere and push back the demons. You think you recognize one of the fabled Neverwinter Nine among them. The warriors smash a breach through the demons using magic and swords, and at last the Neverwinter Nine confronts the figure in the black robe in a wizard's duel.
The magic flying around nearly blinds you, and at last, as you still defend yourself against a demon, the black figure falls. Moments later the portal seems first to expand, then violently implodes, and you feel a powerful force as if from a strong wind. You pass out from the shock for an unknown amount of time. When you wake up, you are lying in a dark, dirty back alley in an unknown city. Up in the sky you see a strange arch...

Volerius, Bolmy Higgins, Quon Loopzig and Rafael Kural wake up in a dark alley in Sigil, and try to reorient themselves after the shock of teleportation. After encountering a demon who was relieving himself at a house wall, they climb some steps up to a roof with him, where the awesome reality of Sigil stares them in the face. Maybe the Sage at the Smoking Hammer Inn knows how they could go back to Toril, they find out.
After arriving at the inn, they are dismayed to find out that the portal back to Toril has disappeared, and the sage has no information where it could reappear. Dismayed, they talk to the innkeeper Gundul who has a job offer and promises a room to sleep in as reward. Apparently he has a problem with cranium rats, and the dwarven exterminator Grekor Brassanvil wants the group to spread some special poisoned bait in the cellar and the part of Undersigil beneath the inn.
Current quests:
- spread 5 or so poisoned rat baits in the cellar
- spread 5 or so poisoned rat baits in the area of Undersigil directly beneath the inn
- Reward: get a room for 4 people in the Smoking Hammer Inn
