Beyond the Veil

Chapter One - Ghostlight

After what seems a lifetime on the road, four strangers have come together in the town of Three Points. Throughout the ages, this port town has stood as a monument of the indomitable spirit of man. In recent years, the people of Three Points have fallen on hard times, as the trade routes to the North and South vanished beneath the tides of war. Still, the city remains a crucial trading post, managing the river trade to the south, and dealing with the magical wares of the githyanki from across the sea.

In recent times, rumors of kidnapping and slave trade have caused sailors and caravans to dread a stop in Three Points. Men whisper over mugs of ale that some tavern keepers have made pacts with the demons of the desert, to drug able-bodied men and keep them in cells beneath the earth until they can be taken away.

The strangers – three tiefling adventurers and a half-elf of Turathan – arrive in town late at night from varied points of origin near the same hour. Exhausted, each make their way to the only inn with a light in the window, a seedy little tavern called The Bloody Harp with a few beds on the second floor. The tieflings take such great care to hide their identities that they remain oblivious to their kin, unaware that they have all been drawn here by the same tug of destiny.

The strangers collapse into their separate beds and fall into a deep, dreamless sleep. Hours go by, and they each find themselves dreaming of flying. Suddenly, they are awakened by a deep pain across their bodies, as though they have been hit across the side with a plank of wood. They slowly blink their eyes open and realize they have fallen to the earth. The adventurers stand and look along what was once a row of houses and shops. Now, there is only a ghostly image of what was, flickering a blue-green color. For the first time, they become aware of each other, and all realize they have somehow been spared from whatever curse has befallen Three Points. Perhaps they have become the only ones capable of ending it…

From the journals of Szarmas Daimonius

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Chapter Two - Welcome to Three Points

Upon shattering the strange black egg responsible for the ghostlight curse, Hellena, Grief and Morgue find themselves in a town brimming with hatred for their kind. Fortunately, the half-elf Mythoric has become their ally, and he is able to help them move around the city unnoticed and unharmed.

Although the heroes wonder about the man in the red armor who was apparently responsible for the curse and their brief journey into the past, they agree they must turn their attention elsewhere for now. The orphaned girl who has apparently drawn them together is missing, and her foster mother faces execution for the murder of her husband. There are rumors the blacksmith has risen as a wight, and now haunts the drags beyond the walls of Three Points. A malevolent force inhabits his shop, preventing the heroes from investigating the building where they first found the girl’s plea for aid.

The time has come to gather allies in the effort to help end the bigotry the tieflings face, to find the missing child and, finally, to seek clues that will reveal the identity of the man in the red armor…

From the journals of Szarmas Daimonius

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Chapter Three - Beyond the Veil

Just as the adventurers seem to have ended their quest to find their lost companion, Morgue, and the mysterious Candlemaker, they find themselves wondering if it is only just beginning. As Hellena’s hand curls around the spider talisman the old man thrusts upon her, the world darkens and fades away, leaving behind a cracked, barren landscape and a stifling darkness. The heroes seem to have escaped certain deaths at the hands of the dragonborn bandit, Sharvis…but have they stepped from the cauldron into the fire?

Hellena, Mythoric, Grief and the dwarf Seamus must now escape whatever dark plane the talisman has taken them to. At first, their trek may seem a mere distraction from matters at hand; one more thing between them and the answers they seek. In the end, however, it shall become the key; the true beginning of their journey and the face of the terrible threat they alone must face…

From the journals of Szarmas Daimonius

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Chapter Four - Tomb of the First King

Seamus, Mythoric, Grief and Hellena – along with their new ally, the wizard Wu – have barely managed to escape the defiled cathedral of the Raven Queen and the Void itself. The Candlemaker takes the talisman, now crackling with dark power drawn from the depths of the Abyss, and thrusts it into the palm of her hand, imploring her to offer a quick prayer to Lolth. As she utters the words, black tendrils of necrotic energy spring forth and wrap themselves around the bandits surrounding the Candlemaker’s cabin. Sharvis lets out a cry of unbridled rage as he and his men are pulled into the Void.

At last, the adventurers are truly able to meet the Candlemaker and lay their questions at his feet – the nature of the girl, Nessa, the fate of their fallen ally, Morgue, the identity of the man in the red armor and, perhaps most of all, whatever he can tell them of the slave trade they are now determined to put a stop to.

Although the Candlemaker is able to reveal much, the quest he sets before them is daunting, and the heroes balk at the sheer scope of it all. They are, after all, mere fledgling adventurers – destiny or not, how can they hope to stop the Abyssals, mend the Veil, and prevent the last champion of the Order of Thorns from gathering the enigmatic Tablets of Ending? Yet, the Candlemaker insists that this is indeed their task; he is certain the world has entered the age of the Three Fates, and Nessa’s visions of them – not to mention their immunity to the ghostlight curse – have lead him to believe they are the heroes of the Twin Soul Prophecy.

While the Candlemaker gathers what information he can of the prophecy, he sends the companions back to Three Points to seek out a trusted friend, the historian Altruis, and to rid the city of whatever dark magic possesses the blacksmith’s shop. The heroes realize that to do so they must defeat Jerrod himself, and reveal whatever – or whoever – is responsible for raising him from the grave…

From the journals of Szarmas Daimonius

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Chapter Five - Into the Underworld

The betrayal of the gentle priest Thaddeus, one of the few citizens of Three Points who seemed willing to look beyond race, runs deep. Apparently a highly placed member in a cult of humans who have pledged themselves to restoring the power of an evil god, long forgotten by the mortal world, he is an ally of the Abyssals and a traitor to his race. To rub salt in the wound, he mockingly informs the party that Nessa, who they entrusted to his care, is in danger once again. Still, Grief and Hellena decide to honor the memory of their friend, Mythoric, by bringing him back to Three Points alive to answer for his crimes.

The sting of this terrible discovery is relieved somewhat as the party return to the city and find that stopping whatever blasphemous rituals Thaddeus was responsible for seems to have lifted the curse on Jerrod’s shop, and news of their heroism has spread throughout the town. Thanks to their decision to bring the spell’s last victim back to life (a ritual, in an ironic twist of fate, performed by Thaddeus himself), the innkeeper Jarl has mended the damage he inflicted on their reputations, and has even become an advocate for tieflings in his own right. The adventurers’ spirits are lifted by the knowledge that their deeds have finally begun to bear fruit.

They know, however, that their work here is far from over.

With their new allies, the dragonborn Baker and Mythoric’s brother Darius, the heroes discuss the dangers to Three Points, and struggle to decide where their services are most needed. In the end, it is Grief, once a slave himself, who declares that the kidnappings that have plagued the town for years must end. The party agrees that they must move quickly to save Nessa from the Servants of the Chained God, and that they will do what they can to put a stop to the slave trade. Determined, the heroes descend into the slave tunnels…

From the journals of Szarmas Daimonius

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Chapter Six - A Hole in the World

It was the drow Theros who was finally able to shed some light on how many of the dangers the heroes have faced thus far are connected. By relating the history of the city above, he told the heroes of the long conspiracy to return the Chained God to the world, and how its Servants have been at the heart of it since the beginning of mortal history.

Although the heroes believe they now know where Nessa has been taken, they require the aid of Theros and his renegades to reach her, and they reluctantly agree to work together against their common enemy. However, Theros insists there is a more pressing task before them – disruption of the rituals the Servants are conducting over the Well of Kanaal, deep in the chasm that seems to run through much of the vast network of caverns and ruins beneath Three Points. Whether or not the urgency he attaches to this mission is genuine remains to be seen, for the drow has a personal stake in the quest: one of his finest agents, Talwyn, has been taken into Kanaal, and he believes her life is in immediate danger. This issue seems irrelevant, however, as Theros stubbornly refuses to help the companions enter the Dragon Door unless they first rescue Talwyn.

Their search for the drow has lead the heroes through an ancient stronghold, from which the minotaur watched over the temple the Servants once built to worship their god, and the well that is said to stretch beyond the boundaries of the world and into the Void itself. They have cleansed the hold of the duergar and demons who inhabited it and, with any luck, inflicted permanent damage on the slave trade. Now, they have found the gate to Kanaal itself. With trepidation, Darius places three horns in the final statue of Baphomet…

From the journals of Szarmas Daimonius

Postmortem

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