The Concord of the Unbroken Door is a secret society that swore to maintain the balance between universes and to prevent catastrophes that would lead to the destruction of worlds (such as ruptures in the space-time fabric).
The Concord has a hierarchical structure, where adventurers start at the bottom as apprentices. Players should align their character's backstory with this concept.
The Condcord does not have a main HQ, rather it has small buildings across the Multiverse, where adventurers can have a rest. These shelters are connected to each other and to the rest of the Multiverse via a Door. A Door can be configured to be a portal to another Door, but apprentices are not allowed to configure them on their own. Portals can also be created with a powerful spell, a power that is given to few.
The chapters are designed to be played in sequence. The heroes should begin at level 1. Advancement is milestone-based, with level-ups indicated at the end of each chapter.
There is a mindmap after every adventure that helps to understand and visualize the flow of the story and recall the previous events.
Level of adventurers: 1
The adventurers are gathered in a room, taking a well-earned rest after their daily training. At this moment, Liam Garreth steps inside.
Liam assigns the adventurers their first mission.
The nearest gate to Pineferry lies in a small town called Silvertown, where the adventurers are received by Archus Singleton.
From Silvertown, three paths lie open.
Supplies for the journey can be purchased here. One merchant eagerly offers a saw, while another insists the adventurers could make good use of a live goat.
Three distinct groups occupy the tavern.
The road to Pineferry winds through a dense pine forest, hemmed in by towering mountains. As the adventurers press deeper into the woods, the distant howls of wolves grow steadily nearer.
After several hours, their path is blocked by a massive fallen tree. Beyond it stands a cart carrying two young girls and a woman. A short, round-bellied man struggles to cut through the trunk with a saw. Clearly shaken, he explains:
The time required depends on the quality of the saw. Without one purchased in Silvertown, the adventurers must rely on the baker’s worn and unreliable tool. A DC 18 Strength (Athletics) check (or DC 10 with the Silvertown saw) allows a character to cut through and move the trunk within half an hour. Failure to do so invites an attack from the wolves. Even if successful, waiting for the wolves may be wise—they will otherwise catch up with the fleeing family.
Without warning, three Dire Wolves encircle the adventurers. Starving and desperate, they are willing to risk an attack for food. A fight may be avoided if the adventurers recognize their intent and offer sufficient food—such as the goat from Silvertown.
The village and its people still bear the marks of warm hospitality, though fear has made them wary of strangers. The following events unfold in sequence.
At the edge of Pineferry stands a house with shattered windows and a door left wide open. Inside, the adventurers find only the aftermath of senseless destruction and violent chaos.
At the heart of the village square rises a towering pine tree, with a sign declaring it 647 years old. Behind it stands the village hall, where the mayor greets the adventurers. Several details stand out within the room.
"Founder of Pineferry: Eliot Faelan"
The mayor also provides the following information:
Based on the mayor’s information, the adventurers have three locations they can investigate.
The hunter’s wife explains that her husband always heads west when hunting. A few hours away lies a ruined house—once belonging to Eliot Faelan—where he often made camp. It has been searched several times already, but no trace of the hunter was found.
Without uncovering further clues, the adventurers will not find anything at the ruins either.
Since the events at the chapel, doors and windows are locked every night. Zhalira disappeared three nights ago. By morning, everything was still locked, and one of the two house keys had gone missing. Most believe she must have left on her own.
However, it is clear that Zhalira’s mother is hiding something. If the adventurers manage to gain the parents’ trust, they reveal that they had lost the key near the chapel before the monsters appeared.
As the adventurers approach the chapel, six Manes attack them.
Inside the chapel, the following clues can be found:
"Where all began, as did our world. Beneath the earth shall open the first. Three souls are required: one innocent and pure, one foul and filled with deceit, and one wretched and withered."
The clues lead to Eliot Faelan’s old house, destroyed in an explosion two centuries ago. As the adventurers arrive, they are attacked by two Dretch.
The adventurers must locate a hidden trapdoor. During the search, they find an inscription carved into a stone: “In memory of my dear friend, Sebastian Fairmont.” The trapdoor leads into a cellar.
Below, a makeshift study has been set up, cluttered with documents, books, and various experimental tools. A door stands along one wall, from behind which hurried packing noises can be heard.
The first room is strewn with mundane papers—receipts, contracts, and discarded notes—evidence of a hasty departure. One letter was left behind by accident. It reads:
The seed has been planted. The release begins today. E.F.
Entering the adjoining room reveals another similarly cluttered study. Opposite the door stands a large wardrobe. Before it, a hooded figure watches the adventurers. Its face remains hidden.
Inside the wardrobe, a gray, cracked, rocky landscape can be glimpsed. The figure steps through it and closes the door behind them. When the adventurers open it, only rolled-up old carpets tumble out.
If the adventurers searched the first room instead of following the sounds, the mysterious figure has enough time to clear everything away and leaves no additional trace behind. Otherwise the adventureres can find a note.
"Adrian’s soul has always been corrupt. He hides it well, but I have known him too long not to see through it. I suspect he plans to steal the chapel’s donations. Zhalira will be easy to take, now that her parents left their key behind at the chapel. The withered soul was the hardest to find—but I uncovered Duran Alistar’s secret. He was the closest friend of Sebastian Fairmont, who vanished 25 years ago. Fairmont died in an accident caused by Alistar. Eliot’s house is cursed—misfortune always finds its way here."
With the gate now closed, the adventurers have no further business in the village. The mysterious hooded figure has vanished without a trace. The only remaining course of action is to return to Sigil and report the events to their superiors.
In Silvertown, the adventurers may encounter Daul Thimber—the baker—if he survived the wolf attack. If not, they will find only the aftermath of the beasts’ assault.
The adventurers may level up.