The Missing Cleric
A trusted cleric or temple attendant vanishes after reporting angels in the bells and a demon in the confessional. The party is asked to find them before nightfall.
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A forgotten gate in the hills has begun to leak holy light and abyssal fire at once. Strange omens, possessions, and miracles plague a frontier settlement caught between two invading powers: a host of angels who believe judgment is overdue, and a horde of demons who want the world broken open. The party begins as investigators, rescuers, or hired blades and quickly discovers that both sides are manipulating mortal faith and fear.
Epic, perilous, and morally charged. Expect divine visions, infernal bargains, ruined shrines, and choices where *good intentions still cause harm*.
The settlement of Ashen Gate sends an urgent plea for aid after a night of blinding fire, falling feathers, and screaming from the old chapel hill. The local faith leaders are missing, and both celestial and fiendish signs point to the same buried ruin beneath town.
Act I is an opening investigation and crisis arc. The party learns the conflict is not simply angels versus demons, but a struggle over a sealed gate and the mortal relic that can reopen it. They will defend the town, uncover clues, and confront the first agent of the infernal side.
For three nights, the sky over Ashen Gate has glowed gold by turns and bled red at others. People report visions of winged figures in the roads, horned shadows in the churchyard, and prayers answered with fire.
You arrive for your own reason: duty, faith, greed, curiosity, revenge, or a promise to someone who vanished near the old hill chapel.
Help the town survive the next wave of supernatural violence and discover what lies beneath the chapel before the forces gathering overhead tear the settlement apart.
The story mixes sacred wonder with infernal horror. No one side is completely safe to trust.
The town leaders are frightened, the chapel is sealed, and the first night of the new omen ends with something pounding from below the altar.
Act I is a compact opening arc set in and around Ashen Gate. The party investigates omens of celestial and fiendish intrusion, protects townsfolk from escalating manifestations, and uncovers the hidden ruin beneath the chapel hill. The central villain is a demonic cult emissary trying to force the gate open by corrupting a holy relic. Keep the angels distant and morally ambiguous in this act; they should feel powerful, watchful, and possibly mistaken rather than openly allied.
A trusted cleric or temple attendant vanishes after reporting angels in the bells and a demon in the confessional. The party is asked to find them before nightfall.
The town council offers coin, lodging, and legal favor to anyone who can stop the hauntings and identify whether the omens are divine warning or fiendish attack.
The first act introduces Ashen Gate, the chapel hill mystery, and the mortal cost of celestial and fiendish intervention. The party begins as investigators, then becomes defenders of the town when the supernatural threat escalates. By the end, they stop the immediate ritual and learn the conflict is larger than one cult or one shrine.
By dawn the market is half-empty, the well tastes of ash, and every bell in town seems to ring one note too long.
Open with rumors, frightened townsfolk, and competing interpretations of the signs. Let the party choose whether to aid victims, question clergy, or follow obvious occult clues.
The old graves rattle, the chapel bell gives a single cracked toll, and cold air rolls uphill like a warning.
Run the graveyard as the first open fight and a clue scene. The battle should feel like a public disaster, not a secret dungeon room.
The floor glows like banked coals under frost, and a voice from behind the stone says the ward will break with or without your blessing.
Use this scene as the final confrontation and reveal. Varek should be talkative, trying to justify the gate’s opening and tempt the party with half-truths.
Milestone: The party reaches level 3 after securing the reliquary and surviving the confrontation with Varek Sul.
Varek Sul
Completed
Varek Sul is the kind of villain who makes a room feel quieter by entering it. He dresses and speaks like a temple scholar, not a marauder,…
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Subscribe NowVarek believes the world is trapped in a counterfeit peace maintained by holy lies. He wants to shatter the chapel seal so a larger infernal power can expose the truth and reward the faithful strong enough to survive.
Smooth, fervent, and unsettlingly courteous. He speaks like a prophet, never like a thug, and treats suffering as proof.
Varek starts by directing cultists and imps to slow the party, then uses the cramped reliquary to force bad positioning. He prioritizes completing the rite over direct combat, fleeing only if the ritual fails.
If defeated, Varek can be captured and questioned about the larger war, or he may die proclaiming that both heaven and hell fear what lies beyond the gate.
Recommended party: 3-5 players
This campaign includes religious imagery, possession themes, infernal corruption, and apocalyptic stakes. Before play, confirm comfort with angelic judgment, demonic temptation, body horror, and moral ambiguity. Use lines and veils for torture, children in danger, and forced possession. Clarify that the angels are not a safe authority and the demons are not cartoon evil; both can manipulate faith. Encourage players to define what their characters believe about divine power.
For a weaker party, reduce each encounter by 1 lesser creature and give the party one extra potion of healing. For a stronger party, add one cultist to the first and final encounters, and let Varek use cover and escape routes intelligently. If the group is new, emphasize the relic and ritual clues so the final battle has clear objectives beyond simply reducing hit points.
Keep Act I moving by tying every clue to the chapel hill. Let the party learn something important in each scene even if they miss a check. Varek should be memorable and persuasive, not just hostile. The angels work best as brief omens, visions, or impossible interventions, preserving mystery for later acts.
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Suggested Level: 1-2
- Narrow lane bordered by stone walls
- Drifting ash that lightly obscures distant sight lines
- Broken cart provides half cover
A silver holy symbol, 18 gp, and a torn page describing the chapel reliquary.
Remove one imp for a smaller party; add 1 cultist for a larger or optimized group. Use the imps to harass rear lines, not to focus-fire downed characters.
Suggested Level: 1-3
- Tilting headstones and shallow graves
- Unstable patches of earth that count as difficult terrain
- Mausoleum steps offering elevated positions
A potion of healing hidden in a grave niche and a funerary key marked with celestial script.
If the party is struggling, replace the cult fanatic with a cultist. If they are breezing through, have the fanatic fight intelligently and use cover.
Suggested Level: 2-3
- Tight stone chamber
- Radiant cracks in the floor that illuminate concealment
- Blackened brazier vents smoke that lightly obscures one corner
The Gate-Thread Relic, 1 spell scroll of aid, and 35 gp in ritual offerings.
This is the climax of Act I. The cult fanatic should try to complete the rite while the imps delay and distract. Reduce one imp for a low-optimization group; add one cultist if the party is very efficient.
Lantern of Dawn Ash
Completed
Act I: Chapel Graveyard
False; no attunement required
Feather-Cord Charm
Completed
Act I: Town Square and Chapel Hill
False; no attunement required
Gate-Thread Relic
Completed
Act I: Hidden Reliquary Beneath the Chapel
True; requires attunement by a creature with a divine or arcane spellcasting feature
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