I have devised a storyline for my groups newest campaign that will allow the heroes to use a single key to "unlock" the veil. The characters wont know until the very last moment of the campaign if the key will open the world up in a way that allows them to get help, or if it will simply allow Izrador to escape and leave their pitiful, broken world to heal.
Im hoping to make them anguish over the decision to use the key in the first place, since they love these sorts of situations.
Im hoping to make them anguish over the decision to use the key in the first place, since they love these sorts of situations.