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Published by emeraldcollectivepodcast
Actual play D&D and other TTRPG podcast
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Deep within the Underdark, the Curtain Callers attempt to unravel the mystery surrounding the ruined duergar settlement and its peculiar inhabitants. While Sir Tirion and Mina question their unusual hosts, Daemon and Aelfric take a more methodical approach, searching the abandoned village for evidence of what happened here, and whether the survivors they've encountered can truly be trusted. But patience wears thin, and Shadar withdraws from the investigation in search of solitude beside a quiet underground pond. Away from the others, the cleric turns his attention towards something far more personal, reaching through the veil in search of a figure from his past. When Mina joins him, a rare moment of tenderness offers some respite from the darkness surrounding them. But questions remain. What happened to this settlement? Who, or what, are its inhabitants? And in the depths of the Underdark, are the Curtain Callers investigating the aftermath of some forgotten tragedy… or have they walked straight into it?
The earth remembers what men choose to forget. Drawn together by a mystery rooted in years long buried, a group of investigators begins to disturb the settled dust of the past. Old accounts are revisited, uneasy questions are raised, and beneath the ordinary details of human history they glimpse the outline of something that should not be there. There are absences where answers ought to be, and beneath the hills, unseen in the lightless depths, something ancient appears to have left its mark upon the generations above. The investigators have only begun to dig. They cannot yet know how deep the past descends, or what may feel their hands upon the soil.
Deep beneath the Krynell Mountains, the Curtain Callers encounter an unlikely ally in the form of Rilk, a drow who claims to have helped Galfond Illemis escape the cult’s grasp. Armed with a map of the Underdark and a troubling revelation about Aelfric’s connection to the Violet Madness, the party presses deeper into the maze below. Along the way, Daemon meets a strange stick-like creature named Bick, who warns that the trees have begun to stir in anger. Their journey eventually leads them to the ruins of a duergar settlement, where three survivors appear untouched by the outbreak, and seemingly unaware of the danger spreading through the depths. But in the Underdark, ignorance may be no protection at all.
With Mina and Shadar safely across the gorge, the task falls upon Daemon to clear the void with whatever tricks he has left up his sleeve. After a perilous journey through the mines at break-neck speed, his tricks were running out. Elsewhere, Tirion and Aelfric find themselves level with another drow and a fatal obstacle ahead of them. With tensions sunning high and spell slots running low, there is little room for bad decisions. At the end of the mines, Shadar spots something that might lead to the place they've been seeking....
The mine shafts run deeper and more dangerous. As the tracks deteriorate, the Curtain Callers advance at breakneck speed through obstacles, ruined structures, and relentless pursuers. As Daemon, Mina, and Shadar pave the way in front of them, Tirion and Aelfric leave a trail of destruction in their wake. As they approach the deeper parts of the mines, they find a wide gorge they will need to jump, with seconds to decide, will Daemon, Mina, and Shadar find away to make it across? And above them, an old wooden bridge looks fit to collapse, will Tirion and Aelfric make it?
Never split the party... unless of course, circumstances separate the party against their will. That is what the Krynell Mines have been laid out to do. With Daemon, Mina and Shadar now zooming through the weaving tracks to the south, the cult chase in hot pursuit. Meanwhile, Sir Tirion and Aelfric veer to the west, where the tracks lead to darkness. With the mine carts racing through the darkness, criss-crossing obstacles, and negotiating the threat of the cult giving chase; what will The Curtain Callers do next?
The tension, and the railroad tracks, are heating up. As the pursuit through the mines continues, the party travel at breakneck speed fending off the Drow cultists. As spells and crossbow bolts fly, the Curtain Callers find themselves split up form each other by shifting tracks. Daemon takes the lead down one route, fending on the brutal assault while trying to stay aboard his cart, while Tirion and Aelfric find themselves separated form the rest, venturing into a dark and deep tunnel.
With a group name set and arrangements made to leave Berinthas, the group now known as "The Curtain Callers" venture forth the the Krynell Mines. As they enter the abandoned caves, they soon find that it is not as dishevelled or derelict as they supposed. Sconces were lit to guide the way toward... mine carts, set on tracks leading deeper into the mines. Daemon figures it's a pretty fast way of getting through the mines. Surely nothing untoward would happen, right? Wrong.
The party discuss their current situation, past choices, and future goals over magical brews and obnoxious amounts of bacon and eggs. The group discuss the prospect of breaking anonymity and travelling under a shared banner. As the evening progresses, Shadar takes time to contemplate after an upsetting conversation with Daemon. Mina comes to his side and the couple share a reflective conversation about faith.
With the Living Paint vanquished, the party regroup to tend to the lesser of their wounds. As they rest, the blaze engulfing Berinthas is reduced to a smoulder. The party go back to town to assess the damage and find Rocket and Ven. It is there, they discover Rocket deactivated and Ven missing. Daemon and Shadar send a message to the white Tiefling and their message is answered... but it may not be the message they'd hoped for.
Mina and Aelfric arrive at the Krynell Mountains to find Daemon and Sir Tirion in battle with The Living Paint while Shadar is bound by magical chains and seemingly lost within himself. As the pair join the fray, the painted creature lashes out with powerful attacks and magic, forcing the party to pull out all the stops to vanquish the beast. With no sign of Dleight to aid them, the party fight on in the hopes of ridding Berinthas of the torment this creature has put its people through. As the battle ensues, something else is happening within the town as Ven makes her escape back home... Something with intent....
After a harrowing and humbling trek through the swamp of sorrows in the pocket dimension created by The Living Paint, Shadar and Mina find themselves back in Berinthas where the battle is set to begin. Daemon and Sir Tirion tend to the mortally wounded Ven, whilst Mina calls for Miel as the creature flees with Delight on its back. Shadar uses his divine power to give chase, and Tirion calls on his Griffin. With Daemon in tow, the three take to the skies to give chase. Aelfric deals with the rapidly expanding and destructive flames consuming the town, then rides with Mina as the pair gallop after the others. At the foot of the Krynell Mountains, the party catches up to The Living Paint, but pursuit is only half the battle. The real test of their mettle is their minds... and Shadar's is quite shaken...
Shadar and Mina find themselves in some sort of pocket dimension. They stand within a swamp teeming with the writhing souls of those The Living Paint has consumed. Concerned that they may share the same fate, the duo navigate the swamps. But what lies beyond the veil of fog is something much more dangerous than any physical threat. Shadar and Mina see their younger selves through the mist, and at various hard times in their lives. As the souls of those wading through the mire grab at their ankles, will they make it out of the swamp in one piece, or join the others that perished before them?
Aelfric, Daemon and Delight forge a plan to take the magical painting abilities from Mayor Hasker, right in the middle of the town festival. With a distraction in place, Daemon steps up to the task. Sir Tirion meets with a man who claims to know Hasker and the link to his abilities. Meanwhile, Shadar and Mina cut their date short to investigate the mass hysteria coming from the town centre. As the party regroups, a fearsome foe is revealed. And it has a hostage in tow...
While Shadar and Mina are on their date, Sit Tirion goes to report the success of the absolved Death Knight to Cynthessia in the Temple of Torm. Pleased with the Paladin's work, she offers him an audience with Mayor Julianus Hasker, a man Tirion has been eager to meet since his arrival in town. Meanwhile, Daemon and Aelfric get ready for their dinner with Ven, a young Tiefling with ivory skin and unknown origins. During their stay at the apothecary's house, dinner is interrupted by an eavesdropper with a delightful plan to help Ven and all of the townspeople of Berinthas. But is he to be trusted...?
With the immediate danger behind them, Berinthas finally seems a little safer, at least on the surface. As the town settles into a rare moment of calm, Shadar prepares for an evening he’s been quietly dreading: a date with Mina. Awkward moments give way to genuine connection as the pair explore a festival filled with games, food, and romance, letting themselves enjoy a fleeting sense of normalcy. But Berinthas is never quite as peaceful as it seems. A strange encounter and an unsettling offer cast a shadow over the festivities, reminding them that something darker still lingers beneath the town’s cheerful glow. What begins as a night of laughter and honesty may end with more questions than answers… and a growing sense that their time in Berinthas is far from over.
The battle beneath Berinthas reaches a breaking point as the party faces the full fury of the Death Knight. Mettle is tested, faith is pushed to its limits, and the chance at victory even comes at a cost. As Sir Tirion becomes the focus of the fallen paladin’s final malice, the group must rally together, battered and exhausted, to protect one of their own. Bonds are tested, strengths are revealed, and concern replaces bravado as the party reckons with what is endured beneath the Temple of Torm.
The battle rages on and the party are down but not out. Tirion and Shadar provide the offensive regime to keep the Death Knight entertained while Aelfric, Mina and Daemon help with the crowd control, keeping the wraiths at bay. As the fight enters its terminal velocity, Aelfric comes up with a clever idea that he think will buy them some time... probably.
Now at the end of the catacombs, Sir Tirion and the party find themselves face-to-face with Sir Daygar the Death Knight. The imposing figure bears down upon them with relentless malice and seeks to put an end to Sir Tirion's holy conquest beneath the Temple of Torm. In the dark and dank tomb of the dead, who will emerge among the land of the living?
With the party now entering the belly of the beast, the Death Knight calls out to Sir Tirion even more intensely. Along the way to the end of the catacombs, Tirion faces more challenges of faith. The challenges laid before him comes with several choices. Is Tirion's resolve pure enough to overcome such horrendous trails and difficult choices? Stoic as ever, he believes just so. Meanwhile, Mina, Shadar, and Daemon offer support as they progress though the dark and dusty crypt.
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Apple Podcasts rankings via the Mato Topic Intelligence Platform.
Observed September 13, 2026. Cached outside the daily freshness window; the positions keep the date they were taken on.
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