Ternocki Di Aryte

Temple Depths

Temple depths

Part One:
After tending their wounds from combat, a mysterious event took place before their eyes. A glyph of appeared beneath the feet of Night Fury. The glyph appeared fist as on outline in the stone floor before it began to glow taking on the color the leaves in summer. At the apex of its glow and color it exploded with a brilliant green light devouring Night Fury. As the light faded, the shifter, was gone along with the glyph. Still caught in wonder at the disappearance of their ally a tapping sound is heard outside the temple.

Making his way through the open doors of a temple is a man dressed plainly carrying a staff. Immediately the group can tell he is blind. The party tells him it is not safe here. That orcs have overrun this temple and he should leave quickly. The man scoffs at the adventurers believing him to be a helpless cripple. Looking the man over Aurick notices a wooden symbol of The Raven Queen and is pleased to see another follower of his Goddess. Vir moans complaining, “Not another one.” The blind man, Hesiod, alludes to a tiefling he is in search of and asks to examine the face of Aurick, but Aurick is not the one he seeks. Hesiod does decide to help the adventurers with their mission at the temple, they reluctantly agree to his help, and descend the steps behind the desecrated alter.

Below they find a scene few words can ever describe. A scene of carnage. Dead dwarves, some still in their nightclothes, litter the floor, blood painting the gray stone tiles, walls, and columns of the great hall. In the light cast by burning braziers, they see the butchers: more orcs ready to fight. It was a bloody battle. Even the most hardened amongst them nearly fell to the blades of orog warriors. They managed to survive without causalities.

While resting they searched the chamber and bed chambers attached to the great hall. Finding a few items that could be worth while and a small amount of gold. As they approached the end of this hall the floor gave way to reveal a massive cavern. A long narrow staircase and a series of landings lead down to the cavern floor over a hundred and forty feet below. Moving down the staircase they spot a group of orcs ascending the stairs. With nowhere to hide the orcs spot the party and charge forward to battle. Three orc bolters held the party at bay for most of the fight and nearly sent the goliath to his death if it was not for the warrior of Kord catching him as he fell. With a their range disadvantage the fight was brutal for the adventurers costing them much of their strength and blood.

Part Two:
Reaching the lowest levels of the temple, the party steps into a large forge room. A fearsome blaze rages on one side of this natural cavern, making silhouettes of the orcs gathered here. The roaring fire fills the room with bright light and the ceiling rests 30 feet overhead. Several forges in this room are lit and roar with flame. There are several large piles of rubble looking as if they came from a cave in. The orcs seem intent on something on the opposite side of the room, where you can here grunts and shouts above the roar of the flame. Peering to through the smoke they see a dwarf being beaten by a hulking orog warrior. The only live dwarf the party had seen since entering the temple grounds. Hesiod and Aurick hear the massive warrior speaking in a broken common demanding the dwarf open the tunnel.

Before the orcs could realize they were there the four sellswords leaped into battle. Ending the lives of several foes. Though the initial attack seemed to be in their favor the sellsword heroes would soon learn a terrible lesson. Their tactics were poor, causing division amongst the party. Each warrior engaged their own enemies instead of working as a team. Aulrok a talented fighter fell thrice in the fray, once by his only ally Hesiod. By a miracle of Moradin the beaten priest was able to bring himself to stand and fight along side them aiding as best he could with what little healing he had left. As the battle neared its end it was unsure whether they would come out alive. Only two enemies remained, the orog and a berserker.

Both were beaten and bloody. The blind invoker managed to dodge the berserker’s violent swings. While the other four surrounded the orog. Finally the berserker managed to land a hit from his great axe bringing Hesiod to a dying slump. At almost the same moment the orog let out a might swing that ended Vir and Aurick. Their blood pooling about them. Together the priest and Aulrok managed to down the orog, before the berserker could land a fatal blow into Aulrok’s gut. Now, alone again, the priest perhaps more blessed by The Raven Queen than Moradin managed fell the berserker.

Though exhausted and bleeding badly himself, he managed to keep the other from dying. He was even able to restore Hesiod to consciousness.


  • Evacuate the Monastery of the Sundered Chain

Encounters Part One:
Encounters Part Two:
  • Total Part One: 1640 XP (410 XP a character)
  • Total Part Two: 1489 XP (372 XP a character)
Warning the Priests of Moradin

Warning priests

It seems that word of aid in defense of the land echoes in would be heros. Not long after arriving at Overlook the Council of Elders convenes to discuss the threat to the city and the vale beyond. They also summon the various adventuring groups, militias, yourselves and others to Caer Overlook.

Once there you are lead through a maze of corridors until you reach the High Hall. Standing on the 20 foot tall dais are the five elders. Each of the three male dwarves have long beards that hang to their feet, and two are old, being gray and wrinkled. The third is younger, with black hair and hard features. Two female elders are both attractive, one with read hair and the other with brown. All five wear the robes of their office— luxuriant purple and silver damask. Arranged beneath them, filling the chamber completely, is a motley crowd of common soldiers, militia, and adventurers, with each race and occupation represented, and most standing in small groups, but a few mingling.

“Welcome to High Hall friends. I am Elder Cadrick. I don’t much see the point in bandying words, so I’ll lay it out for you. War is upon us. A great host of orcs comes from the west. Their intention is clear. They will come through the mountains bent on slaughter. Those they spare can look forward to a short life of slavery. Overlook, and Bordrin’s Watch in the mountains, have long held fast against these raids, but our scouts say never has such an army gathered. Thus, we turn to you brave souls to help defend not only Overlook, but also all the Elsir Vale.

When the orcs arrive, we’re certain they will come up through the pass. We know this because already there have been attacks from the tunnels below, compromising the fastness. The defenders have fought back the savages, but it’s clear the rest are coming and fast.

So here’s the plan. Durkik Forgeheart will lead the militias and most of you to bolster Bordrin’s Watch. Orc trailblazers infest the tunnels below, so we’ve tasked their security to the Farstriders. With the recommendation of Lord Warden Prayercrusher, the Stormwolves will attempt to locate a final pathway deep in the mountains. One more mission remains, though. We need a group to evacuate the monastery on the other side of the mountains. It’s dangerous work, what with all the orcs and all, but priests need a warning of what’s coming if they don’t know already.

Do we have any volunteers?”

A goliath, Aulrok, steps forward claiming he will go. A lightly armored man carrying a falcion steps forth as well. “I will go with the goliath.” Several others follow suit agreeing to take on the mission. Cadrick stops the group of adventurers from leaving the chamber. “You won’t make it far if you don’t know where you are going. Here is a map of the area. You will need to travel up into the mountains. It’s about a days journey. Leaving now you should arrive at dusk.”

Before leaving the chamber, Cadrick, appraoches the four adventurers. “The Monastery of the Sundered Chain is in the mountains of Stonehome. This map should help aid you in your journey to the temple. May Moradin protect you and the priests of the temple.” Handing over a rolled piece of parchment the Elder walks off exiting the chamber through a back entrance.

From beyond the walls of the temple in the evening light smoke from three distinct fire can be seen. The gates of the temple are wide open. Entering into the courtyard the would be heroes are attacked by orcs interrupted from their meal. Dealing with the orcs was an easy task for the four adventurers.

Inside the temple bodies of holy priests lay strewn across the chamber. Pews splintered from battle, and blood painting the white marble stone. A witchdoctor stood center of the destruction. Bolts came piercing through the ranks of the adventurers from the balconies above. Five more fierce orcs arose from the ground, from what appeared to be a secret passage. Dealing with the ransacking orcs left them needing to tend their wounds before moving forth to search for survivors.

  • Evacuate the Monastery of the Sundered Chain
  • Total 1215 XP (243 XP a character)

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