6/29/2013 @ Bud’s Place
After finishing up business in town, Collateral Damage makes its way back to the Temple. As the afternoon begins to slide toward evening, and the nocturnal swamp life begins to make its presence known, the party comes within sight of the abandoned keep where they won their first victory against the bandits plaguing the area. Slippery Jim notices the light of a fire burning in the ruins, and the group decides to investigate. Sneaking in, the party is attacked by a human and a tiefling while an orc warrior watches on. Easily dispatching the upstarts, the party decides to accept the orc’s invitation to share his fire. He introduces himself as Mork, and tells them that he was sent by the Earth Temple to recruit worthy adventurers to strengthen the ranks of Gruumsh’s faithful. Obviously his last two recruits were lacking, but you seem like just the sort the Earth Temple needs in the coming days.
Deciding to entertain the possibility, the group set out the next morning to see the Temple for the “first time.” Being warned to watch out for the crows (they’re bigger than they look) and to stay away from the crumbling tower (the base of a fortified group of bandits that you have no chance of beating) he leads you down into the first level of the Temple. Slippery Jim makes a quick sketch as the orc leads you deep into their territory, passing without incident groups of gnolls, orcs, and even hobgoblins. You are asked to wait outside the Earth Temple itself as Mork sends word to the High Priest of Gruumsh. Eventually a wizened, one-eyed orc appears to examine you. Apparently he determines that you are worthy to serve Gruumsh, because he sets you to a difficult and dangerous task: Treat with the powerful wizard that his seers believe lives in the northern forest. Secure his aid for the Temple, or, failing that, eliminate the potential threat that he poses.
So, the mysterious wizard is real? Team Collateral Damage, along with their new “ally” Mork the Orc, sets off into the wilderness searching for the hidden tower. Will they ally the Wizard to the evil Temple? Will they betray their new companion? Do they even have the strength to challenge such a powerful mage? A quick skirmish with dire wolves proves that the wizard isn’t the only danger in these woods.
Treasure:
- NPC Ally: Mork, Chaotic Evil Orc Fighter 2
- Handy Haversack (2,000gp)
- 4x Masterwork Short Swords (1240gp)
- 2x Masterwork Studded Leather Armor (350gp)
- 2x Masterwork Light Crossbow (670gp)
- Loaded Dice, DC 25 to notice (60gp)
- 2x Dire Wolf pelts, good condition (500gp)
- Mundane adventuring gear provided by your new allies, the Earth Temple (Any single kit worth 50gp or less, as well as any mundane equipment worth 1gp or less)
Weapons and armor can be sold to your Earth Temple allies at half the listed value.
