the party is sent to purify the temple of the silver flame
Score: 884 | 03/17/24 |
A middle aged cleric with battered armor catches the group on their way out of Fendry. He is visibly hobbling. As he gets closer, you notice that he looks physically weakened. When he gets up to the group, he bows to each member of your group before begging for your help. "Are you adventurers? please, I need your help! An evil creature has desecrated my shrine, killing most of my brethren in the process, there were still a few fighting when I left. I ask that you go and kill the creature and, if at all possible, restore the shrine to power by lighting the 50 torches and purifying the alter room, which we were able to seal off before too much damage was dealt, the seal will not break until there is no evil remaining in the temple. I would go with you, but I am much too weak without the power of my religion by my side. After I rest, I will go around to recruit new members for my clergy" ___________________________________________________ When asked about the creature, his eyes seem to go blank as he physically shakes from fear, if guided to answer he will tell tale of the dull dragon that appeared within the dark depths of the dungeon their clergy had founded the shrine in. with the dragon came several other dark beings. He offers to pay the group 50 gold a piece as well as whatever treasure that the dragon has accrued in its horde and promises that his deity will smile upon them once he is brought back to full power. He will wish the group god speed and send them on their way. Travel to the mountain: For 1 day the group will be able to travel along a well made path toward the mountain range where they will find the shrine. Roll a d12 random encounter die every 6 hours of travel where 1 or 3 are random encounters. see random encounter table plains. For nights roll a d12 random encounter die every 4 hours on the plains night table Arrival at the shrine: ___________________________________________________ The Huge stone doors, 30 feet wide and 40 feet tall, built into the side of the mountain bear a large flame emblem made from silver in the center. The stone work looks to be pristine. A religion check will reveal that only the good hearted can open the door ___________________________________________________ Any character with a lawful good alignment will open the door. Any creature of a chaotic or evil alignment will take 1d4 burn damage. An insight check DC 12 will inform the player that the seal seems to be defending the shrine to the best of its ability. AREA 1 ___________________________________________________ The doors open to a surprisingly small passage only 10 feet wide and 20 feet tall. As the group enters the hallway, the door closes behind them, with a small silver flame the size of a palm on the inside. After ten feet the hallway opens up into into a large room full of pews there are single doors on the left and right sides of the room as well as a set of double doors straight ahead with a flame symbol painted above it. ___________________________________________________ This room is the main room where guests would come and pray, two small baskets on either side of the double doors contain 15 gp each. There are a few scattered bodies around the room with half plate armor that are adorned with a silver flame on the chest. The bodies look like their soul was sucked out of their bodies. The room plays host to 1 Wraith. There are 12 unlit torches in the room. Finding the torches ___________________________________________________ There are 50 total torches in this dungeon, and they all must be lit in order to restore the silver flame to its full power. In the first 2 rooms the player enters, the perception DC is 10 to find the torches, in the remaining rooms all the player has to do is say I look for the torches AREA 2 ___________________________________________________ Several shelves lined with books fill this room, the room seems relatively untouched compared to the last room. ___________________________________________________ This room to the left of area 1 was a library of sorts, books found in here include those of a religious nature, as well as a few Arcana related books. A perception check DC 16 will find a spell scroll with Guardian of faith and commune. There are 4 unlit torches in the room AREA 3 ___________________________________________________ A store room filled with mundane items, stools, crates, and chests line the walls. ___________________________________________________ This room plays host to a single shadow, lurking in the corner, a perception check DC 15 will alert the pc to its awkward positioning, but if the player first tries to check the objects in the room, the shadow will reach out and attack. A perception check DC 12 will show the characters that one of the open crates is filled with dried sage, a religion check will show them that many pagan religions use sage to purify areas. There are 2 unlit torches in the room Area 4 ___________________________________________________ This area is what looks like a dining area, tables run down the center of the room, half eaten plates of food are scattered across them. ___________________________________________________ There are 4 unlit torches in this room AREA 5 ___________________________________________________ You enter the kitchen area, and see a shadow mastiff eating the last remaining bit of vitality out of a cleric in the corner. ___________________________________________________ This room plays host to a single shadow mastiff. Once the players have killed it, they can search to find well preserved meat and bread. There are 2 unlit torches in this room AREA 6 ___________________________________________________ You enter another large room, this one seems to be more of a living room area, with couches a coffee table. There are a few dead bodies scattered around the room. On the left side of the room is a single door, on the right side and straight ahead there are double doors. On the double doors on the right you see a faint flame made of silver similar to the one on the entrance but dull. ___________________________________________________ This room plays host to 2 shadow demons and 4 shadows. Upon defeating them the door on the left will have a silver flame like the one on the entrance light up. There are 4 unlit torches in this room. AREA 7 ___________________________________________________ You enter the room to see that it is much brighter than the other rooms. This light is coming from the glowing pool that almost seems metallic in front of you. The ground at your feet is inscribed in elven saying "rest now weary traveler" ___________________________________________________ A religion or arcana check will show that this room has been permanently been warded from evil while a medicine check will show that the shallow pool has healing properties. Ten minutes of rest in the water will count as a short rest. Any short rest spent in this water would be equal to that of a long rest AREA 8 ___________________________________________________ A hallway with a 90 degree turn In it. ___________________________________________________ There are 3 unlit torches in this area AREA 9 ___________________________________________________ This room looks to be like a changing area, it is lined with cubbies filled with armor and clothing, there are a few dead bodies on the floor, with 3 Shadow demons hovering over them. __________________________________________________ The shadow demons in this room turn to the sound of the door opening, they do not attack, but get in a battle stance the instant they see the party walk through the door. There are 4 unlit torches in this room. The cubbies are magically warded to their owners touch. They will explode at the touch of anyone else. Causing 3d8 fire damage. Area 10 ___________________________________________________ You enter the room to see that it is much brighter than the other rooms. This light is coming from the glowing pool that almost seems metallic in front of you. The ground at your feet is inscribed in elven saying "rest now weary traveler" ___________________________________________________ A religion or arcana check will show that this room has been permanently been warded from evil while a medicine check will show that the shallow pool has healing properties. Ten minutes of rest in the water will count as a short rest. K Any short rest spent in this water would be equal to that of a long rest AREA 11 ___________________________________________________ You enter a small hallway to see a single dead body holding a strange looking longsword. ___________________________________________________ Any detection of magic will show the sword glowing, identify will show that it is a sword of life stealing. There are 2 unlit torches in this room. AREA 12 ___________________________________________________ You enter what looks to be a squad bay, several beds line the walls of the room, most of which are broken. A large dragon with dull black scales rests in the center of the room on a pile of treasures. It looks at you without interest and lays it's head back down, keeping its eyes on you the entire time. ___________________________________________________ If spoken to the young red shadow dragon will say that he does not want to be here any more than the party does, but he can not go back to shadowfell since the portal will not open again. There are 12 unlit torches in this room. The dragon's horde consists of 800 gp as well as assorted gemstones worth , and an artifact that will give a boon (for 3 sessions) to the first person that picks it up. AREA 13 Once all of the creatures are defeated in the dungeon, and all of the candles are lit, when the players enter area six again: ___________________________________________________ Upon entering this room you notice that the large silver flame that was dull the last time you passed is now shining bright. ___________________________________________________ When a character with lawful good alignment touches the seal the door will creak open. ___________________________________________________ When you enter the shrine you see a large alter at the far end with a brazier on it. The room feels dark and soulless, despite the dim silvery light that the floor gives off. ___________________________________________________ If the players took some sage, or bottled the water in the waypoint they can use it to purify the alter. ___________________________________________________ When you purify the room, the dark soulless feeling lifts and you feel a strong welcoming from the brazier. It feels like it is asking for fire. Once you light it, the silver flame roars to life, you feel its energy radiate through your mind as silver streams of light flow into your heart. ___________________________________________________ all players receive inspiration. If any party members died: ___________________________________________________ Silver streams also flow (to wherever the bodies are) as (dead character) sharply inhales, the silver flame rekindling the spark of their soul in their body. ___________________________________________________ The brazier telepathically calls out to (pc that made the finishing blow on the dragon) when they move forward to look inside of it, there is a ring with a shield and a silver flame emblem on it at the bottom, the silver flame deity ensures the pc that the flame will not harm them if they reach inside. ___________________________________________________ That player gets a ring of protection. RETURN TO THE GUILD ___________________________________________________ Upon returning to fendry you find the cleric there with a group of men of several different races. Upon being told about the completion of the quest, he gives each PC the alotted 50 gold each and departs with the new members of his clergy.