On their way back after a successful rescue, the shaman Morgans spirit, unexpectedly comes to life and instead of just being a fighting companion, walks up to the heroes at the campfire and tells them about an omen he has felt that his old training ground. The monastery of the sundered chain will come under attack. Soon an agreement is formed to face this new threat as soon as possible. And the ominous precognition puts a shade on the glorious welcome the heroes receive when they the next day return the captives to Brindol.
After a day of restocking the adventurers set out on a long trek towards the city of Overlook. On this journey the group passes many small towns and cites that will become very important later: Nimon’s Gap, Terelton, Drellin’s Ferry and Skull Gorge Bridge. After an unchallenging journey, the group is first ambushed in the dense pine forrests close to the monastery. A small group of orcs are swiftly dealt with, before the last part of the journey, a hike on a small winding path along a steep mountainside. Just as the group walks around the last bend and lay their eyes on the powerful silhouette of the Moradin monastery, they are chocked to see the compound surrounded by hundreds of orcs. A dramatic battle ensues where the heroes retreat and make the orcs pay heavily to pass the many bottlenecks the narrow road presents. The battle rages back and fort with orcs starting to climb to surround the heroes a real threat to the groups survival. A long defensive battle is won by the pcs that retreat along the path, finally persuading the orcs that the price is too high.
A few orcs manages to run past the adventurers to call for reinforcements, of which the adventurers are happily oblivious when they make camp for the night. They are soon reinforced with the avenger Kathra that informs the group that ogres are incoming and that before long the group will be attacked from two sides. During the following night our heroes decides to rush through the orc camp to reach the besieged temple. A glaring moonlight takes away the element of surprise and only the constant movement and some distracting alchemical bombs give the adventurers the necessary minutes to get through.
Once inside a new dawn emerges and to their horror they realize that only a few defenders remain at the barricaded monastery doors, and that most of the dwarfs already have fallen or are seriously wounded.
Immediately informed of a way to cut off further orc reinforcements in the now orcinvaded tunnels below the monastery, the adventurers drop down a narrow ventilation shaft to try this desperate strategy. Glonus, the party warlord, remains to reinforce the dwarfs at the main temple doors.
After a few big battles in the monastery underground, the party reached the water-mains-control-room and open the valves. They find a hatchet above their heads and manages to get out before the flooding of the caves swallows them.
After one of the cavefights the group found a small rod, which will become important later, as it is a portal key in addition to the small bonus in arcana that is the only property of the rod the characters at this time figure out. This is also the first time they face a small Dark-creeper, Modra, that will be both their foe and ally during later encounters.
When the group climbs up to the surface again they see that not only has the ogres arrived, but the orcs are clearly preparing an assault on the monastery. Our dwarves climb quickly over the compound wall to return to the relative safety of the main temple hall, an area blessed by Moradin to give all his faithful extra bonuses in battle.
The end fight is started by a fall out by our dwarves to fight down a group of ranged orcs, and soon after a major battle starts. The heroes help turn the tide in the battle by killing one of the ogres, and when the regular reliefcolumn arrive with a fresh group of dwarfs behind the attacking orcs, their morale falter and the routing horde is annihilated by the dwarfs.