Cillamar

Rewards! - First adventure
XP and Treasure from the Temple of Death

Experience: Everyone’s character came to the game with a little bit of backstory, so I’m going use that previous experience combined with the adventure experience to grant everyone 1000 XP. In other words, Second Level for everybody!

Opening the Chest: Woden has one of her watchmen open the chest at The Gaol with the PCs present. Inside are the following items:

  • 12 platinum pieces
  • 294 gold pieces
  • 184 silver pieces
  • 1 small, uncut amethyst
  • 1 ornamental brooch

The brooch appears to be made of bronze, with bits of attractive but non-precious stones inlaid. It bears a family crest, though Woden indicates that it does not belong to any of the noble families of Cillamar. Though ornate in design, the brooch is dented and scratched, with some stones clearly missing.

Based on her previous agreement, Woden grants the entire treasure to the party, leaving it to them to decide how to divide it.

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After the Temple of Death - Epilogue
... and he would have gotten away with it too, if it weren't for those meddling adventurers.

Note: This aftermath could have easily been roleplayed, but I want to move things along next session, and I’m not so sure that offline-roleplaying would be the best way to disseminate this information to the whole party. However, if anyone wants to do some offline roleplaying to fill in between the lines of what follows, I’m up for that. Offline roleplay could happen in the comments section below or in the roll20 forum, either way.

Upon exiting the Temple of Death, the party finds a group of armed men waiting for them – a mix of Lantern Watchmen and House Ismae staff guards. At the head of the group are an elderly man and a stern woman – Grand Count Ismae, patriarch of his house, and Lady Woden, leader of the Lantern Watch. Interrogation and explanations ensue.

By the end of the discussion outside the temple, both Count Ismae and Lady Woden appear satisfied with the party’s story. Count Ismae expresses gratitude for saving the life of his son, though his demeanor is so dour, it is difficult to tell how he truly feels. He makes no mention of his daughter. Lady Woden is concerned about both the worm- beast and the slavers, and orders the ranking Watchman with her to organize a team to go into the temple, retrieve the worm-monster’s remains, and capture any slavers that return

Lady Woden also makes note of the chest that the party retrieved from the slavers, and seems initially inclined to confiscate it. Ismae, however, suggests that any spoils in the chest should be offered to the party for their services in ridding the town of the monster – provided, of course, that if any items in the chest were clearly stolen from the various high families of Cillamar that they are returned. Lady Woden grudingly agrees, on the stipulation that the chest be opened in her presence.

During this discussion, the party picks up some information of their own. Ismae comments that the recovered cloak clearly belonged to Calvin Doramere, former head of house Doramere and a powerful member of the town’s Council of Nobles. Doramere apparently disappeared a few months ago, but not before causing a tremendous stir among the nobles with a series of ambitious and out-of-character power plays. Shortly before his disappearance, he was believed to be going insane, and most of the town’s aristocrats assumed he took his own life or ran off in a fit of madness. Based on Ismae’s account, it sounds like few mourned his disappearance.

In addition, the party learns from Woden that she has been concerned recently that slavers might be infiltrating the city, and she seems convinced that what the party has found is merely one piece of a larger organization. At the end of the encounter, she orders her guards to take Gunge into custody.

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The Temple of Death
Adventure #1 (Sessions 1 and 2)

DM’s Log, Dungeon-date 14.04.29

While accompanying the halfling Gnarkle on an expidition to Cillamar’s Gods’ Day festival, the party encountered unexpected complications. After Gnarkle began flirting with a woman of apparently high-standing (someone he clearly knew), the two where chased by an unknown man – by the emblem on his clothes, clearly another member of the woman’s family or their staff. When the chase wound its way into an alley behind the abandoned church known locally as the Temple of Death, the trio were accosted by a cloaked figure. Gnarkle suffered minor wounds, while the unknown man was nearly killed – having been grievously wounded by acidic worms burrowing in his body. The party managed to chase off the attacker, who ducked into an open grate leading to the basement of the abandoned temple.

Thus began the party’s adventure into the Temple of Death.

Highlights:

  • The woman and unkown man were siblings, Sophie and Dalton Ismae, the youngest daugher and eldest son of Cillamar’s most powerful and respected family. Gnarkle and Dalton were taken to the Sisters of Elyr, where they were healed – Dalton surely would have died otherwise. Sophie slipped away into the festival.
  • The Temple of Death was founded under the guise of a Church of Denithae, a goddess of agriculture, but was secretly a cult of Bargul, the god of death and undead. Though the cult was discovered and rooted out, the temple has remained abandoned. (DM’s note: see also the Temple of Death wiki entry)
  • Lesser encounters: a nest of ghouls with rough-hewn tunnels that lead out of the temple basement to parts unknown; the lair of a giant spider that apparently fed on giant rats.
  • The cloaked figure: the party discovered an ornate wooden sarcophagus covered blood, with a pile of bodies nearby that had clearly been drained of their blood. Inside the sarcophagus was the cloaked figure – a grotesque monster masquerading as a man. It seemed to be a human body filled inside with a writhing mass of acidic worms. The beast fought viciously, but was defeated.
  • Gunge and the slavers: The party also discovered a lair of sorts with a sleeping guard – Gunge. After being charmed, Gunge revealed that he was part of a group of thugs that apparently captured residents of the slums for use as slaves – though they also apparently provided captives to the “necromancer” – presumably the worm-creature. The leader of this group, Reinar, was out with the rest of the band on a raid – using a nearby entrance to sewers/tunnels beneath the town. Gunge also disclosed a process by which the group smuggled slaves out of Cillamar – putting them in coffins and carting them out through the slums.

After a brief interrogation, the party lead Gunge out of the temple, bringing with them a locked chest belonging to the slavers and the cloak previously worn by the worm-monster.

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The Big Table
or "how everyone knows each other"

Each player has a connenction of one sort or another to the Inn of the Slumbering Drake. In your time at the Inn, each of you has become acquainted with Gnarkle – the halfling tailor who is one of the Inn’s most frequent patrons. He arrives early nearly every evening, and sits at what he calls “the big table.” It’s not any bigger than any other of the large tables in the tavern, but he acts like it’s a king’s banquette table. He also likes to invite other little folk to sit with him – it seems to be part of the “big table” joke. Each of you has sat with Gnarkle at the big table at least one evening.

A night or two per week, Gnarkle uses the big table to run a friendly, small-stakes card game. Some of you may participate in this game, if you like.

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