Temple of Life
The Temple of Carderen stands tall near the center of Carthin. The white marble glimmers at sunrise as the sun's first light caresses the stone, and the figures in the reliefs along the top hide in each other's shadow. It's a beautiful feat of architecture, and a testament to the dedication of Carderen's followers.
Inside, stairs lead to a shallow pool of water, with a flowering tree sitting in the very center. The braziers around the room cast it in a golden glow, making the flowers—even wilted—shine a soft pink. The blooms are not the only thing wilting; the tree is withering, pruned as though it has not had water in a very long time or like it was poisoned. A strange sight, considering it sits in a pool of water.
The priests who tend to this magic tree, this testament to life, cannot understand what has happened to it. The tree is sick and dying, but there is no known source or reason for it.
Acquisition:
The players enter the temple; it could be to buy holy water or some other errand, but the quest starts upon entering. The tree is very noticeable, being in the center of the main room like it is. They shouldn't miss it. The players can offer to help them find the source and heal the tree.
The Catecombs:
The players can search the area and find a passage that leads to a basement level of the temple that has been left untouched for an unknown amount of time. The priests don't go down there unless they absolutely have to, and even then, they don't go beyond the first room, which they use as storage. The party travels through the hallways beyond that main room. They will find, and must fight, ghouls made of sludge and slime—being touched by these ghouls can inflict an illness on the party.
Eventually, they find themselves in a large chamber beneath the tree where they see a large, bulbous mass growing on the tree's roots. It drips black ichor onto the floor below with strings of goo helping anchor it to the ceiling and roots. It reeks of rot and sickness in the room, turning the party's stomachs. The GM can make them roll saves against getting sick.
Resolution:
- The players must find a way to remove the mass without killing the tree. The tree is fragile, so fire and blades can severely damage it. Once the mass is removed, it must then be killed. It will lash out at the players with acid and poison attacks. This is meant to be an encounter for low-level parties, so plan accordingly with your statblocks.
- The players return to the surface and tell the priests that the mass is gone and that the tree should begin the healing process on its own.
Reward:
- The priests don't have much, but they do give the party a modest sum as compensation for it, along with a blessing of the GM's choice.
Components
Cruel Tricks
Backdrops
Locations
Threats
- Ghouls made of sludge and slime
- The Mass, boss
Genre:
- Adventure
Triggers:
- Sickness
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