Abandoned temple of Ilmater

The Abandoned Temple of Ilmater is the opening dungeon of the campaign. It was up until recently, completely abandoned but is now home to The Cross Snappers, a clan of goblins that have been gaining attention due to the fact they seem to be stronger than the average goblin population.

Appearance and Atmosphere
The temple has become decrepit and overgrown with plant life in the time it's been abandoned The building also has a distinct scent of death hanging around it. The spilled bottles of Forever Blood has effected the flora and fauna of the area making them stronger than their common counterpart and in some cases, more intelligent or aggressive. The population of goblins has been using the blood to make themselves stronger and cause chaos to the point of catching the attention of Gabriele Drawn.

Ground Floor
The temple, a large crumbling structure that has been swallowed by wild plants opens through a large pair of double doors made of rotting wood which leads through to the hall in which sermons were once held. A large room that is lines with pews and is lit naturally through large stained glass windows that have mostly been smashed with the few that remain depicting images of people helping those who are suffering. Since the church doors have rotted to the point they can no longer really be locked a trap has been set in the room in the hopes of harming anyone who might come into the temple looking for treasure. The alter at the fair end of the room has what looks like and offering bowl on it which still has a few coins. If anyone attempt to steel from the bowl without checking for traps (Perception 17) They will trigger a large bag of flour to drop down from the higher levels, (Dex 15) The bag does 2d6 Bludgeoning damage on a failed save and regardless of whether or not anyone is damages the noise will call the attention of the four goblins that were in the sleeping quarters.

The room to the right is a store room that contains some barrels of rotten or spoiled food and medicine, two bottles of Forever Blood and two swarms of rats. The blood restores those who drink it to full health, cures diseases and negative status effect and increases their movement speed by 10 until the next long rest.

The room on the left is the bed rooms previously used to house the sick being healed at the temple but now houses some of The Cross Snappers. If the donation trap has not been tripped then four goblins will be in the room and the party will get a surprise round of attacks unless they actively try and check to see if the room is occupied. The doorway to the room is also trapped with a pressure plate that triggers a vial of acid to drop from a hidden ceiling ding 1d4 acid damage. The pressure plate is triggered based on weight, halflings, gnomes and goblins will not trigger the traps.

In the corner of the room there was once a staircase but there is now a rope ladder that leads up to next floor.

Quick Points

 * Opening Room
 * A large room used to hold services filled with pews and lined with stained glass windows depicting people helping the suffering.
 * The alter has a donation bowl placed on it containing a few coins, triggers flour bag trap to fall.
 * Perception 17
 * Dex 15
 * 2d6 Bludgeoning
 * Alerts four goblins in the bedroom and causes them to come into the room.
 * Sleeping Quarters
 * Entrance to the room is trapped with a pressure plate
 * Drops Acid Vile
 * Dex 15
 * 1d4 Acid Damage
 * Halflings, gnomes and goblins are not heavy enough to trigger the trap.
 * Store Room
 * Contains barrels and crates filled with nothing notable.
 * Two Vials of Forever Blood
 * A Swarm of rats.

Goblins and Swarms of Rats
The Floor has four goblins hidden in the sleeping quarters and a swarm of rats in the store room.

Items on This Floor
x2 Vials of Forever blood can be found on this floor.
 * Heals to full HP
 * Cures Status Effects
 * Increase Movement Speed by 10 Till Next Long Rest.

First Floor
The rope ladder leads up to a large dining room where the inhabitants of the temple would eat together. The room is lined with tables and chairs that have large dead rats sitting on them that have clearly been being eaten.

The second room leads to the kitchen that looks like it's been being used. The panty door had been barricaded.

The pantry is filled with old food and the dead bodies of rats and other small animals that have grown much larger than they should be. Nash the goblin is hiding in room. She is not immediately hostile but she will defend herself if she is attacked.

The bedroom on the left is a kind of zoo filled with rats, pigeons and wild birds that have grown bigger than they should be naturally. If Nash is with the party he will explain that he's been using Forever Blood to make them bigger so they have more food.

The cleaning closet off of the room is filled with basic cleaning supplies, among them is a Broom of Flying that can be identified with a arcane check(DC14).

The bedroom on the right has two goblins inside who upon seeing the party will drink Forever Blood and grow stronger, gaining the stats of hobgoblins. If Nash is with the party he will warn the party off them and direct them away from the room.

Quick Points

 * Dining Room
 * Lines with tables and chairs. The tables have recently cooked food on them that has been being eaten.
 * Kitchen
 * The kitchen has been recently used but trashed by Nash in a mad dash to barricade himself in the pantry when he heard the party coming.
 * Due to his exposure to Forever Blood Nash has gained and uncharacteristic amount of intelligence for goblins and a talent for cooking.
 * Nash is not outright hostile to the party but will become so if attacked.
 * Pen
 * A makeshift Zoo filed with rats that have grown huge from drinking Forever Blood.
 * If Nash is with the party he will divulge with the party that he built the zoo to give them a constant stream of food.
 * The animals are tame and not hostile.

Secret Area
Hidden in the first floor of the temple is a passage that leads down to Seth's hidden laboratory, Amaru and The Cross Snapper's leader are found down there.

The goblin's leader is inherently hostile and will attack the party, regardless of if Nash is with them or not.

Following the fight Gabriele will find Amaru, free him from his curse and explains he is a member of The Gregge Dei Morentiand offer the group a bottle of Barovian Wine on top of the pay he promised before departing