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Haunted Chapel
Haunted Chapel
Haunted Chapel
Table of Contents............................................................... 2
The Adventure ................................................................... 3
The Story Overview ............................................................. 3
DM Details – The full story ............................................... 3
Preparations ......................................................................... 3
Chapel – First Floor ............................................................ 3
Arrival ............................................................................... 3
Consequence of Desecration or Disrespect .............. 3
1 - Entrance..................................................................... 4
2 – West Aisle ................................................................. 4
3 – Nave ........................................................................... 4
4 – East Aisle .................................................................. 4
5 – Altar and Apse ......................................................... 4
6 – West Stairs ............................................................... 4
7 – Cleric’s Corridor ......................................................5
8 – East Stairs .................................................................5
9 – Cleric’s Quarters ......................................................5
10 – Bed Chamber ..........................................................5
11 - Dining Room ............................................................5
12 – West Pulpit ..............................................................5
13 – East Pulpit ...............................................................5
14 – West Preparation Chamber .................................5
15 – Ruined Ceremonial Chamber ............................. 6
16 - East Preparation Chamber .................................. 6
17 – Crypts ...................................................................... 6
18 – Stair Hall ................................................................. 6
19 – Side Chapel ............................................................. 6
20 – Priest’s Respite ..................................................... 6
21 – Sanctuary .................................................................7
22 - Storage .....................................................................7
23, 24,25,27 – Statues of Power and “Stones of
Power” ..............................................................................7
26 – Tania’s Hall ............................................................7
28 – Tania’s Sarcophagus ............................................7
29 – Makeshift Traps ....................................................7
30 – Tania’s Heart .........................................................7
Resolving the Adventure ...............................................7
Credits ................................................................................ 8
Resources ........................................................................... 2
Chapel Map (80*60) .......................................................... 2
Chapel Map (Numbered) (80*60)................................... 2
2
THE ADVENTURE PREPARATIONS
Player characters should be Level 4 for this adventure.
3
1 - ENTRANCE 4 – EAST AISLE
The entrance area hosts two small carved marble wall The aisle is adorned with multiple statues of religious
containers – with holy water within. This area has an significance each statue has a plaque and saying a prayer
arched ceiling which continues further into the Nave. in front of them will provide either a benefit or a
There is a great view on the multiple statues in the hindrance, corresponding to the description. Effects do
Aisles, the pews in the Nave, the Pulpits upstairs, and the not stack, and only one effect can be claimed within the
pompous looking Altar in the middle. course of a day.
The Wall hosts a window – it can be broken, but it
2 – WEST AISLE magically re-forms, not allowing players to escape
The aisle is adorned with multiple statues of religious through it.
significance each statue has a plaque and saying a prayer From north to south the Statue plaques are the
in front of them will provide either a benefit or a following:
hindrance, corresponding to the description. Effects do
not stack, and only one effect can be claimed within the
course of a day.
The west wall hosts a window – it can be broken, but it
magically re-forms, not allowing players to escape
through it.
From north to south the Statue plaques are the
following:
4
of the adventure. They will regularly see shady figures The Chests each contain a “Stone of Power” –
from the corner of their eyes – but when turning to face identical to those held by the Statues of Power
them, they disappear. downstairs.
The shadows are not hostile unless the player can lay This area hosts a spiral staircase leading downwards.
eyes on them. To do so, the affected player needs to pass From the crypt, cold stale air can be felt, and with a DC16
a DC18 Perception check. Upon success 1d6 shadows will Perception check, players can hear shuffling noises
attack – them being defeated; the curse of the statue downstairs.
ends.
A player can also end this effect with the help of a 10 – BED CHAMBER
Greater Restoration or Remove Curse spell, or by A small side chamber, with low, rounded ceiling. It hosts
resolving the chapel’s mystery. a small bed and a bedside table, both unkept, dirty and
dusted. The bedside table contains notes repeatedly
7 – CLERIC’S CORRIDOR mentioning the same words in the same handwriting
The small door leads to a dimly lit chamber, with storage “Why are we forsaken?”. The bed is covered with white
arrangements and corridors leading to the west and east. linen cloth and is unmade. Under the pillow a Dagger +1
The ceiling here is flat, and only 20 feet high. The place is located – ornate, seemingly of ceremonial use.
still has a clean, sacred feeling but the cupboards located
here are more homy, almost seem out of place in a 11 - DINING ROOM
chapel. The room in arrangement is identical to the bedroom –
Light comes through from small holes near the but it hosts a small table with 2 plates on it, both
ceiling, that open to the outside. There are no torches or containing half eaten – rotten food and rusting cutlery.
any other artificial light sources visible.
The walls are flat, smooth, marbled – and any 12 – WEST PULPIT
doorways are arched -without an actual closable door Above the flight of stairs, a wooden floor and a church
inside. organ greets adventurers. The keys of the organ are
The cupboards contain the following items: closed with a lid, but not locked. Above them on a stand a
song’s scripture is placed – with the title “For Those
• 3 Small barrels of Holy Water
who pass”.
• 20 Candles
The pulpit overlooks the ground floor and is separated
• 1 Ceremonial Robe
only with a 3 feet high wooden railing from it.
• 200GP worth of Incense
• Various tomes of religious significance
13 – EAST PULPIT
Above the flight of stairs, a wooden floor and a church
8 – EAST STAIRS organ greets adventurers. The lid to the keys of the are
A small chamber with a spiraling staircase. It is
open, characters trying to play on the instrument will
unprotected on the sides, without a railing, and leads up realize that it does not work.
to the Pulpit – the entrance of which lets through some The pulpit overlooks the ground floor and is separated
light – the only source of light in this chamber. only with a 3 feet high wooden railing from it.
There are 2 statues – a golden statue, representing a Passing a DC15 Perception check, players can identify
god of good alignment in your setting, and a statue
that there is a hidden compartment behind the organ,
representing a god of bad alignment. with a chest inside. They can access it by moving the
In case players touch the statue representing bad instrument, which is possible with a Successful DC18
alignment, they will be haunted by Will-O-Wisps for the Strength check.
rest of the adventure. They will regularly see specks of The chest is unlocked and contains a Wand of Daylight.
light from the corner of their eyes – but when turning to
It can cast the spell 3 times a day. Next to it there is a
face them, they disappear.
note – “Beware the darkness for it is home to many of
The Wisps are not hostile unless the player can lay evil.”
eyes on them. To do so, the affected player needs to pass
a DC18 Perception check. Upon success 1d6 Will-O- 14 – WEST PREPARATION CHAMBER
Wisps will attack – them being defeated; the curse of the The west side square chamber has its marble floor
statue ends. broken and in pieces. Multiple wooden caskets and a
A player can end this effect with the help of a Greater stone crypt lie here in disarray, and equipment to
Restoration or Remove Curse spell, or by resolving the prepare for a burial. White tattered cloth, jugs, with
chapel’s mystery. traces of holy water, wooden supports to raise coffins,
hammers, and nails are spread all around the room.
9 – CLERIC’S QUARTERS If players investigate the caskets or the stone tomb,
Through a small, 7 feet high archway, an even dimmer they will hear a sigh. If they do not leave within 10
chamber awaits the adventurers. This chamber is like the
seconds afterwards, 2 Wights will raise from inside the
corridor – in that it does not have any adornments aside
stone tomb, through its lid. The same happens if players
of 4 chests and a statue of Tatiana Filmura. The statue try to open the tomb. The Wights can be killed or
has a plaque on its base saying “In memory of the dispatched by destroying their remains in the tomb -
greatest magic wielder the realms have ever seen. which can be opened with a DC15 Strength check, and the
Tatiana Filmura” remains inside can be destroyed by using 2 Actions.
All the chests are locked, opening them is possible
In the tomb players can find a Ring of Resistance
with a DC12 Thieves’ Tools check or a DC12 Strength (Necrotic).
check. Being opened with strength, triggers the effect of None of the coffins are named, there are plaques, but
Chapter “Consequence of Desecration or Disrespect”. they haven’t been inscribed yet.
5
15 – RUINED CEREMONIAL CHAMBER 20 – PRIEST’S RESPITE
This chamber was ruined by Tania, in rage for not having The humble makeshift home of the Chapel’s priest,
a complete funeral. Going inside players can find broken Sansum D’Laaren (Human male Acolyte). It contains
marble, the walls and floors ruined and in pieces. Players nothing of significance, other than a chair and a table.
can find an empty husk here – with a DC14 Insight check
they can identify that the soul has been turned to a Sansum is an emotionless, burnt out male priest,
Specter and serves a greater undead. wearing a white robe, and having long white hair – all
dirty and unkept. He will share the following
16 - EAST PREPARATION CHAMBER information with players as part of a discussion, in some
This chamber hosts coffins that have ceremonial cases requiring a successful check from the players to
weapons in them. Opening the coffins and the tomb access his knowledge.
players can find 1d4-2 “+1 Weapons”.
The chamber is riddled with small spiders, harmless –
• He thinks the chapel is cursed.
running away to small cracks in the wall when subjected
• He hasn’t left the crypts for years now – out of shame
to light.
for failing to keep the peace of the dead.
19 – SIDE CHAPEL
The side chapel hosts two rows of columns, and a single
torch, which lights up the chamber. There are multiple
piles of dirt – investigating them players can identify
that these are mashed remains of human bodies rotten
and left behind.
In one of the piles players with a DC18 Investigation
check can find a Ring of Evasion.
The west wall contains a storage compartment (19A)
with dusted chests – locked and trapped with arcane
runes emanating necrotic energy.
Unlocking the chests is possible with a DC12 Thieves’
tools check. Detecting the traps is possible with a DC14
Investigation check, disarming them is possible with a
DC12 Arcana check, or a Dispel Magic spell.
If a trap goes off, a hostile Banshee appears from
within the chest, and all players who fail a DC15
Dexterity saving throw in the side chamber take 2d6
necrotic damage from the rune’s power surge.
6
21 – SANCTUARY The east-west corridor contains 3 traps, spikes on the
A spacious chamber with 2 metal statues (Animated ground. Noticing them is possible with a DC13 Perception
Armors) inside. check, avoiding them is possible with a DC13 Dexterity
If the party did not touch holy water, the statues will not check.
let them through the north door without a fight. Upon failing to dodge, players take 1d6 piercing
If they did touch holy water or are under the impact of damage and lose their remaining movement for the
the Protection from Evil and Good Spell – they can round.
proceed without being impacted.
30 – TANIA’S HEART
22 - STORAGE In the final corner, in a pool of liquid blood a glowing red
A dusted storage chamber with closed, unlocked chests. heart can be found that is warm to the touch. It has an AC
They seem to be untouched for a long while – and of 10 and 1 HP and can be destroyed with any magical
contain 3 Potions of Greater Healing and 1 Ioun Stone of weapon. If the party did not wake Tania, this action
Protection. helps them avoid the whole confrontation – killing the
Wraith and all the other minions she has simply by
23, 24,25,27 – STATUES OF POWER AND destroying this artifact.
“STONES OF POWER”
There are four 15 feet high statues in small side
chambers each depicting a god of the good alignment, RESOLVING THE ADVENTURE
holding either on their staff or in their hands blue, With Tania put to rest by her being killed or her heart
faintly glowing stones – “Stones of Power”. being destroyed, the atmosphere of the chapel changes.
The stones can be removed from the hands of the Sansum will pay a visit to the chamber and will have a
statues with a DC13 Strength check. They each contain 1 look of realization on his face – remembering that the
charge of radiant energy. They can be used as an action, ritual he concluded was incomplete and with this
to release the power within – impacting all creatures of realizing that he was the cause of Tania turning undead.
the evil alignment within a 15-foot radius. Impacted He will blame himself for the happenings and all the
creatures need to make a DC 15 Constitution saving souls lost.
throw. On a failed save they take 3d6+4 radiant damage, Ascending to the chapel floor the party can see that
on a success, they take half. the dust that covered everything – disappeared. Sansum
will come with the party as well, reintroducing himself
26 – TANIA’S HALL to the life of devotion – and trying to reestablish a
The center hall of the crypt, with ornate stone floor and respectful church.
smooth, carved walls. At the entrance, a 15-foot-high Most importantly through the hall – the party can see
statue of Tania sits with her back to the door. that the main door reappeared – open and inviting –
The long chamber has an arched ceiling, 25 feet high letting them leave the chapel and ending the adventure.
at its center. The place is lit with torches, and has
multiple small side chambers, either empty or hosting a
Statue of Power. Starting at the center of the hall
bloodstains can be found (the blood originating from
Tania’s ripped heart) and the sarcophagus of Tania is
becoming visible, well lit by two torches, on a small
pedestal.
28 – TANIA’S SARCOPHAGUS
The Sarcophagus has a large (15 foot high) skeleton on it
– unmoving. (Stats of a Minotaur Skeleton – Tania’s
skeleton under the constant effect of an Enlarge Spell)
Upon the party interacting with the sarcophagus, a
Wraith (Tania) and 2 Specters (the souls of the 2 husks
from the Ruined Ceremonial Chamber) raise, hostile to
the players. Along with this, Tania caresses the skeleton
which comes alive and joins the fight prompting
initiative.
The fight can be challenging, but using holy water, the
“Stones of Power”, and the +1 Weapons, or finding
Tania’s heart and destroying it – can make it easier.
The sarcophagus can be opened with a successful DC15
Strength check as an action, and as a free action, players
can see that the heart of the otherwise well-preserved
body of Tania is missing.
Blood trails lead from the sarcophagus towards the
east through the makeshift traps to the place where the
heart is dropped to the ground.
29 – MAKESHIFT TRAPS
If players follow the blood trails, and the battle with
Tania has already started, she and her minions will try
everything to stop the party.
7
CREDITS
Creator: Peter Kuna All art and content within this adventure was created by Peter
Kuna and only serves the purpose of you having fun within your
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If you like the content and wish to contribute to creation of
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The Cover Picture and other art is from the DM’s Guild
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RESOURCES
CHAPEL MAP (80*60)
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