Haunted Chapel

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TABLE OF CONTENTS

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.

THE STORY OVERVIEW


You can run the story in theater of mind or by using the
maps attached to the DM’s Guild listing.
The adventurers arrive to a chapel – which seems empty The foes in this adventure are standard enemies from
but not deserted. The floor and pews are clean – though the Monster Manual, they will be referred to with text in
covered with a layer of dust- statues and valuable metal bold.
inlays are all intact throughout the halls, as if time did Magical items referenced are from the Dungeon
not affect this religious respite. There is no living soul Master’s Guide. These items will be mentioned in bold
near or far to be seen. and italic.
As the last adventurer enters the large arched doors – Familiarize yourself with the rest of the document
they slam shut, and within a second’s worth of time, which contains the description of the Chapel and the
where once the gate was a solid marble wall materializes enemies within and get ready to invite your players
– as if the door were never there. inside!
Can you find your way out?
CHAPEL – FIRST FLOOR
DM DETAILS – THE FULL STORY
The chapel is haunted by the spirit of a powerful mage
ARRIVAL
Arriving to the chapel the characters are greeted by a
Tania Filmura who was buried here – but did not receive
dark, smooth, well-kept marble wall, and the chapel
appropriate ceremony for her soul to leave to the
towering above them, standing on an elevated marble
afterlife.
platform, accessible via a short flight of stairs.
She is furious and managed to raise to a spectral form
There is one door only – the two-winged front
with the help of “Stones of Power” – gemstones, placed
entrance gate. Characters with a Proficiency in Religion
with purely decorative intent in the hands of statues in
will find this particularly worrying, and out of place – as
the crypt underneath the temple.
most temples have doors for the servants of the gods
Tania was adept at magic and had the greatest support
that are smaller and hidden, usually in the back side of
of her friends and parents. With the help of her tutor,
the establishments – having only the main door signals
Ferry, she became immensely powerful in her life.
that the temple has some specific purpose – and its main
She was always cautious against one of her old
goal is not provide a place for the public for worship. (In
childhood friends, Aren, she always thought he will be
reality this temple’s main goal is to serve as a crypt for
the one trying to kill her – openly disapproving of her
Tania.)
powers and once trying an assassination as well –
The main door is ornate, carved stone, on large brass
gravely wounding Tania, her only to be found by Ford –
hinges. It opens automatically as the party arrives – and
her brother-in-law and saved by a strong potion of the
characters can identify that it has a magical essence.
alchemist Haria.
Once they enter, the door slams shut behind them and
In the end, Tania was killed by her own brother Bartol
disappears. It turns to a 5 feet thick stone wall, which is
upon his envy for the magical powers Tania managed to
magically enchanted, having resistance against all
spark in herself.
damage types. The wall in all places has an AC of 20, and
The temple was built after her death – dedicated to
an HP of 200. It is not meant to be broken, players
her, by her family – with all important figures getting a
should find the cause of the magic (Tania) and seek to
statue within, even the treacherous brother.
resolve the adventure within the chapel.
The funeral ceremony was hosted by the family priest
Sansum D’Laaren – who resides in the chapel ever since.
CONSEQUENCE OF DESECRATION OR
The funeral was accidentally incomplete though –
Sansum forgetting to use holy water during the
DISRESPECT
While on the chapel’s main floor, each time the
ceremony – him not even realizing his mistake.
players try to break the windows, doors, walls, or cause
The Soul of Tania is restless, her only goal is to be
physical harm to any property within, 1d6 Will-O Wisps
given a proper burial, but she can’t talk to relay this
will appear from the multiple statues around the hall,
information. She can be put to rest by completing the
immediately hostile to the players.
desired burial, fighting her straight up, or by destroying
Each time players repeat such actions, 3 more Will-O
her heart – which she hid behind a set of makeshift
Wisps appear (2nd time 1d6+3, 3rd time 1d6+6 etc.) unless
traps. She can’t leave the crypt, her body being bound to
all statues in the Nave and Aisles are destroyed. (Statue
her heart, which is located inside.
AC16, HP50).
With the powers of her undead rising, she awoke more
The creatures do not appear if players open chests or
undead in the crypts, and anyone who entered the
interact with objects in their intended way.
chapel, fell to their deaths in the crypts below. The
undead are hostile to most- aside of the one who put
Tania to rest – the priest, Sansum, who broke under the
pressure and the significance of the risen undead and is
now maddened, mostly sitting in a small chamber, or
walking the crypts below…
Players getting stuck in here can only get out if they
put Tania to rest. Otherwise, they end as spirits
themselves, haunting the crypt until someone worthy
comes. They can also decide to free Tania, by taking her
heart with them an unleashing her on the unsuspecting
populace…

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:

5 – ALTAR AND APSE


The altar is made from white marble. The back walls are
adorned with golden plated statues – without
descriptions. They depict good gods of the realm.
The back wall hosts a small arched doorway, next to it
two containers with holy water inside.
On the altar candles and a large open tome are laid out.
3 – NAVE The tome is open at a page which details a prayer, used
during burials. Other than this, other religious songs and
The nave hosts a set of pews and is lit by a stained- scriptures are written inside it.
glass dome above. The side walls host two statues with Taking the book triggers the Consequence of
no plaques, resembling holy figures. Desecration or Disrespect.
The pews are made from polished smooth red wood
and in them there are some books with religious songs, 6 – WEST STAIRS
long untouched, and one silver locket with a depiction of A small chamber with a spiraling staircase. It is
gods inside. unprotected on the sides, without a railing, and leads up
The whole area is covered in dust, but no footprints to the Pulpit – the entrance of which lets through some
are visible anywhere, aside of the footprints of the party. light – the only source of light in this chamber.
The light to the nave comes through a colored glass There are 2 statues – a golden one, representing a god
dome, which starts 40 feet above the floor. of good alignment in your (the DM’s) setting, and a
statue representing a god of bad alignment.
In case players touch the statue representing bad
alignment, they will be haunted by Shadows for the rest

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.

17 – CRYPTS • The chapel was dedicated to the powerful mage, Tania


Filmura.
Small chambers are located on both sides of a tight
• He is the only person who keeps this place, and he
corridor. A 3 feet high fog covers the area, dense, and the
always has been the only one.
place eerily silent. The side chambers have 6 feet high
• Multiple people came in to visit after the burial, but no
doors, and their insides host stone tombs, or are empty,
having the place for a tomb to be placed later. one ever left alive.
• He is not harmed by any of the undead – but he rarely
The tombs have names on them – all with the family
name of Filmura. They are easy to open, as if the stone goes past the sanctuary.
• The Animated Armors in the Sanctuary are “alive”
lid wanted to jump off from them. Once a tomb is open a
skeleton and a shadow will rise from it, hostile to the and sense the impurities of the soul – not letting
players. All the coffins in the area open once one opens, anyone impure pass.
• He feels guilty but does not know what went wrong.
prompting initiative against the 4 Shadows and 4
• (DC14 Persuasion) Holy water can impact whatever
Skeletons.
In the middle of the fight, the priest of the temple may be lurking in the crypt.
• (DC16 Persuasion) The Statues of Power host powerful
Sansum D’Laaren will come out of his chamber and
observe calmly – not interfering, not being attacked by stones (“Stones of Power”) that can discharge radiant
the skeletons – just watching and only talking to you energy.
• (DC18 Persuasion) He has seen Tania rip her undead
once the fight is finished.
After the undead are killed, the fog starts to dissipate. heart out and hide it. It most be of utmost interest to
her.
18 – STAIR HALL
The flight of stairs from the Cleric’s quarters ends at this
dimly lit chamber. The only source of light is a glowing
torch in the side chapel, other than that the wall scones
are empty.
The walls are smooth, in some places molded or
moist, but seem to be made from the same marble as the
upstairs chapel area.
A thin fog covers the ground, about 3 feet high, and
not obscuring any vision. The hall has multiple exits, all
open, 6 feet high arched doorways.

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
Document Design Template: Simple Microsoft Word Template tabletop adventures.
by Laura Hirsbrunner If you are interested in finding more resources like this, check
out the following site:
Maps: Created by Peter Kuna on Inkarnate Pro https://peter.kuna.hu/index.php/peters-maps/
https://inkarnate.com/
If you like the content and wish to contribute to creation of
similar adventures, buy me a coffee here:
The Cover Picture and other art is from the DM’s Guild
Creator resources: DMs Guild Creator Resource - Eberron Paypal Donation link
Scenes & Symbols Art Pack - Dungeon Masters Guild | DMG If you would like to receive access to the adventure through
Creator Resources | Dungeon Masters Guild Roll20 in a digital format – ready to run – or if you have
questions and requests, drop me a note on:
Additional information peter@kuna.hu

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Peter Kuna and published under the Community Content Agreement for Dungeon Masters Guild.

8
RESOURCES
CHAPEL MAP (80*60)

CHAPEL MAP (NUMBERED) (80*60)

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3

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