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Display a Printer Friendly Version

The Chapel Perilous
[comments:(9), views:(12810), rating:(3.6)]

Author: Dave “Dr Skull” Nelson
Homepage: http://www.hometown.aol.com/avenelso/
System: d20 Dungeons and Dragons
Type: Place
Category: Fantasy
Requirements: A 4th level D&D adventure.


Attack the shrine of the Unholy Feaster, a 4th level adventure.

Graphic: Level 1
Graphic: Level 2

THE CHAPEL PERILOUS

The Chapel Perilous is a holy site formally dedicated to the great god Bor (or any other LG or LN god of your campaign). Years ago it was abandoned, but recently the degenerate cult following a hideous Abyssal lord known as the Unholy Feaster has taken up residence. To fit this into your campaign a quest can be set up by a local cleric for the players to retrieve something from the dungeon level, room 17. Or, perhaps a local noble wants the cultists removed from his land, or even have the players stumble on the chapel by accident.

Level 1 Room Key:

1 The Main Chapel: contains a hideous, blood-stained altar to the Unholy Feaster. Several steps behind the altar there is a secret door in the floor that leads to the dungeon level beneath. There are always 4 Orc Axe-fighters on guard here as well as at least one Acolyte, and there is a 25% chance that a ceremony is in progress, in which case the NPCs and creatures from rooms 2-8 will all be present in the chamber.

2 Guards’ Quarters: the 8 Orc Axe-fighters who guard the temple sleep here, 4 will be present at once. Each has a large sack with 4d12 cp, 4d12 sp, 4d8 gp, and a hunk of moldy cheese.

3 Store room: various items of food, wine, water and other mundane items fill this room.

4 Acolyte’s Chambers: the temple acolytes of the Feaster sleep and study here here, there are 4 of them, 1 of which will be in the main chapel.

5 High Priest’s Quarters: if there is no ceremony taking place, there is a 50% chance that the High Priest of the Feaster, Flumbor Mugax, is present here. Otherwise he will be away from the complex. He always keeps two ghouls by his side in the chamber and will use them to delay attackers so he can escape (he is a great coward and will not fight to the death).

a) Under his bed is a locked box with a poison needle in the lock, and 400 gp inside. Lock: DC 25,

Needle Trap: CR 2; +8 melee (1 point plus poison), DC: 22 (discover), DC 20 (disable), poison: DC 13 initial: 1 Con, secondary 1d2 CON.

b) One wall has a secret panel inside of which is 500 gp and 1 star ruby (1200 gp), The panel is trapped, however, with Mayless root paste contact poison (DC 16, initial 1 Dex, secondary 2d4 Dex) Detect DC 18 Alchemy), Disable (DC 15 Alchemy). Use Standard Cleric level 6 for the High Priest.

6 Zombie Room: 6 medium-sized Zombies are kept in here, they perform some actions in the temple ceremonies. Each is dressed in a black and red robe and carries a large fork.

7 Ghoul Room: 6 ghouls are kept in here, they are used by the High Priest for his own defense, and he calls them about him during any fight.

8 Cultists’ Chamber: 8 Feaster Cultists live in this room. Scattered among their possessions are: 300 gp, 1000 sp.

9 Unholy Store room: The foul accoutrements of the Feaster ceremonies are kept here, including a large jet-black fork, inlaid with small rubies (1000 gp) a large red-enameled chalice (200 gp), a wicked black knife (100 gp), plus seven large red and black linen flags (20 gp each), and a hideous copper statue of a toothy mouth (75 gp).

Level 2 Room Key

1 Entrance Room: 2 Orc axe fighters are on guard here. There is an old broken sofa and an empty whiskey flask lying around.

2 Main Hall: 3 tyrantfog zombies lurk here, attacking anyone without an unholy fork.

3 Main Cult Treasury: contains 5 locked iron trunks (the high priest has the keys). The locks are all DC 25 to pick. IN one corner is a broken-down iron oven connected to a narrow chimney tube.

Trunk 1:200 gp, 4 bottles of alchemist’s fire, 1 suit of full plate armor. If this chest is bashed open, the alchemist’s fire will break, and ignite, causing anyone within 5 feet to suffer 1d4 splash damage, the plate armor will be ruined as well.

Trunk 2: 3500 sp: trap: Falling Block Trap: Cr 5, detect (DC 20), Disable (DC 25), +15 melee attack on the chest and anyone working in front of it. 6d6 damage.

Trunk 3: 200 gp, potion of detect thoughts. If trunk broken up, potion is ruined.

Trunk 4: 29,000 sp: trap: hail of needles fills the room. CR 1, +20 ranged (2d4 damage), Search (DC 22), Disable (DC 22). Trap 2: contact poison on treasure bags: Sassone leaf residue: Fort Save: DC 16, initial 2d12 damage, secondary 1d6 Con, detect (18 alchemy or traps), remove (Dc 18 alchemy)

Trunk 5: 100 gp. Strange evil hiss when chest is opened (hah, hah).

4 Lower Hall Tyrantfog Zombies x2 lurk here and will come into 2 at any signs of a struggle, they attack anyone who does not bear an unholy fork.

5 Guardroom: 4 cultists, 2 acolytes and 2 ghouls wait here on guard. There is a basin mounted on the wall, but it is wrapped around with 3-4 strands of twine.

6 Captive Pen 1: 10 frightened commoners are chained to the wall, but there is also a ghoul who lurks disguised as a captive. One of the other captives is also a Cultist spy with a shortsword. There is a small overhang on one side of the room (DC 16 to search, +2 for dwarves). Over the lip is an old drum (small) it has been enchanted as a Wand and contains 6 charges of Bull’s Strength.

7 Captive Pen 2: ten more innocent commoner captives. There are some bits of fur lying about.

8 Blackened Hall: when anyone enters this hall a darkness spell is activated (magic trap as a wand with 50 charges, as 8th level caster). 1 Shadow will then attack. The whole hall smells of elderberries.

9 Sealed Room: 5 lemure devils have been sealed up here. There is an old iron maiden in the room too, and if the devils catch anyone they will attempt to force him into it.

10 Sealed Room 2: room is very dusty, about a foot of dust covers the floor. If a torch or other fire is dropped in the dust, it will explode filling this room and area #8 with flame, causing 3d12 points of damage, save vs Reflex DC 16 for half. If someone enters room, will see a slight dust devil effect in the middle, but it is totally natural. Anyone entering the room suffers an infestation of Dust Weevils (roll Fortitude DC 20 or -1 to all attacks, saves and checks, -1 to natural healing rate, cured by Heal check DC 23, and burning any clothes or leather armor).

11 Back Hall: empty, search reveals a broken war hammer and a slashed water skin.

12 Upper Hall: 3 Tyrantfog Zombies shuffle through the corridor, attacking anyone who comes in who does not present an Unholy Fork.

13 Alcove: 6 dretch demons are on guard here. There is an old, unlocked chest pushed into a corner, inside is a pair of smith’s tongs.

14 Locked door: a Gibbering mouther is kept in this room to be used in aspects of Feaster ritual.

15 Back Hall: empty

16 Magic Summoning Trap: entering this room activates a Summon Monster V spell which summons 1d3 fiendish dire apes to the attack. They will fight for 12 rounds.

17 Secret Room of Holiness: this secret locked door (pick locks DC 24) contains various items from the original Bor priests who built the chapel. Continual Flame Spells circle the room, and there are 3 stone boxes in the center.

Box 1: locked DC 24: silver-plated steel longsword (400 gp), 4 vials of holy water, silver holy symbol of Bor (25 gp)

Box 2: locked DC 24: 3 potions of cure moderate wounds (2d8+4 each), scroll: (divine) Dispel Evil. Old Journal, pretty mundane, but if read thoroughly mentions that there is an ancient tower nearby that is sealed with a blue crystal lock

Box 3: +1 longsword, light-emitting. 10-lb silver bars x 30 (50 gp each).


STAT CARDS FOR THE CHAPEL PERILOUS

Acolyte of the Feaster , human cleric level 2 CR 2; Medium humanoid; HD 2d8+4; hp 16; Init +3 (-1 Dex, +4 Feat); Speed 20 ft; AC 18 (+7 half plate, +2 large shield, -1 Dex); Attack +3 melee (1d8+1 morning star) +0 Ranged (1d8 light crossbow crit 19-20, range 80ft) AL: ANY EVIL; SV Fort +5; Ref -1, Will +5; Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12. Skills: Spellcraft +5, Concentration +7, Heal +7 Feats: Scribe Scroll, Improved initiative Possessions: half plate armor, large metal shield, mw morning star, light crossbow, 10 bolts, scroll: prot. from elements, potion: blur, potion: levitate scroll: cure light wounds x3, silver unholy symbol Domains: Evil + one other Spells Prepared level 0: cure minor wounds x2, lightx2; level 1: doom, protection from good, summon monster 1, cure light wounds

High Priest of the Feaster, Human Cleric 6; CR 6; Medium humanoid; HD 6d8+12; hp 42; Init +3 (-1 Dex, +4 Feat); Speed 20 ft; AC 20 (+1 +1 full plate, +2 large shield, -1 Dex); Attack +6 melee (1d8+1 morning star) +3 Ranged (1d8 light crossbow crit 19-20, range 80ft) AL: ANY EVIL; SV Fort +8; Ref +2, Will +9; Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. Skills: Spellcraft +8, Concentration +10, Heal +10 Feats: Scribe Scroll, Improved initiative, Brew Potion, Combat Casting Possessions: +1 full plate armor, large metal shield, mw morning star, light crossbow, 10 bolts, potion: blur, potion: levitate, scroll: cure light wounds x5, silver unholy symbol, potion of fly, cloak of resistance +1, scroll: silence Domains: Evil + one other Spells Prepared: level 0: cure minor wounds x3, lightx2; level 1: doom, protection from good, summon monster 1 x2, cure light wounds; level 2: desecrate, death knell x2, hold person x2; level 3: magic circle vs. good, cure serious wounds, dispel magic x2

Feaster Cultist human Cleric-1/ Rogue-1 CR 2; Medium humanoid; HD 1d6+1d8+3; hp 11; Init +1 (Dex); Speed 30 ft; AC 14 ( +3 studded leather, +1 Dex); Attack +0 melee (1d6 short sword, crit 19-20) +1 ranged ( 1d4 hand crossbow, crit 19-20) AL: CE; SV Fort +0; Ref +3 , Will +3 ; Str 11, Dex 12, Con 11, Int 10, Wis 12, Cha 9. Skills: Knowledge (religion) +4, Move Silently +5, Hide +5, Concentration +4 Feats: Toughness, Point-Blank Shot Spells Prepared: level 0: Light, Virtue, Cure Minor Wounds. Level 1: Obscuring Mist, Command, Summon Monster-1 SA-Sneak Attack: +1d6 vs flatfooted and flanked enemies. SA-Poison: most cultists will have 1 crossbow bolt coated with small centipede poison (Fort DC 11, 1d2 Dex, 1d2 Dex) Possessions: studded leather, short sword, hand crossbow, 10 normal bolts, 1 poisoned bolt, unholy symbol (fork).

Gibbering Mouther CR 5; Medium Aberation; HD 4d8+4; hp 22; Init +1 (Dex); Speed 10 ft, swim 20 ft; AC 19 (+1 Dex, +8 natural); Attack +4 melee (1 pt bite [x6]); AL N; SV Fort +2, Refl +2, Will +5; Str 10, Dex 13, Con 12 Int 4, Wis 13, Cha 13. Skills: Listen +8, Spot +12. Feats: Weapon Finesse (bite). SA-Gibbering (Su): all creatures Will (DC 13) or confused 1d2 rounds (1/battle) SA-Spittle (EX): every other round ignites spittle, Fort DC 13 or blinded for 1d3 rounds SA-Improve Grab: must hit with bite SA--Blood Drain (ex): after grabbing, grapple again then attaches mouth, drains blood (1 point CON every round). Str DC 12 to rip off mouth (1 point damage to victim) or normal attack that does 2 or more points. Mouth still attacks, and drains for 1d4 rounds. SA-Engulf (EX), save Reflex 14, or engulfed,, can be attacked by 12 mouths the next round, cannot attack back., mouther gets +4 to hit., 6 outside mouths can still attack. SA-Ground Manipulation: turn ground into mud. Quicksand SQ: amorphous: no flanks, criticals or sneak attacks work on mouther.

ORC DOUBLE AXE FIGHTER Ftr 2: CR 2; Medium Humanoid; HD 2d10; hp 11; Init +0; Spd 20 ft (scale mail), base 30ft; AC 14 (+4 scale); Attack +3/-1 melee (1d8+2/ 1d8+1 Orc Double Axe crit x3-two attacks) or +5 melee (1d8+3 Orc Double Axe crit x3-one attack) or ranged +2 (1d4+2 dagger, crit 19-20, range 10 ft); SQ: darkvision 60ft, light sensitivity; AL CE; SV Fort +3, Ref+0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 Skills; Listen +3, Spot +2 Feats: Two-Weapon Fighting, Exotic Weapon Proficiency: Orc Double Axe, Weapon Focus: Orc Double Axe SQ: Light Sensitivity: -1 to hit in bright sunlight Possessions: scale mail, double axe, 2 daggers, pouch with 3d12 gp.

Zombie CR 1/2; Medium Undead; HD 2d12+3 (incl. Toughness); hp 16; Init -1 (Dex); Speed 30 ft; AC 11 (-1 Dex, +2 natural); Attack +2 melee (1d6+1/crit 19-20, slam); SQ undead, partial actions only; AL N; SV Fort +0, Refl -1, Will +3; Str 13, Dex 8, Con --, Int --, Wis 10, Cha 11. Feats: Toughness. SQ-Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual, ability damage, energy drain, or death from massive damage. SQ-Partial Actions Only (Ex): Can only perform partial actions due to poor reflexes. Can move or attack, but not both in same round.

Ghoul CR 1; Medium Undead (5 ft tall); HD 2d12; hp 13; Init +2 (Dex); Spd 30 ft; AC 14 (+2 Dex, +2 natural); Attack +3 melee (1d6+1 and paralysis, bite), +0 melee (1d3 [x2] and paralysis, claws; SA paralysis, create spawn; SQ undead; AL CE; SV Fort +0, Refl +2, Will +5; Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 16. Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7. Feats: Multi-attack, Weapon Finesse (bite). SA-Paralysis (Ex): Those hit by claw or bite attack must succeed at Fortitude saving throw (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis. SA-Create Spawn (Su): PCs killed are left to rot for 1d4 days, after which time they rise as undead of similar type as those who killed them. Casting a bless spell on the body before the end of that time avoids the transformation. SQ-Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual, ability damage, energy drain, or death from massive damage.

SHADOW: CR3; Medium-size undead (incorporeal); HD 3d12; hp 13; Init +2 (Dex); Spd 30 ft; fly 40 ft. (good); AC 13; Atk +1 melee (1d6 temporary Str damage, incorporeal touch); SA Str damage, create spawn; SQ Undead, incorporeal, turn resistance +2, 60 ft. darkvision; AL CE; SV Fort +1, Ref +3, Will +4; Str --, Dex 14, Con --, Int 6, Wis 12, Cha13. Skills and Feats: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Dodge SQ--: Undead: Immune to mind-influencing effects, poison, sleep, paralyzation, stunning, and disease; not subject to critical hits, ability damage, ability drain, energy drain, or death from massive damage. SQ--Incorporeal: Harmed only by other incorporeal creatures, +1 or better weapons, or by spells, spell-like effects, and supernatural effects; 50% chance to ignore damage from corporeal source; passes through solid objects at will; always moves silently.

SHADOW: CR3; Medium-size undead (incorporeal); HD 3d12; hp 13; Init +2 (Dex); Spd 30 ft; fly 40 ft. (good); AC 13; Atk +1 melee (1d6 temporary Str damage, incorporeal touch); SA Str damage, create spawn; SQ Undead, incorporeal, turn resistance +2, 60 ft. darkvision; AL CE; SV Fort +1, Ref +3, Will +4; Str --, Dex 14, Con --, Int 6, Wis 12, Cha13. Skills and Feats: Hide +8, Intuit Direction +5, Listen +7, Spot +7; Dodge SQ--: Undead: Immune to mind-influencing effects, poison, sleep, paralyzation, stunning, and disease; not subject to critical hits, ability damage, ability drain, energy drain, or death from massive damage. SQ--Incorporeal: Harmed only by other incorporeal creatures, +1 or better weapons, or by spells, spell-like effects, and supernatural effects; 50% chance to ignore damage from corporeal source; passes through solid objects at will; always moves silently.

Zombie, Tyrantfog: CR3; Medium-size undead; HD 4d12+3; hp 29; Init +0; Spd 30 ft; AC 15 (+5 deflection); Attack +2 melee (1d6+1 + disease claws [x2])); SA Sickening cloud, Infective Touch; SQ Undead, damage reduction (15+1); AL NE; SV Fort +0, Ref +0, Will +4; Str 13, Dex 10, Con --, Int 6, Wis 12, Cha13. Skills and Feats: Climb +4, Listen +6, Search +3, Spot +6; Toughness SQ--: Undead: Immune to mind-influencing effects, poison, sleep, paralyzation, stunning, and disease; not subject to critical hits, ability damage, ability drain, energy drain, or death from massive damage. SA-Infective Touch: save DC 13 Fortitude at end of battle if hit. If fails, take 1 point Str at end, another save or take 1d2 Str, 1d4 Con (all temporary), then make another save or permanently lose 1 point each of Str and Con. SA-Sickening Cloud: if within 5’ save Fort DC 13 or lose 1 CON temporary (only 1 save per battle).

Lemure (devil): CR 1; Medium Outsider; HD 2d8; hp 9; Init +0 Speed 20 ft AC 13 (+3 natural); Attack +2 melee (1d3 claws [X2]); SQ: DR 5/silver, SR 5, devil qualities, mindless. AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int --, Wis 11, Cha 5. Skills: Feats: SQ-Devil Qualities: Immune to fire and poison, Resistance 20 to cold and acid, See in the Dark, Telepathy within 100 ft.

Dretch (minor demon) CR 2; Small Outsider; HD 2d8; hp 9; Init +0 Speed 20 ft Ac 16 (+1 size, +5 natural); Attack +3 melee (1d4 claws [x2]), +1 melee (1d4 bite) AL CE, SV Fort +3, Ref +3, Will +3 Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 11 Feats: Multi-attack SA-Spell-like abilities: at will: darkness, scare, telekinesis ;1/day: stinking cloud SA-Summon Demon: 35% chance of 1 dretch SQ-Damage Reduction 5/silver, SR 5 SQ-Telepathy: 100 ft range can communicate with those who speak Abyssal. SQ-Darkvision 60 ft SQ-immune to poison and electricity SQ-- energy resistance: 20 points resistance to acid, cold, and fire

Fiendish Dire Ape CR 4; Large Magical Animal; HD 5d8+10; hp 32; Init +2 (Dex); Speed 30 ft, climb 15 ft; Ac 15 (-1 size, +2 dex, +4 natural); Attack +8 melee (1d6+6 claw [x2]) +3 melee (1d8+3 bite) AL evil, SV Fort +6, Ref +6, Will +5; Reach 10 ft Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7. Skills: , Spot +9, Move Silently +9, Climb +14 SA-Rend (ex): if both claws hit, suffer additional 2d6+12 points of damage SA-Smite Good: once per day +5 damage against good enemy. SQ-Scent: detect enemy general location by smell (30 ft), if within 5 ft can detect specific location by smell. Can track by smell DC 10 (-2 for each hour elapsed) SQ-Spell Resistance; level 10, Cold and Fire Resistance level 10 SQ-Darkvision 60 ft. SQ-Damage reduction: 5/+1



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