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Holy Lands RPG

The Christian Role-Playing Game

Trinity

The Chapel of the Fountain


Introduction
"The Chapel of the Fountain" is a Holy Lands adventure for 3-4 1st-level player characters. It may take place in any remote area that is isolated from a large Church or Monastery. The party should include at least one a Cleric or Saint and a Warrior (or other fighter type class). The PCs (obviously) should be good-hearted, as the primary motivation for the adventure is to save the life of a dying villager and rescue others.

Game Mechanics:

The statistics and important information for each demon/monster is reprinted in the adventure, so you need only the Holy Lands Core Rule Book Genesis from the new Trinity version for this adventure. While the Light Edition rules may also be used to run this adventure, some of the creature stats and treasures will need to be adjusted slightly. Abbreviations used in this adventure that correspond to Holy Lands are; Armor Defense (aDEF), Advantage (ADV), Attribute or Ability Rolls (AR is used interchangeably), Attack (ATT), Attacks per Round (AtR), Critical (CRI), Damage (DAM), Defend (DEF), Dodge (DOD), Difficulty Factor (DF), Experience Points (EXP), Natural Defense (nDEF), Narrated Player Character (NPC), Player Character (PC), Raconteur (RAC), Rounds (Rnds), Saving Throw (Save), Skill Roll (SR), Special (SPC), Total Defense (tDEF) and Weapon (Wpn). An Attribute/Ability/Combat/Skill roll will generally be shown as: (AR: HP Sight, DF:21) This would be an Ability Roll (AR) using HP Sight, at a Difficulty Factor of 21 (moderate). Experience points are issued for monsters at 1 point per Life Point.

For the Raconteur:


The following information can be used solely for RAC background or provided to the players as legends and stories. By providing the information to the players, they will tend to have a better understanding of what their mission is and perhaps some of the dangers that they will face. This adventure takes place in the ruins of the Chapel of the Fountain, built in the Green Hills around a supernatural spring of supernatural origin. The Chapel was dedicated to the Lord and was operated as a hospice by the Order of the Fountain. This religious order of knights protected the fountain for over 50 years, providing for the locals and those who had travelled from afar for the healing available. While there was never a charge for the use of the fountain,
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many felt a need to donate and bless them and the Order slowly began to grow in their influence and reputation. Over the years, local people flocked to the Chapel to benefit from the healing powers of the holy spring. A single cup of the water could heal wounds, cure disease, and heal the blind or the lame. It was even said the water could bring the dead to life if the recipient was worthy and righteous. Then 40 years ago, an evil and petty King came to power in the area and demanded that the Order of the Fountain reserve their healing waters for his army. The House Commander, Dame Evelyn, the head of the order, refused the foul Kings demands. The gift of healing was not meant to be a tool for bloody warfare., she replied. Enraged, the King tried to claim the spring for himself and he had his sorcerer send an army of demonic monsters to destroy the Chapel and all within it. The knights and clerics of the Order died as the creatures caught them unprepared and destroyed the Chapel around them and their patients, but the Knight Commander prayed Order of the Fountain for a holy curse to be upon the healing waters with her dying breath: Until the King no longer covets the Fountain for his evil purpose; the waters will be poisonous to all. The death of the King, lifted the curse 10 years ago. Unfortunately by then the Chapel was shunned by the locals and all but forgotten, known only as a place of death and poison, it has became a haunted ruin and the return of the healing waters remained undiscovered. The few people who have since visited the Chapel ruins encountered dangers they could not overcome and none lived to tell of the Fountains restoration. Since the Chapel's destruction, various forms of wildlife have made the ruins their home. A few of the demons from the original fell army still remain, the orders to destroy all life within the walls of the Chapel of the Fountain still binding.

Monsters, Ruins, and Rubble


The Ruins: The walls of the Chapel are made of rough cut blocks of stone mortared together. The outer walls were originally 2' thick. Inner walls are made of smaller stones and are roughly 1 thick. Before the destruction of the Chapel, these walls stood about 30' tall with grand gothic arches and windows. They now stand only 10' to 15' high, with stone debris crumbled at their bases. The Chapel's roof was demolished by the Kings demonic army. The wooden ceiling and support beams, as well as the timber-and-tiled roof that once covered the Chapel, now block passages with fallen timber and blankets the floor as rotted debris. Windows were placed no lower than 10 from the ground. Climbing the Walls: The PCs may attempt to climb the Chapel walls. You should discourage this, as PCs could conceivably avoid most of the dangers and obstacles in the adventure. Tell the PCs the walls look unstable and dangerous to clamber about on. If a PC tries anyway, mention that the debris piled at the base of the wall shifts alarmingly when stepped on. If the PC continues, have a stone suddenly loosen under his hand as he pulls himself up. If none of these warnings discourage the PC, roll percentile dice. Adventurers have a slight chance of climbing to the top of a wall without falling (AR: Climb, DF:21). If the player does not make the roll, the PC falls, taking 1-3 LP damage. If a PC climbs a wall or a nearby tree to gain an overview of the ruins, let the player see a glimpse of a quarter of the map closest to their location (but not the creatures in them). The Inner
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Sanctum (#12) is hidden under a slate roof and cannot be seen into; see below. Answer up to three of the player's questions about what the PC sees before the wall or branch the PC is standing suddenly gives way. The PC suffers 1d6 LP damage from the fall. A successful Agility check (AR: AGI, DF:17) reduces the damage by half. Giantfolk characters with their greater height and weight, present a unique problem for the RAC. Any attempt by such large characters is doomed to fail, but any damage they suffer will be significantly lessened as well. Having a Giantfolk character simply bust through a wall to move from area to area, should be handled by numerous monster encounters (all at the same time from different directions) and damage from overhanging beams and rubble. On the other hand, a Weefolk player could conceivably easily climb and walk on the walls and will likely not even cause or suffer a fall. The Raconteur should handle this situation as he sees fit. There is a 50% chance (unless the PC states they are attempting otherwise, of falling inside the wall (rather than outside with their friends. Lets just hope the room is unoccupied). PCs on top of a wall will meet either a collapsing wall or a wandering monster each round they remain. Roll 1d4 and consult the following table to determine the danger encountered. 1. Collapsing Wall. PCs on the wall falls, taking 1d6 LP damage each. The collapse creates a 10' wide gap in the wall, filled to a height of 5' with stone rubble. (If the PCs are on a wall of the inner sanctum, ignore this result and roll again. See "The Inner Sanctum) PCs may clamber over the debris, but this is dangerous. See "Rubble," below. 2. Wobbly Stone. One PC standing on the wall must make an Agility check (AR: Agility, DC:21) or fall, taking 1d3 LP damage. Choose the party member affected (rolling randomly if desired) and the direction the PC falls. 3 or 4. "Wandering Monsters." Check for wandering monster - see wandering monsters section. Rubble: Many areas within the Chapel are heaped with rubble from the demolished walls and roof of the Chapel (see map). This rubble is typically 3' to 5' high, and very dangerous to walk or climb on. Roll 1d6 for each PC who tries. On a roll of 1, the rubble shifts and traps the PC's leg, doing 1 DAM and requiring one round to free the PC. You can apply other results (the shifting causes the PC to fall, or brings more stones or timbers raining down from above, etc.) to vary the consequences of climbing over rubble. These results should not cause more than 1 DAM or delay the party more than one round, or both. Doors: Most of the doors in the Chapel were wooden and now lie smashed or rotting in the doorways. PCs have no problems stepping over or on top of them. A few doors were made of stone and still remain more or less intact, including the main doors in area 2, the concealed stone door leading to area 11, and the great white marble doors leading to area 12. The Inner Sanctum: This rectangular structure (area 12) was the original Shrine. The order built the rest of the building around it when they founded the hospital. The inner sanctum's walls are 3' thick, 12' tall, and made of smoothly polished grey marble. The area has a domed slate roof, quite different from the wooden second story (now demolished) over the rest of the Chapel. The demons were unable to damage these walls, although it did batter the mortared stone walls that once extended up from the top of the inner sanctum's walls to the timber roof. Jagged remnants of these upper stone walls remain, standing 2' to 3' above the slate roof giving the appearance of a battlemented, windowless, fortress.

Light Sources: Most of the Chapel is open to the sky, so PCs won't need any light unless they go exploring at night. The corners of rooms and any areas under collapsed timbers remain in shadow, but nothing that will severely limit vision. If the RAC decides to conduct this adventure during hours of darkness, then some encounters with nocturnal creatures will need to be adjusted to fit the situation. Generally speaking, most of the monsters in the Chapel will be much more active and alert during the hours of darkness. Light Range Burn Time Candle 1-10 1 hour Torch 11-22 2 hours Remember that a light can be seen long before you can see the observer. Weather: For simplicity, you may decide that it's a nice sunny day with no threat of rain or wind. But some interesting things can happen with weather. Strong gusts of wind may suddenly cause dried leaves and other debris to rustle and rise up in a small dust devil, startling the PCs. ("Suddenly, you hear crackling and see something moving out of the corner of your eye. Oh, never mind, it's just the wind kicking up some leaves.') In colder seasons, ice or snow may add to the dangers of the ruins. (Increase the chances of the PCs losing their footing or of walls collapsing.) Rain, too, can make the walls slick and slippery, and mire the heroes in muddy spots. Even a light drizzle can make PCs miserable, dampening all their gear and making torches hard to light. And even on a bright day, the sun may disappear behind a cloud at an ominous moment.

Wandering Monsters
Roll 1d6 every time the PCs are in an area that has no listed monster/encounter. This roll can be increased or decreased, depending on the PCs actions. If they are being quiet, not climbing walls, then the chances should go down, then again, if they are make considerable noise, with combat or just general loud actions, then a more frequent roll is called for. A roll of 1 means the PCs meet a wandering monster at the beginning of the next round. Check for surprise. If the PCs are badly injured (down to only half LP), you should not introduce any wandering monster encounters, although you can still roll dice to keep the players on their toes. Roll 1d4 and consult the following table to determine which monsters the PCs meet. None of these wandering monsters have treasure with them. These stats are also used for the main nests of monsters in the Chapel. 1. Snake (wandering number appearing 1) Life: 7 [Natural Animal], Attributes: INT: 2, WIS: 2, WILL: 2, AGI: 10, STR: 2, SPD: 8, END: 2, Skills: Perception +3, Nightvision +10,HP Scent +12, HP Sight/Hearing +10,, Combat Skills: ADV: +8, DAM: +0, DOD: +5, DEF: +0, Weapon Skills: Hand to Hand (bite): ATT: +15, SPC: +0, CRI: +0, AtR: 1, Weapons [DAM]: Bite [1d4 + poison] Poison [4d6+20 at 1 pt per rnd], Armor: None , tDEF: 1 [nDEF: 1], Magic: None, Saving Throws: vs. Death/Poison: +3, Ht: 10 long , Wt: 50 lbs Spoken Language: None, Weakness: None, Immunity: None, EXP Value: 7 EXP 2. Giant Rat (wandering number appearing 1) Life: 18 +1d4 [Abnormal Natural Animal], Attributes: INT: 6, WIS: 2, WILL: 2, AGI: 10, STR: 2, SPD: 10, END: 4, Skills: Acrobatics +8, Climb+8, Stealth+6, HP Hearing +8, Sneak +10, Combat Skills: ADV: +8, DAM: +0, DOD: +8, DEF: +0, Weapon Skills:
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WS Light Weapons: ATT: +3, SPC: +0, CRI: +0, AtR: 2, Weapons [DAM]: Claw/Bite [1d4/1d6], Armor: None , tDEF: 4 [nDEF: 4 (from fur and speed)], Magic: None Saving Throws: vs. Death/Poison: +3, Ht: 3 tall (4 long) , Wt: 20-40 lbs Spoken Language: None, Weakness: Fear of Fire, Immunity: Disease, EXP Value: (depends on LP total) 3. Giant Centipede (wandering number appearing 1) Life: 6 +1d4 [Abnormal Natural Animal], Attributes: INT: 2, WIS: 2, WILL: 2, AGI: 14, STR: 2, SPD: 14, END: 2, Skills: Climb+12, Stealth+7, Sneak +10, Combat Skills: ADV: +4, DAM: +0, DOD: +9, DEF: +0, Weapon Skills: Hand to Hand (bite): ATT: +3, SPC: +0, CRI: +0, AtR: 2, Weapons [DAM]: Bite [1d3 + poison], Poison [1d3 - 1, at 1 pt per hour (if zero damage then poison ceases to be effective)], Armor: None , tDEF: 2 [nDEF: 2], Magic: None, Saving Throws: Normal, Ht: 3 long, Wt: 4 lbs, Spoken Language: None, Weakness: Fear of Fire, Immunity: None, EXP Value: (depends on LP total) 4. Gremlin (wandering number appearing 1) Life:4 + 2d4 [Lesser Demon], Attributes: INT: 6, WIS: 2, WILL: 4, AGI: 8, STR: 3, SPD: 7, END: 4, Skills: Balance 5, Nightvision +5, Stealth+5, HP Hearing +3, Sneak +7, Combat Skills: ADV: +2, DAM: +1, DOD: +2, DEF: +2, Weapon Skills: Hand to Hand, Thrown: ATT: +2, SPC: +0, CRI: +0, AtR: 2, Weapons [DAM]: Claw/Bite [1d8/2d6] or throwing stone [1d8], Armor: None , tDEF: 2 [nDEF: 2], Magic: Wall Crawl, Giant Leap, See the Unseen (all constant), Saving Throws: vs. Miracles: +2, Ht: 2 tall, Wt: 20-25 lbs Spoken Language: Quarth (primitive demonic language), Weakness: None, Immunity: Standard, EXP Value: (depends on LP total)

For the Player Characters


Read or paraphrase the following to the players and start the adventure outside the entrance to the Chapel. If you wish, you may role-play the events leading up to the adventurers' arrival at the ruins, including their stay in the village and their trek through the wilderness to the Chapel of the Fountain. No stats for NPCs or map are provided for the village of Woodss Hollow. If the RAC so desires he/she may create that as they need. Your party is pretty new to the adventuring business. So far, you haven't visited many distant lands, rescued many princesses, battled many fearsome magical and demonic beasts, or done any of the hundreds of daring deeds you envisioned when you set off in search of adventure. In fact, your latest "adventure" barely qualifies for the term. A merchant hired your party to deliver an important package to a blacksmith living in a distant village. Reports of bandits in the area had him worried that the package might not arrive without a strong party of experienced adventurers to transport and guard it. But you came all this way through a forest reportedly teeming with ferocious beasts and cruel outlaws-without encountering anything more dangerous than a fox. When you arrived at Wood's Hollow, the blacksmith, Hugh Grossman, was relieved to see you. He is a large man in his 50s, with a crude crutch, a bandage covering one leg and an arm in a sling. He told you that the package you carried contained a Draft of Health for his daughter Alise, who had suffered grave wounds in a battle with orks who had raided the village a week before. The local militia took nearly all the villages weapons and armor to hunt and track down the orks, in an attempt to rescue several villages that were taken captive, but so far there
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has been no word from them and Hugh did not dare leave his daughter to go for a healer himself in case the orks returned.. The village healer was slain in the fight, and Alise Grossman's injuries hadn't responded to any normal treatment. Hugh hoped the Draft would cure her. But the Draft had failed. The ork who attacked Alise apparently had a poisoned blade, and the demonic poison interfered with all attempts to heal the young woman. Bowing his careworn face in his hands, Hugh told you there was only one chance left for his daughter. An adventurer called Patillda, came through shortly after the attack on the village and when she had examined his daughter, she had whispered something with dread about Demons Blood and then asked if anyone knew of an old chapel with a fountain nearby that she had come to find. She was told that a ruined Chapel, half a day's walk from Wood's Hollow, had once housed an order of healing clerics. There were tales of a fountain of miraculous waters that could cure anything even death itself. If the tales were true, and someone could bring the healing waters to his daughter, Alise would be saved. But there were dangers, Hugh went on. People stayed away from the ruins, fearful of the shadowy creatures and fearsome beasts that visitors had caught glimpses of, and it was told that if the person drawing the water from the Fountain was not as pure in heart and mind, the waters would turn to poison and kill any who drank of it. Three brave villagers (Joseph, Kelton, and Phillip) had ventured to the ruins with the adventurer three days before; afraid the Drafts of healing would not arrive in time and hoping to save Alise with the fountain's waters. They had not yet returned; the other villagers were sure they had perished. This is what you've been dreaming of! A chance to explore ancient ruins, brave unknown dangers, and save someone's life! While the villagers can't afford to pay you for this task, there may be untold treasures within the old Chapel. And who couldn't use an endless supply of healing waters? Without further ado, you set off for the Chapel ruins. It wasn't far; only about seven miles from the village, along a rough and overgrown track. You arrived without incident with 5 hours of daylight remaining and stand now at the main entrance to the once-fine Chapel. A quick circuit around the building showed it to be roughly 70 by 85, with what appears to be a battlemented fortress on the south side. A small 8 wall surrounds the Chapel ruins the only gate near the main north entrance. The surrounding forest has encroached upon the Chapels clearing, and some small trees now grow within the ruined walls. The Chapel's outer walls still stand to a height of 10' to 15', but the rubble and debris at their base attest to the fact they once were at least twice that height. There are remains of tall gothic windows, some towering up to nearly 30, the bases of the windows are no lower than 10. Your chance to make a name for yourself lies within those crumbled walls. The Chapel Each of the following descriptions corresponds to an area of the Chapel of the Fountain marked on the map. When the PCs first enter each area, or look in through a doorway or around a corner, read the appropriate Italicized Bold text. This contains information the PCs can notice with just a quick look. The rest of an area's description contains information for the RAC, including monster inhabitants, treasure, and other things of interest. Pass this information on to the players as the PCs discover it. The players map may be handed to the players as they are read area 1s description.

1. Entrance to the Chapel grounds


You are walking along an overgrown stone pathway that has been heading up the slight hill. It leads to the front entrance of the ruins of a chapel just beyond two water filled basins, each 6 in diameter, both with a 6 statue on a center pedestal. The statue on the left (East) is of a modest robed woman, helping an invalid to drink from a chalice, and on the right (West) of an armored woman, bearing a shield (with a chalice symbol) and mace looking towards Heaven. The basins are filled with mossy green, but normal rainwater. The two statues depict the two missions of the Chapel, to heal the sick and to serve God.

2. Main Entrance
This was once the main entrance to the Chapel's sanctuary. One large ornate stone door leans precariously on its rusty hinges; the other lies flat and broken where it fell long ago. The floor is littered with leaves and other debris. Ahead, you can see the sanctuary's lovely marble columns lying in ruins. The ceiling is gone and the Chapel is open to the afternoon air. There doesn't appear to be anything of interest in the immediate area. The debris on the floor includes many years' worth of rotting leaves, dust, dirt, and animal droppings, as well as small chunks of stone that were once part of the Chapel's walls. Beneath all this debris are beautiful white marble tiles. If a PC carefully examines the floor (spending one turn in this room), he will find the recent prints of three pairs of booted feet. PCs who look down to area 3 can see the alter in the Sanctuary.

3. Sanctuary
This once-beautiful sanctuary is now a shambles. Marble columns that once marched down its sides lie strewn about the floor. Some of them crashed into the walls as they fell, and lie atop enormous piles of rubble. There is some movement in the rubble near the west of the alter, but it is too dark in the shadows to make out what it is. The columns were originally 4' wide. Treat any attempt to climb over a fallen column as climbing over rubble (see "Monsters, Ruins, and Rubble"). When the PCs get within 10' of the alter, they can see a human form lying amidst the ruble to the west of it. (This was one of the villagers who came in search of the fountain of healing.) When they are 10' from the villager they can see that if matches the description of Phillip, the PCs can see he has several head wounds, and has been worried by wild animals as well. He is obviously dead. One hand clutches an old, broken sword; the sword point is on the floor a few feet away. Phillip also has a pack with two days' rations, a wine skin with a quart of watery wine, an empty wineskin, a bluish stone carved with a cross on a leather thong around his neck, Bearskin Boots, a dagger w/scabbard, and 30' of quality rope. There is nothing else of value on the body, but the villagers of Woods' Hollow will wish to properly bury their neighbor and return even seemingly worthless possessions to the his kin. Any party member who gets within 5' of the dead body will also notice the movement they noted before was caused by rats, very large Giant Rats (there are 3 Giant Rats in the nest, the forth one is out hunting in the ruins), that are cowering in the shadows of the ruble near the alter. Any attempt at searching or taking anything off of the body will result in the Giant Rats attacking.
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The Giant Rats will not flee to anywhere else in the sanctuary for fear of the Giant Spider, but will head out the main entrance at 1. The nest is made of heaps of old rotting clothing, tapestries, dead leaves and grasses, and other soft debris. Hidden in it are various items the rats have collected over the years. If the PCs successfully search, they will find one gem and two pieces of jewelry: a large topaz (15 g), a gold bracelet studded with tiny rubies (50 g), and a silver chain necklace (10 g), Announcing they are searching again reveals two more gems (a garnet worth 20 g and a small pearl worth 55 g), some miscellaneous coins (38 s, 18 g), and a rotting leather pack with an ivory scroll case with other now- unidentifiable (and rather squishy) contents. The sealed scroll case contains a piece of parchment with a well-worn love letter from a spice merchant named Rinaldo in a nearby costal city to his wife Beatrice, who was traveling to be healed of an unnamed malady. He tells her that After you have drank of the Ladies Silver Cup, and the Lord has healed you, Willow and I shall be with you again. The ivory case is worth 20 g; the parchment itself has no monetary value (The merchant has since passed away, but their daughter Willow is still living, running the family business with her husband and family in a nearby costal city.)

4. Infirmary
This room is jumbled with thick wooden timbers that must once have been part of a roof. It's difficult to tell what purpose this room had, although beneath the fallen timbers are vague shapes that may once have been tables or beds. Accumulated rocks, rotted wood, and other debris raise the level of the floor nearly 2' above that of the sanctuary in places. This was the hospital's infirmary, where clerics of the Order of the Fountain tended the sick and injured. There are two giant centipedes: (see "Wandering Monsters" for complete statistics) concealed in the debris. As soon as a PC enters the room, roll for surprise, as the centipede, hiding in the southern half of the room, will attack immediately. Any PC bitten by a giant centipede must save vs. poison or become ill for 1-3 hours (while poisoned they are at half movement speed). If the centipede takes more than half its LP in damage it will flee into the crevices in the debris, where the PCs can't get to them. They will venture back into the open one hour after the party leaves. Once the centipede is out of the way, the PCs can explore the room. There were originally 12 beds in here, arranged in two islands of six beds. If the PCs poke about among the fallen timbers and other debris. they will find scattered bones and two mostly intact skeletons, the remains of patients slaughtered in their beds by demons. There is also a 1-in-6 chance that any PC poking about will move the wrong piece of wood, toppling timbers and debris onto them for 1-2 hp damage. A successful Search Roll of the room reveals 35 s, and 13 g, coins that once belonged to the unfortunate patients. There is also a rusty Chain Mail Jerkin, that is still somewhat serviceable. (It is currently at only aDEF of +1, due to its condition, but after cleaning and repair it can be brought back up to its normally Improved aDEF of +6.) A second successful search will also reveal a shiny silver chalice (75gp). This chalice is the one that was used to carry the healing waters from the Fountain to the sick or injured. It is the only way to partake of the healing properties of the Fountain other than drinking straight from the Fountain. Note: the chalice is not Holy per se, it is merely a blessed item that is part of the mystery of the Fountain.

5. Sick Room
This room has the same jumble of debris and fallen timbers as the rest of the building. Part of the upper ceiling remained pretty much intact as its western half fell. The timbers and boards now form a sloping wall that blocks your view of the north east corner of the room. This was a private sick room, for patients who needed more than one dose of the fountain's healing waters. The first thing the PCs notice as they move into the room is the half-eaten body of another villager (Kelton) near the south window. Next to the body is the body of a Giant Rat, killed by the villager's stout club, now lying next to the Giant Rat. Behind the wooden ceiling (now a leaning wall dividing the northeast corner from the rest of the room) is a bed. Although its wooden frame is partially rotted and riddled with termite holes, it's relatively intact. Lying on the bed is an old skeleton, still clothed in rotting female clothing, her hands folded neatly across her chest. Another skeleton lies crushed beneath the eastern end of the fallen floor. Only its skull and right arm and hand are visible. The bony fingers clutch a Silver Crucifix.. The skeleton was one of the Chapel's clerics and the Crucifix holds 20 Faith Points. If the PCs successfully search the room, they find a sack under some ruble, that appears to be empty but in excellent shape, with small symbols embroidered along the seams. If a PC sticks his hand inside, he discovers the sack is actually a bag of holding (1 x 2) It contains a gold buckle ornately carved in the shape of a dragon's head (20 g) and a Bardiche (long pole arm, 100 g). The patient in the bed is the wife of the merchant that was mentioned in the parchment letter found in 3. Although the players will not know this unless they search the skeleton and find the silver locket necklace (10 g) that she wears. Inside is a fine painting of a man and little girl; the mans painting says Rinaldo and the girls, Willow. Returning the locket to the merchants daughter, while an adventure in itself, is a worthwhile endeavor, as they always assumed that his wife and her mother was killed by the demons during the attack on the Chapel. She will be very happy to hear that that was not the case and that a proper burial can be or has been completed for her mother.

6. Kitchen
This room contains what appears to have been a kitchen. Wooden shelves that once lined this room now add to the general mess of rotten wood and other debris littering the floor. The east wall has an enormous fireplace. Partially hidden behind a mound of demolished chimney bricks there is what appears to be an iron caldron. There seems to be little else of interest here. This was the Chapel kitchen, where the cook prepared food for all the clerics of the order and their patients. PCs investigating the fireplace find nothing but soot (which promptly covers them from head to toe upon looking up the chimney) and an iron cauldron (encumbrance 90 lbs, worth 60 g). With 2 rounds of searching, under the rubble of bricks can be found a small leather bag with fine gold symbols stitched around the opening. Inside the bag there are fresh cooking herbs. They smell and appear to have been picked that very day. The pouch (3 x 3) is a Holy Item that will keep whatever is placed inside it fresh, essentially stopping time inside the pouch. The cook used it to keep special, hard to find herbs fresh. Below the window is a trapdoor entrance to the root cellar below. Now the dangerous hole is covered with debris. The first PC to step on the indicated area must make an Agility check (AR:
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Agility, DF: 21) or fall into the pit, taking 1d3 damage and becoming partially buried under the heaps of debris that falls on top of him. It takes two rounds to get the PC out. The fallen PC has a 50% chance of landing squarely on a small locked metal chest. This iron chest contains the Chapel cook's supply fund: 100 s, 60 g and a piece of parchment bearing a shopping list. The list details many herbs and other healing foods but the last item tells of a Special herb that needs to be kept in the Holy pouch to keep it fresh. Then there is a note written off to the side saying to remember to put it back on the kitchen mantle when done. The chest can also be discovered by climbing down into the root cellar and searching through the debris and rubble for one turn. If a PC successfully makes a Trap works check (AR: Trap Works, DF: 21), this trap can be avoided. It cannot easily be removed without triggering.

7. Dormitory
Smashed and half-buried bunk beds line the perimeter of this room. Hanging from an overhead beam, there is a large grey, rough spun, sack, which appears to be holding something. You notice something metallic poking out of the pile of rubble by the door. A small chest that once belonged to a Chapel cleric has survived a recent fall from some heavy stones. The chest is not locked, but a big dent has stuck the top closed. If a PC tries to open the chest, have the player roll as though opening a stuck door (AR: Strength, DF: +2) The PCs may also just smash the chest with no ill consequences. It contains 200 s and a leather-bound book wrapped in blue velvet. The book is a first-aid manual carefully hand illustrated with many drawings of common injuries and their treatments. It would be very valuable to any physician or healer (Having this book on hand to study periodically allows anyone possessing the Medical Skill, to ignore the results of rolling a 1, injuring the patient, instead they would just not do any healing on that try.) (200 g). The grey sack (3 long), is actually a dead Giant Rat, webbed and drained by the Giant Spider roaming the ruins. The only other thing of interest in this room is a nest of normal rats in the northeast corner. If the PCs approach within 10' of their lair, the rats flee into the cracks and crevices; a few even run up and over the outside wall, they have no treasure.

8, Dormitory
This room is filled with a jumble of fallen timbers, crushed rock, and rotted floorboards. Piles of wood that may once have been bunk beds line what's left of the walls. The jumble of debris makes it difficult to make out many details. It also offers plenty of hiding places for small scurrying things or perhaps even large scurrying things. If the PCs haven't already dealt with the giant spitting spider (it may have stalked them in other areas as a wandering monster), the spider attacks and throws a web at the first PC through the door. The spider is sitting on a wall in the shadows, roll for surprise unless the PCs are being especially watchful. If they're surprised, the leading PC does not get a Dodge/Defend to avoid the web. If they are not surprised, then both spider and PCs roll for ADV normally.

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Giant Spider: Life: 24 [Abnormal Natural Animal], Attributes: INT: 4, WIS: 2, WILL: 2, AGI: 10, STR: 4, SPD: 8, END: 5, Skills: Perception +3, Jump +3, Nightvision +4, HP Sight/Hearing +12, Combat Skills: ADV: +5, DAM: +3, DOD: +5, DEF: +5, Weapon Skills: Hand to Hand (bite/web): ATT: +3, SPC: +3, CRI: +0, AtR: [2 bites], [1 web every other round], Weapons [DAM]: Bite [2d6 +Poison (Poison: unconscious in 2d6 rnds for 2d6 hours, and 1d4 damage per hour; Save vs Poison for half time/damage)], Armor: None , tDEF: 3 [nDEF: 3], Magic: None, Saving Throws: vs. Death/Poison: +3, Ht: 5 tall, Wt: 50 lbs Spoken Language: None, Weakness: None, Immunity: None, EXP Value: 24 EXP This 3'-long giant spider is dull gray with black spots, and throws a web for its main attack. The web has a range of 15', it can ensnare a victim with a WF 8 or less with one Attack, and two Attacks can ensnare someone with a WF of 16 or less etc. The victim gets a Dodge roll to avoid the web, but only if he's not surprised by the attack. Any PC caught in the web must save vs. rune traps or become paralyzed and stuck. If the saving throw is successful, the PC can break free of the web in the next round. The spider can throw a web only once every other round, but cannot use its bite attack during that round. This spider follows the PCs through the ruins, attacking from behind when the PCs least expect it, unless the PCs dispatch it. Party members examining the spider's lair find a fairly fresh web-covered bundle in the northeast corner of the room. The bundle contains Joseph, one of the villagers who ventured into the Chapel four days ago. He's alive, but just barely (1 LP), Unconscious, poisoned, and paralyzed, he cannot recover without the PCs help. Finding the healing waters of the Fountain could help Joseph tremendously as will any Draft/Cure or Miracle the PC does provide. Searching the lair for one round uncovers the remains of other old victims, both human and animal (mostly giant rats). The party members also find a useless dull rusty longsword, a serviceable plate half helm (weesized), a broken short bow, 6 arrow heads, a gold cloak pin (20 g), and 23 s and 6 g. There's also an incomplete collection of fine silverware (three forks, two knives, and seven spoons, worth 15 g).

9. Knight Commanders Quarters


This room contains a jumble of broken and rotted floor boards and timbers, just like much of the rest of the Chapel. There doesn't seem to be anything moving in here. If the PCs search through the rubble and debris, they can find parts of a large bed, a wooden dresser (its smashed drawers still contain bits of frayed and rotted cloth), a chair leg, and a few broken personal items. The only thing of value here is a silver comb (10 s), On the floor near the window is the Knight Commanders hidden vault where she kept the donated items from patients and patrons. A successful Search will reveal it to the PCs (AR: Search, DF: 21). Inside the vault is a Silver dagger (1d6), a light blue small candle, wrapped in a blue velvet (this is a Holy Item that will continue to burn until blown out by the owner, never consuming itself), a small wooden chest (8 x 8), (locked (AR: Pick Locks, DF: 21). Inside the chest are 235 s, and 150 g, a gold bracelet (50 g), and a silver ring (10 g)

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10. Secret Entrance Hallway (Two separate entrances)


East 10: This closet is nearly filled with debris and fallen timbers piled in a dangerous manner. There is nothing worthwhile that is visible from the entrance. West 10: This narrow closet has recently been cleared of debris, which has been purposefully pulled out into the hall, but there appears to be nothing of interest in the room. East 10: If the PCs attempt to move any portion of the ruble in this room without checking for traps (AR: Trap Works, DF: 21) or (AR: HP Sight, DF: 21) they will cause a collapse. A portion of the ruble stone falls on the first PC to start moving the debris, inflicting 1d3 damage and burying the PC (Agility check for half damage and escape being trapped). It takes two rounds to extricate the victim. If the rubble falls, the entire closet will be filled and may trap others as well. The hidden door cannot be opened from the inside (11) unless the PCs spend one turn clearing the fallen timbers and other debris away from it in 10. Note: This hidden door is purposely made hard to enter so that the PCs will return to the Sanctuary (3) and explore the other half of the ruins. Triggering this trap will ensure that the Gargoyle in room 12 cannot be surprised. West 10: This room has recently been cleared by Pattilda, an adventurer, who was searching for the Fountain. A determined look (AR: Profile Area, DF 21) will be able to tell that the ruble was moved so that a door on the east side of the room could be opened.

11. Antechamber
The first thing you notice in this large area is the body of a woman, lying as though she fell while running across the room towards the hidden door (West 10). The next thing you notice is a second body, now nothing more than a skeleton, stretched out in front of two huge doors made of white marble. The first has only been dead a few days, while the other has been here for decades, nearly the only thing remaining on the body is its ornate scale armor. The woman was the adventurer Patillda missing these past 4 days. Though strongly muscled, she was unable to overcome the gargoyle in the inner sanctum before securing any healing water (see area 12). The monster mortally wounded her, but she managed to run out into the antechamber before collapsing. Terrible claw and fang marks scar her face and back. The water skin clutched in her left hand is uncapped and empty. Her right hand grasps a battered sword, its once-fine blade dented and dulled. There are the remains of a leather pack near her, its contents spilled out onto the floor through a gash. There is a light sleeping blanket, 30 of rope, flask of oil, short burning candle, flint & steel, two torches, 2 rations and a wound kit. The ancient bones are all that is left of the Knight Commander, who died defending the entrance to the inner sanctum against the gargoyle. The skeleton is wearing a shiny scale mail hauberk. It is Holy Armor, blessed to provide +1 DEF. It is still functional, but has been damaged to the point that any additional combat (10 points of DAM) will likely destroy it completely.* A shiny and untarnished mace lies beneath her remains. This is the Commanders Holy Mace, +1 ATT/DAM, +2 ATT/DAM vs Undead. The doors to the inner sanctum (area 12) have huge, solid looking handles, but do not appear to be locked. They swing outward, into area 11. If left to themselves, they slowly swing shut again in six rounds, but a warning of the closure will be heard as they scrape across the debris on the floor.
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* The armor may be repaired for 120 g in its current condition, once destroyed it will take 200 g to repair it. RAC note: Remember, PCs will not automatically know that items are Holy merely just that they are very high quality. Sacred Studies or Identify Holy Item are needed to positively identify them.

12. Inner Sanctum


As the party enters This room still has a solid ceiling/roof that blocks all light from entering. You can't see much of the interior of this room. The sunlight shining through the doorway doesn't carry very far. The walls to either side of the entry seem to be made of smoothly polished white marble, with the glint of a golden candle sconce here and there. The floor is made of square white tiles. Though the room is a bit dusty, there's no rubble or debris in sight. Upon closer examination you see that there are numerous blood stains, some quite fresh, on the tiled floor. At the far end of the room, you can make out the faint shape of a large bowl and a winged statue. The party must provide illumination- torches, lanterns, or light the candles in the sconces-before they can see the southern half of the room very well. Once the heroes are close enough to see the southern end (remember, torch and lantern light carries only 30), read or paraphrase the following. Before you, an ornate white marble fountain rises from the center of a circle of marble steps leading down to a pool at its base. A hideous creature, seemingly carved from black marble, squats atop the far side of the fountain's basin. Its horned head juts out between shoulders that sprout bat like wings, while the creature's clawed hands and feet grip the rim quite out of place in the holy surroundings. Although the statue's mouth gapes open as though to spew forth the fountain's waters, the pool is nearly empty. A slight glimmer from a small amount of water, shines from the bottom of the basin. The ugly statue is actually a lesser gargoyle, summoned here during the main attack to secure the Fountain for the Warlords use. It remains perfectly still (like a statue) until a PCs approach within 10 of the Fountain. The gargoyle leaps to the attack, gaining surprise. Once awakened, the gargoyle follows it original orders and attacks every living thing within the room, but will not leave the Fountain room. Gargoyle, Lesser (1) Life: 35 +2d6 [Lesser Demon], Attributes: INT: 3, WIS: 2, WILL: 2, AGI: 9, STR: 9, SPD: 8 (18 in flight), END: 10, Abilities: Perception: 3, Skills: Heightened Sight, Scent and Hearing: + 6, Nightvision +8, Combat Skills: ADV: +2, DAM: +2, DOD: +2, DEF: +2, Weapon Skills: Hand to Hand (claw), : ATT: +3, SPC: +3, CRI: +0, AtR: [2 claws, Weapons [DAM]: Claw [2d6], Armor: None , tDEF: 8 [nDEF: 8], Magic: None, Saving Throws: vs. Miracles and Holy Items: +2, Ht: 6 tall, Wt: 200 lbs, Spoken Language: None, Weakness: Save vs Holy
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Items or take double damage from Holy Weapons, Immunity: Standard, EXP Value: (dependent on Life Point total) This is the lesser form of the well known Gargoyle. They are more primitive than their greater cousins, wearing no armor and favoring hand to hand combat to using weapons. They do not speak, but can understand the demonic languages. They are more a demonic construct than a living creature, their tough rock like hide is especially tough. With two attacks per round, this is a nasty creature to fight! It can't fly at top speed in this confined area, but it's still formidable when it swoops down for an attack (using one AtR for a Special, it will attempt to do double DAM). At first glance, the fountain looks as though water should spew from the gargoyle's mouth into the fountain's basin, and from there spill over into the pool at the bottom of the circular steps. In fact, the healing waters seep up from the ground beneath. When the Order of the Fountain was at its height, the natural spring would fill the pool with up to 5 doses of healing water every day and containing 10 total doses. Now, however, the pool at the base of the fountain contains only enough healing water for 5 doses. The PCs undoubtedly have some injured party members-perhaps even dead ones and they may be escorting a very bedraggled Joseph (see area 8). One dose of the healing waters will do one of the following (in this order): bring a person back to life, cure poison, heal 1d20 LP, cure disease, remove paralysis, or restore all Faith Points. Patients suffering from multiple effects may take multiple doses; each dose provides a cure for one of the previous effects in the order indicated. A patient can benefit from a specific type of healing only once in any 24-hour period. Joseph, for example, can benefit from up to three doses of the healing waters. The first dose cures the poison; the second restores 1d20 LP; the third removes his paralysis. Further doses taken within 24 hours have no effect. If he had suffered from two types of poison, only one could be cured the first day. So that would be 3 doses just for Joseph, leaving two for either the PCs or for Alise. She needs two doses to live (one to cure the poison, and one to heal her out of her coma). The healing waters can restore a person to life only if death occurred within 24 hours (it will not work on any of the dead villagers found in the Chapel, but it could be used for bringing Alise back if the PCs have taken too long in the ruins). It also cannot heal anyone who has suffered 10 or more damage beyond 0 LP. PCs restored to life awaken with only 1 LP and no FP and must complete their healing through rest; miracles or draft/cures, although after 24 hrs, another dose could be given, which would heal 1d20 LP. The healing waters from the Fountain are only good if used immediately (within 10 minutes), unless carried in the Silver Chalice (see room 4). The only treasures in the inner sanctum other than the healing waters, of course are the golden candle sconces set in the walls. There are 12 of them. They are worth 75 g each if pried out of the wall. Concluding the Adventure Once the PCs manage to get the healing waters, the way out of the Chapel should be fairly safe. They may meet some of the remaining monsters or a wandering monster, but the PCs should not take the time to explore areas they haven't visited, unless they suspect one of the villagers may still be alive. After all, the blacksmith's daughter may die if they don't return immediately. Of course, the PCs can come back to the Chapel later if they wish, to do any further exploration or cleaning up. Award each PC 100 EXP for getting the healing waters and saving at least one dose for Alise. Award another 50 EXP if they left the golden candle sconces on the walls in the inner sanctum, out of respect for the lost Order of the Fountain. Returning all the bodies of the dead villagers to
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Wood's Hollow earns 50 EXP for each; rescuing Joseph and seeing him home earns another 50 EXP.

A New Beginning
If the PCs suggest a re-dedication of the Fountain and Chapel to the villagers, reward them with another 50 EXP. They may or may not stay to do the work themselves (after all, they're important adventurers now, with other tasks to attend to), but if they stay for a week while the villagers feast and celebrate, making much of the heroes, they can depart with the good wishes and thanks of the villagers along with whatever treasure they recovered from the Chapel.

Further Information
Additionally an adventurer can be made of a search for the missing villagers who went after those captured by the orks in the original raid, or if the RAC wishes, the victorious militia can return shortly after they have returned from the Chapel. The Fountain of Healing will yield 2 healing doses each week. The PCs can draw on this source for as long as they're in the area. If the PCs abuse this privilege, the villagers regretfully inform the party that the news of the Fountains restoration has gotten out and there is now too much demand for the healing waters for them to take any volunteering for a difficult and dangerous task on behalf of the Order or the Chapel). If the Chapel is rebuilt and rededicated to the Lord, the clerics of the new Order of the Fountain will be able to coax 5 doses out of the fountain each week but the demand for the healing powers of the fountain will grow as well. The PCs can never receive more than one dose at a time if they return. If the players decide to assist in reestablishing the Order of the Fountain, they will have the blessing of the Church, and will be granted a 1000 g rebuilding grant, and title to the land will be resubmitted in the Orders name with the King. At least one PC must be a Knight to make petition for the Order, but if there is none, then a former Order Knight, blind and crippled, in his 90s, will be found in a nearby village who will petition on their behalf. Establishing the Order will allow the PCs to wear the Orders colors (see shield on page 2). The first new initiates will be the villagers who are all direct decedents of the original Order members. Within 3 months of rebuilding, the Chapel will have gained a reputation for its healing waters, again and begin to get 1d4 visitors a month. Each visitor will donate 1d100 g worth of goods (not necessarily money but it will range from coin, gems, valuable items, to food and services.) Once a year the Church will grant the Chapel a stipend of 1000 g. The Royal Courts will provide 20 g per month upkeep and a Charter of the Kingdom. This means that it gets a stipend for upkeep and is provided the protection of the King. This Charter is revocable by the Church at any time according to Church and Kingdom law. This adventure is based on an adventure originally titled The Fountain of Health by: Ann Dupuis, it was published in TSRs Dungeon Magazine #39. It has been changed considerably and converted to the Holy Lands RPG. This adventure is for fan use only and not for publication.
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Map: The Chapel of the Fountain

1 Square = 5 Feet

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Players Map: Chapel of the Fountain

1 Square = 5 Foot

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