TEXT:  
   
  
   
   
  WRITTEN BY 
  Per Holmström 
   
   
  COVER ART 
  Per Gradin 
  https://www.instagram.com/rip_danger/ 
   
   
  MAPS AND ARTWORK 
  Per Holmström 
   
   
   
  FEEDBACK 
  Marcus Liverholm 
   
   
   
  PLAY TESTERS 
  Ludwig Öst, Thomas Karlsson, Martin Schoeps, Peter Rönnmo 
   
   
   
   
  This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan AB.  
   
  This work contains material that is copyright © Fria Ligan AB and/or other authors. Some artwork copyright William 
  McAusland and Per Gradin. Such material is used with permission under the Community Content Agreement for Free 
  League Workshop. 
   
  All other original material in this work is copyright © 2020 by Per Holmström and published under the Community 
  Content Agreement for Free League Workshop. 
   
   
  
   
  1  
   
   
  THE CHAPEL OF BLOOD 
  INTRODUCTION 
   
   
  Thank you for taking the time to read this 
  adventure. This adventure site started as a 
  random encounter in our campaign where the 
  four adventurers explore the area around the 
  village of Greyvale (from The Mists of 
  Moorshire adventure site). This cave was 
  created to get more depth regarding the god 
  Rust. It was also a challenge for the players. It 
  is very much inspired by the old Swedish classic 
  RPG, Drakar och Demoner, and Pathfinder. 
   
  IF YOU ARE A PLAYER 
  STOP READING NOW!  
  (unless you want spoilers) 
   
  In this adventure site I wanted to explore how 
  rust brothers gather knowledge regarding 
  demons and human souls. I did this for myself 
  and my players, to give more depth to the rust 
  brotherhood. The adventure site is a small 
  dungeon with some nice lore and interesting 
  monsters. The adventures found a dead rust 
  brother outside the cave and decided to enter. 
  As they entered the ante chamber, they heard 
  voices behind the door.  
   
  The players can run into a proper challenge 
  if they do not get passed the traps. It is 
  important that you as the GM is prepared in 
  regards of your players skills of avoiding the 
  traps. As always with enemies and traps it is 
  important that you balance this, so it works for 
  your groups play style. 
   
  My group spent about three-four sessions 
  getting through this adventure site. The 
  struggled with the traps, coming up with clever 
  solutions to get past them. The dungeon has 
  two levels, the ground level that has a few orcs 
  and a lot of undead, and the lower, that has 
  monsters. I will never forget how my players 
  escaped the lower caves in panic – chased by a 
  massive abyss worm! 
   
  At the end of the module you will find 
  handouts to the players. The colour books are 
  written in Swedish, but the two black and white 
  texts contain the same information. They can 
  also be found here in higher resolution: 
   
  https://www.dropbox.com/sh/bda8yw94sf9uztr
  /AAAFWZeT5enrHSQrWsxkSnhMa?dl=0 
   
   
  I hope you will have as much fun with this 
  adventure site as we did! Please let me know on 
  the forums, or Facebook group if you enjoyed 
  it. 
   
   
  Best regards,
   
  Per – with players 
  
   
  1  
   
   
  THE CHAPEL OF BLOOD 
   
  TYPE OF ADVENTURE SITE: Cave/fortress 
   
   
  BACKGROUND 
  During the age of the Blood Mist, the Rust 
  Brothers moved about Ravenland as they 
  sought fit, spreading the conviction of Rust, 
  erecting holy places for their god. One of these 
  holy places is the Chapel of Blood. It was 
  created by Brother Ferentus, over 200 years 
  ago. The chapel was created as a haven for the 
  humans and half-blood that did not have a 
  home to stay in during the night. The chapel 
  was built in the cellar of an abandoned fort and 
  thus protected from the Blood Mist. A dozen 
  rust brothers, and a couple of Iron guards were 
  stations in the chapel. Ferentus also made sure 
  to uphold the tradition of blood sacrifice to 
  Rust. In doing this, Ferentus got the urge to 
  gain more from the sacrifice, other than to 
  please his god. This led to the beginning of his 
  studies into replacing souls of bodies that were 
  sacrifice, as a means of preserving the body. He 
  began experimenting on the sacrifices, with the 
  goal of replacing the soul with the essence of a 
  demon. These experiments lasted for years. He  
   
   
   
  was ready to abandon them as he never 
  succeeded in replacing the soul without major 
  consequences for the body. Ferentus decided 
  that it was time to go out into the Forbidden 
  Lands to seek help. While visiting the town of 
  Ärenhem he met a sorcerer named Eqirax, 
  who’s primary studies into the art of magic were 
  death magic and demons. Eqirax was born and 
  raised in Ärenhem. The villagers had a firm 
  belief in Raven – the false god, hated by the rust 
  brothers. The priests and druids in the village 
  har mastered blood magic and death magic. 
  They had learnt the ways of eternal life by using 
  the blood from humanoids and trolls. Choosing 
  to ignore the villager’s false belief in Raven, 
  Ferentus decided to stay.  
   
  *** 
   
  Many years before the visit of Ferentus, 
  Ärenhem was visited by the elf Ciyradyl, a 
  sorceress with great powers. She taught Eqirax 
  about demons and the portals to their home - 
  
   
  2  
   
   
  THE CHAPEL OF BLOOD 
  Churmog. She called these portals nexus. 
  Eqirax became obsessed with this world and  
  made a deal with Ciyradyl. In exchange for her 
  creating a portal to Churmog in her home, 
  Eqirax would help find servants for her. A few 
  years later, Eqirax would find hidden portals 
  throughout Ravenland, and would use these to 
  traverse most of the Forbidden lands. This was 
  his way of avoiding the Blood Mist. With these 
  portals, he was no longer dependent on Ciyradyl 
  to discover Churmog. At first, he was 
  mesmerized by the world of demons. But in 
  time his travels put fear into his soul as he saw 
  the demons in their true form. This led to the 
  decision to stay in Ärenhem. Many years later, 
  he would be visited by Ferentus. 
   
  *** 
   
  When Ferentus met Eqirax in the village of 
  Ärenhem and learnt about his knowledge, his 
  interest peaked. At first the two men could not 
  agree on anything since Eqirax was a believer in 
  Raven while Ferentus had dedicated his life to 
  Rust. Despite their differences they spent many 
  nights together, discussing religion in an 
  attempt to understand each other better. Eqirax 
  had a genuine interest in Ferentus failed success 
  with capturing souls. He convinced Ferentus 
  that he had let go of his old faith – pledging his 
  life to Rust. Ferentus failed to see through this 
  disguise and let Eqirax follow him back to the 
  chapel. Impressed by the creations of Ferentus, 
  Eqirax began his work by his side. 
   
  Both Ferentus and Eqirax got increase-
  ingly more paranoid with the progression of 
  their 
  research. 
  They 
  decided 
  to 
  take 
  precautions, to prevent others from stealing 
  their knowledge, to stop anyone from entering 
  their domain. Thus, the chapel was reinforced 
  with traps in every corner and every door. 
  During this time, Ferentus made a discovery 
  that would solve the problem of properly 
  storing the souls. A strange black metal was 
  extracted in the caves beneath the chapel. This  
  metal was later used to construct the urns that 
  would contain the souls. To bind the soul of a 
  demon, they had to transport he humanoid soul 
  through Churmog. After this, the body would 
  be embalmed and stored. The chapel was 
  expanded, and a tomb was built. Behind the 
  tomb, the heart of the chapel was built. It was 
  named the chamber of souls.  
   
  Between the tomb and the chamber of 
  souls, a massive stone door was put into place. 
  Eqirax was tasked with securing the all the 
  doors leading into the tomb and the chamber of 
  souls. He had stone faces made on the doors 
  that would act as guardians. To enter the tomb, 
  a fire had to be put into the mouth of a face, and 
  to enter the chamber of souls, all you had to do 
  was to remove the gemstone already placed in 
  the door. There were three slots in the door. In 
  order to close it the gemstone needed to be put 
  back into place. If two or three gemstones were 
  in the door, the dead would awake and attack. 
  Ferentus and Eqirax both knew that whoever 
  saw this lock would think that they needed to 
  put gemstones into it in order to open it. 
  Hence, they always made sure a stone was in 
  place. They had a total of five stone made and 
  hid them throughout the chapel. The principle 
  was the same form the inside of the chamber -
  no matter where the gemstone is, the door 
  remains locked. A few years later, Eqirax bound 
  a soul to the face of the chamber. The owner of 
  the soul was his old friend Uziprix, known for 
  his sarcasm. He was told to only to give passage 
   
   
   
  THE CHAPEL’S DESIGN 
  The chapel lies underground 
  and has bricked stone walls. 
  The floor is made of stone and 
  the ceiling height is about 2 
  meters all over, unless stated 
  otherwise. 
   
   
  
   
  3  
   
   
  THE CHAPEL OF BLOOD 
  to the people who could make him say “Raven”. 
  Uziprix had limited intelligence in this state. 
  To anger Ferentus and show his true religion, 
  Eqirax told Uziprix to always ask Ferentus what 
  the password was. As Ferentus would answer 
  “Raven…”, Uziprix would smile, laugh and say, 
  “The one true god my dear Ferentus”.  
   
  At first, Ferentus did not care for this 
  mockery but with time he grew more and more 
  angered. This anger lead to hate and he decided 
  to lock Eqirax in the chamber of souls. One 
  morning as they would perform their daily 
  rituals, Ferentus said that he had forgot 
  something in the barracks. While leaving he put 
  a gemstone on the outside of the door. Eqirax 
  was too busy to notice what was happening, 
  heard Uziprix’s scream. The scream would 
  summon five wraiths ascending from the floor, 
  forcing Ferentus back into the chamber as the 
  door was closed behind him. Both Ferentus and 
  Eqirax were now locked in the chamber, with no 
  escape. None of the other rust brothers or iron 
  guards knew the password, and Uziprix was 
  determined not to let them know it. 
   
  The chapel was abandoned a few years 
  after the incident as the remaining rust 
  brothers took on more important tasks. Today, 
  all that remains of the two men are their dried 
  bodies in the chamber of souls. Recently a 
  group of orcs stumbled upon the chapel and 
  took the liberty to examine this site. They got 
  past most of the traps and decided to make this 
  chapel their home. One of the orcs was a 
  sorcerer named Urgur. Seeing the potential of 
  the chapel, he decided to protect it even more 
  by creating an illusion of a battle in the dining 
  hall. This illusion is made to looks like orcs are 
  attacking who ever enters the dining hall, while 
  others are carrying a chest across the room. The 
  goal of the illusion is to lure the enemies into 
  the traps already placed in the dining hall when 
  he arrived. 
  SUMMARY 
  The chapel is filled with traps. A group of orcs 
  has claimed it as their own. They are led by the 
  sorcerer Urgur. The previous owners are dead, 
  their bodies locked in the chamber next to the 
  tomb – protected by 20 or so undead. 
  GETTING HERE 
  The chapel is not that hard to find. Maybe they 
  stumble upon it, in which case they might need 
  to feel that something this heavily guarded has 
  a lot of treasure. Perhaps someone is looking for 
  the two books that Ferentus and Eqirax wrote 
  or the artefact helmet (Ixiadons helmet) and is 
  willing to pay a handsome fee for it, letting the 
  adventurers keep all the loot except the two 
  books and the helmet. There might be rumour 
  of a black metal with magical effects that can be 
  mined from the caves beneath the chapel – a 
  blacksmith might pay good for that metal. 
  THE CHAPEL 
  A. THE ANTE CHAMBER 
  The forest leads you up on the hill,  
  where you see the ruins of a keep. Next  
  to you is a stone stairwell leading into  
  a cave. The cave is damp, two  
  stalagmites stand on each side of the  
  room. Between them, a doorway with a  
  massive wooden door framed in steel.  
  On the other side a loud conversation  
  can be heard. The voices sound like orc. 
   
  The door is the main entrance to the chapel. 
  The voices are from the three orcs that are 
  fighting over a sword they found. Every one of 
  them wants the sword, but they cannot come to 
  an agreement on who should have it. The dialog 
  is simple. 
   
  
   
  4  
   
   
  THE CHAPEL OF BLOOD 
  Grognak: "But it is my sword! I paid five silver 
  for it!" 
   
  Hur-Agur: "Yes, you did. I killed the human 
  pig, so it belongs to me! " 
   
  Mott-Akka: "You got his shield and helmet, so 
  it is not more than right that I get the sword!” 
   
  Grognak: "Fine… fine. Let’s throw rock over 
  who get is. Most pips get the sword." 
   
  They begin a game of dice, competing for the 
  sword. After a few minutes Mott-Akka wins. 
  This makes Grognak angry. He throws a stone 
  into the wall and screams. With decisive steps 
  he walks towards the door, unlocking it with his 
  key and storms out into the ante chamber. If 
  the adventurers haven’t already made their way 
  into the sacrificial chamber (B), they will run 
  into the orcs at this point. The door is locked 
  with a Knuckelbach 300, a well-known lock 
  amongst anyone with an interest in locks. To 
  unlock it you need to pass a HARD (-2) roll 
  against 
  SLEIGHT 
  OF 
  HAND. 
   
  All 
  Knuckelbach 300 are provided with a spike trap 
  that shoots out through a hole in the lock if the 
  lock is forced or lock picked. Only with a key can 
  
   
  5  
   
   
  THE CHAPEL OF BLOOD 
  you bypass the trap. Grognak the Orc has the 
  key. The adventurers need to sneak to avoid 
  detection while in the ante chamber. If the lock 
  is picked, the trap will spring and the orcs will 
  react fast, drawing weapons.  
   
  ✥ TRAPS: Spike trap in the door. With a loud 
  click a springy feather shoots out from the 
  door. With it, a 12 cm nail. The adventurer 
  must roll MOVE or take 1 damage in 
  STRENGHT as the nail penetrates the 
  hand (or eye as they investigate the lock). 
   
  B. SACRIFICIAL CHAMBER 
  The room is rectangular in shape with polished 
  stone walls. The floor is in smooth rock and is 
  well used. Time has taken its toll on the floor as 
  it is littered with cracks. The sound of dripping 
  water from the ceiling alongside the dancing 
  shadows from the torches creates a mystical 
  feeling. On the other side from you, a small stair 
  leads to a platform with an alcove in the wall. 
  On top of the platform stands a massive stone 
  altar. Two braziers light up the room, standing 
  next to the stairs. In the two northern corners 
  you see large statues in the image of Rust. The 
  eastern wall looks like it was recently partially 
  cleaned with soap and water before someone 
  gave up. A wooden bucket with a brush sits on 
  the floor. The ceiling is high, almost 4 meters. 
  There are two doors leading east and west. The 
  west door has metal details representing two 
  men in robes watching over the chamber. In 
  their hands they are holding sceptres. The 
  sceptres look like they are made of gold. The 
  eastern door is simple. Both doors are made of 
  wood with metal framing. 
   
  In the room there are two doors. One east and 
  one west. An altar stands on the platform, and 
  two statues that resemble rust in the northern 
  corners. The altar is made of stone and has a 
  small cavity in the middle. The cavity has a hole 
  inside it that leads down through the altar into 
  a chamber beneath (the chamber is no longer 
  accessible as it has collapsed). The orc Hur-
  Agur likes to keep it tidy and clean. He has tried 
  to remove the blood from their fight. This 
  room is well preserved by the orcs as they want 
  people to be scared when they enter. The sight 
  of Rust will scare most people as they know the 
  rust church is dangerous. 
   
  ✥ TRAPS: The door to the west (B-C) has 
  two traps in it: 
  ✥ Trapdoor: When the handle is turned, a 
  catch in the floor opens a trap door and the 
  adventurer falls into a hole, 6 meters deep. 
  Attack with 4 dice, each $ does 1 damage 
  to strength, metal armour give no save. 
  ✥ Guillotine: As the door opens more than 
  two thirds a guillotine falls done from the 
  ceiling after a second. This trap is always 
  sprung if the door is opened. 
   
  The door to the east (B-E) is locked but can 
  be lock picked as usual. Grognak’s key 
  unlocks it. 
   
  ✥ CREATURES: Grognak, Mott-Akka and  
  Hur-Agur. 
  C. HALLWAY 
  The hallway is dark and has a strange smell. A 
  crank is attached to the right wall, next to the 
  door you came through. At the end of the 
  
   
  6  
   
   
  THE CHAPEL OF BLOOD 
  hallway you see another door. The floor is made 
  up of unevenly shaped stone tiles. Some look 
  newer than others. There is no light here except 
  for the light entering from the sacrificial 
  chamber. The ceiling is no more than 2 meters. 
   
  The hallway leads to a room to the west. The 
  traps are there to prevent others from accessing 
  the caves below. As there was still a value in 
  accessing the caves, they did not permanently 
  seal off this area. The crank in the wall resets the 
  trap door and guillotine n the door to the east 
  (B-C). The smell is caused by the fungus 
  growing in the floor. An adventurer might 
  notice that these white thick mycelia pulsate 
  when they step on the floor. The door to the 
  west (C-D) has no obvious handle and is opened 
  by pressing a rock in the wall to the right of the 
  door. A HARD (-2) SCOUTING roll will 
  reveal this. When someone steps on the old 
  stone tiles in the floor, they will sink down a few 
  centimetres without any effect. This is a trap 
  that is broken. 
  D. STARIS TO THE CAVE 
  The door opens into a dark room. Only the light 
  from your torches light up the room. The floor 
  is level, flat and well-polished. As you step into 
  the room you see two round stone columns to 
  the left and right. Both have intricate runic 
  symbols etched into them. A few meters in you 
  find a staircase leading down. The ceiling is 
  high, up to four meters. 
   
  The stairwell leads to the caves under the 
  chapel. The room oozes of magic. The southern 
  column is a Golem and will activate when 
  someone gets close to it. If the adventurers 
  investigate the column, they can see distinct 
  scratches in the floor, from the column towards 
  the staircase, as if someone has dragged 
  something and scratched the stone. The runes 
  on the pillars look like different variations of 
  the rune for Rust and Heme. There are also 
  smaller cracks in the floor. This has all been 
  caused by the Golem when it was waking on the 
  floor. The stairs leading down are slippery and 
  is covered in lichens and fungi. Anyone who 
  walks faster than walking speed must pass a 
  MOVE roll to not fall and slide downwards.  
    
   
  THE GOLEM AWAKENS: If anyone goes 
  near the southern pillar and examines it for half 
  a minute or more, they hear stone crushing 
  against each other. Two arms and legs come out 
  of the pillar that completely changes shape into 
  a three-meter-tall humanoid. This is a Golem 
  of Rust, defending the staircase. This golem will 
  follow the adventurers all the way down to the 
  first room in the caverns below. It will remain 
  in the staircase and wait for a while before 
  returning up again. 
   
  ✥ CREATURES: Golem of Rust 
   
  E. HALLWAY 
   
  The door opens into a hallway that is about five 
  meters long. A torch is burning on the left wall, 
  casting shadows that gives a feeling that 
  something is wrong here. The door at the end 
  of the hallway is made of stone, encased in a 
  sturdy metal frame. 
   
  The door is not locked, but to avoid triggering 
  the trap, the handle must be turned a quarter 
  counter clockwise. If it is turned clockwise 
  (normal use) the trap will spring. 
   
  ✥ TRAPS: Floor trap. The door at the end is 
  trapped. The entire floor falls like a ramp 
  from the hallway entrance, towards this 
  door. The adventurer slides down beneath 
  the door if she fails a roll against MOVE. 
  She falls into the cave below, into a small 
  room (The Caves beneath – corridor H). 
  
   
  7  
   
   
  THE CHAPEL OF BLOOD 
  There, a young Abyss Worm grows hungry 
  and wants to feed.  
  F. HALLWAY 
  On the walls there are mostly empty sconces. In 
  the East part of the hallway a torch is burning 
  but looks like it will burnout at any second. 
  There are three doors - north, south, and east. 
  The door straight ahead (east) is ajar. The floor 
  is dirty and there are distinct footprints 
  between the southern, western and north doors. 
  All doors are made of stone. 
   
  The door to the north (F-G) is unlocked and 
  leads to the storage room. The door to the east 
  (F-H) is ajar. The door to the south (F-I) has a 
  trap (see descriptor on room I). 
   
  G. STORAGE ROOM 
  The floor is covered with clutter as if someone 
  has a fight in here. Aside from all the clutter and 
  junk you see a sparsely filled storage. A few 
  barrels and boxes are spread across the room. As 
  you look to the western wall, you notice a shelf 
  filled with metal rods and other half-finished 
  things. 
   
  This room is used a storage by the orcs. They 
  use it a lot. It is difficult to move here and is a 
  long action in combat. To move as a short 
  action the person needs to pass a HARD (-2) 
  MOVE check (this roll is not an action). 
   
  ✥ TREASURE: There are 2 rations of 
  vegetables and 3 rations of meat (this is not 
  cooked and will go bad within a day). There 
  are 2 resource die of torches, a spade, a 
  broken hatchet and a knife. There is also 
  material like wood, rocks and iron. If the 
  adventurers 
  are 
  missing 
  something 
  common and simple, they can most 
  probably find it here. It is up to the GM to 
  decide. 
  H. ABANDONED CHAPEL 
  As the door slides open, the stench of death 
  rolls over you. The room is dim as the dust in 
  the air darkens your torches. On the floor are 
  two overturned and broken statues. And 
  between them you see a pile of rotting bodies. 
  At the end of the room are a few steps leading 
  up to a platform. On top is a battered stone 
  table. The room is very alike the room you first 
  entered in the complex.  
   
  The room is a chapel to rust and has been 
  abandoned for a long time. This was the first 
  chamber used in the experiments by Ferentus. 
  The orcs who claimed this underground 
  complex has destroyed the statues and the 
  sacrificial altar. The bodies on the floor is their 
  latest victims and they are roughly a week old. 
  What the orc do not know is that the magic in 
  this room has brought the bodies back to life. 
  They are restless dead and are waiting for 
  someone to accidentally awaken them. If 
  anyone disturbs the bodies, they will come to 
  life and attack. The bodies have clothes on 
  them, but nothing of value. 
   
  ✥ CREATURES: Five restless undead. 
   
  I. DINING HALL 
  The smell of food, dust and sweat fills the room. 
  The furniture is worn, and one table is 
  
   
  8  
   
   
  THE CHAPEL OF BLOOD 
  overturned. Chairs and tables are spread out all 
  over the room, and on the tables are old plates 
  and cutlery. Two braziers are attached to the 
  east and west walls, burning. The east wall has 
  two openings that used to be beautifully 
  ornated arches, leading into another room. To 
  the south is a closed door. The ceiling is high, 
  about four meters, giving the room an open 
  feeling. 
   
  This is the chapels dining room. To the right is 
  a latrine, and a simple well. Behind that you find 
  the kitchen. The furniture is made of wood and 
  one of them has a burn marks on top. The walls 
  are covered in sot as the braziers burn, but also 
  because of the fire trap. 
   
  ✥ TRAP: When the north door (F-I) is 
  opened without speaking the power word 
  ‘Burzum’, the illusion activates. The door 
  has a simple latch so it can be locked from 
  the dining room. The door handle is a knob. 
  See “Fictional Enemies” for details on the 
  trap. 
  J. LATRINE 
  Two wooden doors are closely positioned next 
  to each other. The smell of something rotten is 
  emanating from the two rooms in front of you. 
  Behind one of the doors you hear a deep snore. 
  Behind you a beautiful well carved from white 
  stone creates an interesting contrast to the 
  smell. The water is almost dried up. Next to the 
  well is a bucked, attached to the wall with a long 
  rope. 
   
  This is the latrine. The orc Urgur is sleeping, 
  trying to get rid of his intoxication. He is still 
  drunk, having had too much wine the night 
  before. There are five rations of water in the 
  well. 
   
  ✥ CREATURES: Urgur the orc. 
  ✥ TREASURE: Rope, 10 meters. 
  K. KITCHEN 
  A well-used kitchen is covered in grease and fat. 
  Blood from killed animals adorns one of the 
  tables. Someone recently cooked food here, you 
  can tell because the room has a thick greasy haze 
  from the cooking. There is leftover food on the 
  table, but it does not look inviting.  
   
  There is enough food to cover all adventurers 
  daily need for food. There are also three 
  resource dice worth of trail rations them to 
  take. There are barrels filled with wine. 
   
  L. HALLWAY 
  This hallway is dull and unexciting. The walls 
  are smooth and simple. Before you, a short 
  staircase leads up to a door with a gigantic stone 
  face on it. The face smirks at you with its open 
  mouth. The door itself does not seem to have 
  any handles or locks. On the wall is a brazier, 
  emptied of coal, with a lid on top. On your left 
  side you see yet another door. 
   
  The eastern door (L-M) leads into the barracks 
  and is easy to open. The hinges are well greased 
  as the orcs sleep in this hall and use the door 
  frequently. Nothing is more annoying than a 
  squeaky door. 
   
  The southern door (L-N) leads into the 
  tomb. In order to open the door, you need to 
  put fire into the mouth of the face. 
   
  As the fire enters the mouth, read the 
  following; The mouth catches on fire and the 
  flames spreads through the face. The eyes start 
  to smoulder and burn! The room lights up as 
  the fire spreads through a groove in the west 
  wall. The lid of the brazier shoots open as a 
  flame erupts inside it. You feel the room 
  tremble as the mechanism that opens the door 
  
   
  9  
   
   
  THE CHAPEL OF BLOOD 
   
   
  FICTIVE ENEMIES 
  A guttural scream echoes throughout the dining hall! The southern wall has several 
  window-like openings facing the dining hall. Next to them, a door. You see orcs moving 
  in the darkness on the other side of the openings as arrows comes shooting towards the 
  door you just opened!  
   
  This is a complex illusion created by the orc Urgur. In order to disarm the trap, the door must be 
  opened while speaking the power word “Burzum”. If it is opened in any other way, the trap is 
  sprung. The trap can partially be destroyed by breaking the arrow shooters. The northern door 
  leading into the dining hall will close automatically, slowly. The shadows cannot be harmed as it 
  is just an illusion. If the adventurers strike them, nothing really happens as there is nothing but a 
  wall there. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WHEN THE TRAP IS SPRUNG THE FOLLOWING EVENTS OCCUR IN ORDER 
  Round 1: The orc captain gives a loud order in the common tongue to attack. “We must 
  defend the gold!” he screams. Four orcs take shelter in the room and shoot arrows towards 
  you as two more scuttle from the southern door towards the openings in the wall to the 
  east. 
  Round 2: One of the orcs falls, as if dead. The captain and three others shoot arrows 
  towards you.  
  Round 3: A second orc falls, only to be instantly replaced by a shaman that erupts from a 
  dark haze in the room behind the openings. He waves his hands in the air as a flame strikes 
  from him straight towards you! 
  Round 4: The captain looks hurt and tries to fall back deeper into the room. The two orcs 
  come back from the kitchen, weighed down with a large, heavy, wooden chest, slowly 
  moving toward the southern door. 
  Round 5+: The shaman casts the flame ever other round and the orcs continue to shoot 
  without getting hurt. 
  Round 10: The trap ends. After 10 minutes the trap is reset. 
  If the trap is sprung yet again, this script will be played through again in an identical 
  manner. 
  
   
  10  
   
   
  THE CHAPEL OF BLOOD 
   
  FICTIVE ENEMIES CONTINUED 
  TYPE 
  EFFECT 
  VEM DRABBAS? 
  Arrows 
  Every round of combat, arrows shoot out from 
  well-hidden holes in the south wall. Attack with 
  five Base Dice, Weapon 
  Damage 1, stab wound.  
   
  The arrows will hit three 
  randomly chosen adventurers 
  that are on the other side of the 
  room, if they are standing 
  alongside the north wall or in the 
  door opening. The arrows can fly 
  to the end of the hallway F. 
  Fire 
   
  Attack with seven Base Dice, Weapon Damage 
  1, untyped. If damaged, the adventurer will 
  continue to take the same amount of damage 
  as first rolled, until a successful MOVE roll is 
  made. An adventurer that is broken by the fire 
  will become unconscious and dies if the 
  damage reaches the adventurers negative 
  total STRENGTH. 
  The fire strikes everyone who is 
  standing alongside the north 
  wall or in the door opening.  
   
   
  starts to turn. Slowly but surely the door opens 
  upwards, into the ceiling. Air shoots out from 
  the chamber on the other side, bringing with it 
  a foul stench. As the door is fully engulfed by 
  the ceiling, the flames die out. The lid on the 
  brazier closes with a loud metallic bang. 
   
  The door closes automatically after one minute 
  or so.  
   
  M. BARRACKS 
  Four bunk beds take up most of the space in this 
  room. Along each end of the bed is a footlocker. 
  A desk is positioned tightly in the north west 
  corner. The wood is old and sturdy. Along the 
  walls are shelves filled with junk and perhaps 
  something of value. 
   
  The table has no drawers, but an empty 
  parchment with a dried-out quill lies next to it. 
  Someone has etched a rhyme into the wall. This 
  is something Eqirax wrote a night when he tried 
  to figure out how to create the face to the 
  chamber of souls, and at the same time leave a 
  clue to the password (Raven), in case he would 
  forget. 
   
  There once was a man that the gods gave a plan  
  He screamed and cried as he held on to pride 
  Towards the village where his house was full of rouse 
  Honour is great in the in the village of late 
  With a church that rise where the raven flies 
  It is as dark as the night, said the cat with fright 
  -Eqirax 
   
  ✥ TREASURE: The footlockers contain the 
  following - Lantern (4D6 copper), simple 
  red gemstone (6D6 copper), hammer, saw, 
  lute, fine green gemstone (6D6 silver), 
  silver cup (2D6 silver), silver ring (3D6 
  
   
  11  
   
   
  THE CHAPEL OF BLOOD 
  silver), bottle of good wine (drinking it will 
  restore one point of EMPATHY) 
   
  ✥ TREASURE: The shelves – A short sword 
  with a weird smell. An open helmet with 
  strange inscriptions (this is the Helmet of 
  Ixiadon, small shield, leather armour (small 
  human size). 
    
  N. TOMB 
  As you enter the tomb, the first thing you see 
  are two brazier that burn with a strange magical 
  flame on the wall to the west. The wall to the 
  east is made up of metal rods from roof to floor. 
  In the middle of the wall, between two stone 
  pillars, stands a massive portcullis. This giant 
  hall looks like it is filled with alcoves on the 
  walls. As you look through the portcullis you 
  notice three levels of alcoves, each with a dried 
  body the size of a human. You are standing in 
  the upper part of the hall. A wide set of stone 
  stairs leads down into the tomb. On each side of 
  the stairs stand two massive braziers. In the 
  darkness that is the tomb, you can see a row of 
  braziers. Only the two braziers behind you are 
  burning. 
   
  This is the tomb where Eqirax and Ferentus 
  would gather and keep the bodies that their 
  experiments needed. A day’s march away from 
  the chapel lies a hidden nexus they used to move 
  the bodies to Churmog and then back to the 
  table in the embalming room (Q). There the 
  bodies would be prepared and moved to the 
  tomb. In the embalmment process, the soul 
  would be collected and saved in a special urn, 
  that was later stored in the chamber of souls 
  (O). The soul would then be replaced with 
  demon from Churmog. The braziers are lit with 
  magical light that never goes out. To get 
  through the portcullis two keys are needed. It 
  can be lifted with a HARD (-2) roll against 
  MIGHT, but the adventurer will lose the grip 
  after two rounds unless they find a way to lock 
  the portcullis in place. The braziers by the stairs 
  can be lit with a torch. If it is lit, the three 
  further down will also light up as oil is spread 
  out to lead the fire towards them. There is a 
  total of 24 alcoves, but only 20 of them have 
  bodies in them. The bodies look treated, 
  embalmed. Four pillars adorn the walls with 
  unpleasant reliefs depicting demons in all sorts 
  of strange forms. 
  
   
  12  
   
   
  THE CHAPEL OF BLOOD 
   
  At the end of the tomb you find a massive stone 
  door. The door is adorned with a dried-up 
  bloody handprint, the size of a man. A stone 
  face is protruding the door, its eyes and mouth 
  closed. There is no handle and no lock of any 
  kind. There is however, three small holes in the 
  door. In one of the holes is a small green 
  gemstone. Above the door you can read a worn 
  text that reads "The password is…". Below the 
  door lies a dirty green gemstone. 
   
  In order to activate the locking mechanism, the 
  adventurers will need to remove all the 
  gemstones from the door. If two or more 
  gemstones are placed in the holes, the undead 
  will awaken (see “The undead awakens”). When 
  all the gems are removed, the face comes to life 
  with a whimper and yawn (see “The face 
  awakens”). The face is Uziprix who has been 
  asleep since everyone died or fled the chapel. 
   
  To exit the Tomb, there is a simple mechanism 
  on the inside of the northern and southern 
  door. All they need to do is to use the crank on 
  the door and it will open. It stays open for about 
  a minute before it falls back down and closes.  
   
  THE FACE AWAKENS:  
  ”Oh... I must have slumbered.” - slowly the 
  face opens its eyes, yawning – “Ah I see you are 
  not Eqirax or Ferentus… what do you want?”. 
   
  The door has a simple consciousness but cannot 
  be manipulated with the help of magic. To 
  enter, the adventurers must have the face to say 
  the password "Raven". If it does, the door 
  opens. Let the players figure this out by talking 
  to the door. If they fail, let them ‘remember’ 
  that they read a rhyme on a wall earlier in the 
  chapel (it is carved in the wall above the table in 
  the barracks). 
   
  THE UNDEAD AWAKEN: When two or 
  more gems are inserted into the door, thirteen 
  of the embalmed bodies awaken. Ten of them 
  are undead creatures. This is due to a failed soul 
  transfer process. Three are demons. The 
  remaining seven remain asleep and can be used 
  by the GM as demons or undead if needed. 
   
  ✥ CREATURES: Ten Embalmed Undead, 
  three Embalmed Demons, The face of 
  Uziprix. 
   
  O.  THE CHAMBER OF SOULS 
  Slowly the massive door opens towards you. 
  Behind is lies the dried up remains of a body, 
  dressed in a black robe. The clothing looks like 
  something a rust brother would wear. The body 
  is on its back in front of a stone table, clinging 
  to a book and a black cylinder-shaped urn that 
  gleams with a foggy gold mixed with black fog. 
  The room has round walls, next to them are 
  four pillars. Looking further, you see a second 
  chamber. The first chamber has hundreds of 
  small alcoves in its round walls. At least twenty 
  of them are filled with cylinders, just like the 
  one the body is holding. On the other side of the 
  stone table you find yet another body! This one 
  is also clinging on to a book. The body is dressed 
  in a dark blue hooded robe that has lost most of 
  its vibrant colour over the years as it is dusty 
  and covered in blood. On the floor next to the 
  body lies a green gemstone. The second 
  chamber is square shaped and is adorned by two 
  magnificent sarcophagi.  
   
  In this room they would store the souls in 
  cylinders made from the black metal that can be 
  mined under the chapel. The metal is 
  reminiscent of gold but softer. It has a foggy 
  gleam and is mixed with a black colour (gold and 
  black). Eqirax and Ferentus died of starvation 
  here. They could not get out. The books tell the 
  story of how they met but also some of their 
  continued notes. They kept writing until the 
  end. The sarcophagi each has a body of an iron 
  guard, places there by Ferentus and Eqirax. 
  
   
  13  
   
   
  THE CHAPEL OF BLOOD 
  Both their souls are locked inside the bodies. 
  They are considered Death Knights but has yet 
  to awake. If the undead have not awoken yet, 
  they will awaken as soon as these two Death 
  Knights are defeated. 
  P. HALLWAY 
  The door leading south opens as it shakes and 
  creaks. Infront of you a small staircase leads 
  down a few steps into a hallway that has 
  collapsed at the end. To the left, a door stands 
  ajar. 
   
  This hallway would lead further into the chapel, 
  but it has collapsed long ago. The door to the 
  tomb (P-N) is identical with the northern door 
  and will close automatically after a minute. To 
  open, they need to put a flame into the mouth. 
  Q. EMBALMING ROOM 
  The door opens into a room with three large 
  alcoves on each side. The craftmanship of the 
  masonry in the alcoves is amazing. Made from 
  a black rock that gives of a smooth shimmer 
  from the light of your torch. In the alcoves you 
  find both broken and whole urns, rubbish from 
  broken shelves, stone and gravel from the roof 
  and walls that started falling apart over time. 
  On the shelf on wall at the other end, 
  something gives of pretty a glimmer. In the 
  middle of the room is a large stone table.  
   
  This was the embalming room. It is still active 
  but only activated when someone passes 
  through one of Eqirax's portals in the forgotten 
  lands. On the shelf is a gold dagger and a gold 
  plate. They are used as ritual objects in 
  embalming. This dagger can also be used to 
  materialize the guardians in the room. 
   
  THE PORTAL IS ACTIVATED: After a 
  short while in the room, preferably after 
  someone has taken the gold dagger, five ghosts, 
  dressed in black robes, emerge from the alcoves. 
  The ghosts are almost completely transparent 
  and difficult to see. They don't seem to notice 
  the adventurers as they gather around the stone 
  table. They raise their hands up in the air and 
  raise a ghostly body on the table. Several 
  scenarios can now be played out: 
   
  ✥ If the adventurers attack the ghosts 
  nothing happens unless they attack with 
  the gold dagger. If so, all five will 
  materialize into physical forms - they are 
  now restless dead guardians. 
   
  ✥ If the adventurers let the ritual play 
  through, they will notice that the ghostly 
  body slowly materialize and gets covered in 
  cloth and rags. The body starts to dry out 
  and the organs gets stored in an urn that the 
  ghosts are carrying. As soon as the ritual is 
  complete, the ghost return to the alcoves, 
  disappearing, and the body vanishes. The 
  body is now a demon creature inside the 
  tomb. 
  ✥ If the adventurers try to attack the body 
  while it is materialized, it will awaken and 
  attack the players. The ghosts will disappear 
  into darkness of the alcoves. 
   
  The adventurers are never in danger as long as 
  they do not touch anything. 
   
  ✥ TREASURE: Golden dagger (3D6 gold 
  coins), plate of gold (3D6 gold coins). 
  ✥ CREATURES: 
  Five 
  restless 
  dead 
  guardians and Embalmed demon. 
  
   
  14  
   
   
  THE CHAPEL OF BLOOD 
  THE CAVES 
  A. CAVE 
  The stairwell goes on forever as it leads down 
  into a damp cave. Several large white funguses 
  are growing alongside the western wall. To the 
  left you see a massive wooden door, filled with 
  nails. The door is in such back shape, it looks 
  like someone tried to repair it – with nails! A 
  narrow opening lead further south.  
   
  The fungus is alive and is attracted to heat. 
  After a minute or two they will awake and move 
  towards the adventurers. They will try to 
  penetrate them with their mycelium through 
  the nose and mouth. After that they will use 
  digestive enzymes to damage the insides of the 
  creature. Let this happen at the same time as 
  someone is investigating the storage room. 
   
  ✥ CREATURES: Six White Hat Fungus 
  B. STORAGE 
  The door almost falls off its hinges as it opens. 
  This room looks like a collapsed storage room. 
  A skeleton sit against the razed wall. In his right 
  hand you see a bottle, and in the left, something 
  shiny. 
   
  This was the storage for the pickaxes and other 
  equipment the servants would use to excavate 
  the mineral found deeper in the cave system. If 
  anyone tries to take the bottle or shiny object, 
  the skeleton rises to life and attacks. 
   
  ✥ TREASURE: One bottle of alcohol (D8 
  rations), a red gemstone (6D6 silver). 
  ✥ CREATURES: One skeleton. 
   
  C. HALLWAY 
  The hallway is slanting downwards. The walls 
  and floor are damp and looks like it has been 
  shaped by years of running water. Moss grows 
  in the ceiling you notice, as it hits your face as 
  you walk. As you reach the end of the hallway 
  you gaze into a gigantic chamber. Standing on a 
  ledge, several meters form the bottom of the 
  chamber, you see a broken ladder. To jump 
  down means falling five meters. The ledge is 
  filled with pointy rocks – stalagmites you recall.  
  The sound of running water echoes here. A 
  faint blurry green and blue light is created by 
  the fungus growing on the walls and floors. 
  Through this haze you see a massive natural 
  pillar in the middle of the cave.  
   
  To get down they can jump and take an attack 
  of 3 base dice (blunt damage, metal armour does 
  not apply, see page 113 of the players handbook), 
  or tie a rope around any of the stalagmites and 
  climb down. 
  D. THE CHAMBER 
  Water is runs down the west wall, creating a 
  small natural pool. As you get town to the floor 
  of the chamber you notice that the you have 
  stepped on a few dark fungi.  The floor the 
  chamber fills with a mist, making it impossible 
  for you to see where you put your feet. 
   
  The mist created by the fungi stays for hours. 
  These fungi cover large areas of the chamber 
  and will spew gas every now and then. The 
  chamber is old and natural, and partially dug by 
  an abyss worm. There is a large hole in the floor 
  behind the pillar that cannot be seen due to the 
  mist. The hole is about eight meters deep 
  (falling damage, 6 base die, metal armour does 
  
   
  15  
   
   
  THE CHAPEL OF BLOOD 
   
  
   
  16  
   
   
  THE CHAPEL OF BLOOD 
   
  not apply) but can easily be climbed. The hole 
  has several orifices on each side, large enough 
  for a human to crawl through. They look dug 
  out. A young abyss worm lives down here and 
  will attack if the adventurers stays too long. 
   
  ✥ CREATURES: Young abyss worm. 
  E. OPENING 
  The cave splits up into three passages. To the 
  right (west) you see a glimmer in the wall. 
  Straight ahead is a small opening covered by 
  half a dozen large white fungi and to the left 
  (east) the caves continues deeper into a wider 
  passage. A slight breeze can be felt, moving 
  from east to east, bringing with it the smell of 
  something rotten. 
   
  The white had fungus will attack withing 
  minutes if the players linger. If they move into 
  the cave system, they will follow the players. 
   
  ✥ CREATURES: Five White Hat Fungus 
   
  F. THE MINERAL SITE 
  As you sweep the torch forwards, the metal in 
  the wall starts to glimmer magnificently. 
  Almost gold, but not really. The cave wall is 
  filled with mineral! Someone has already 
  excavated large chunks of it. Parts of mineral is 
  strewn across the ground, but you can’t find any 
  pickaxes. The mineral is soft, softer than gold, 
  but has a deeper, darker shine. What could it be 
  good for? 
   
  This mineral is used to create the urns that lock 
  the souls in the Chamber of Souls. It is an 
  integral part of the ritual. 
  G. THE STALAGMITE 
  The cave continues a few meters into a 
  narrower passage before it opens up into yet 
  another cave. This cave has a massive 
  stalagmite in the middle. You can feel a stronger 
  wind here. The stalagmite almost reaches the 
  ceiling and has a circumference of a few meters. 
  It glimmers with a liquid that look smudgy and 
  has a putrid smell. The cave continues with a 
  narrow passage, north-east.  
   
  This ’stalagmite’ is excrement from the abyss 
  worm that dwells in a hole deeper into the cave. 
   
  H. ABYSS WORM DWELLING 
  The cave passage keeps going for an eternity. 
  The walls are damp and shimmer from the light 
  of your torch. They do not look naturally made, 
  it looks as if someone dug it out with a crude 
  tool, or by hand. The passage it tubular. After a 
  few minutes the wind gets stronger and the cave 
  ends abruptly as you almost fall down the hole 
  in front of you. The hole is also round with a 
  diameter of two meters. You can’t see the 
  bottom. This hole is the reason for the wind you 
  are feeling. 
   
  This is the home of the abyss worm. If the 
  players disturb the hole in any way, the worm 
  will crawl up the hole to eat them (see 
  “Chased”). The only way out is through the 
  south west passage (I). In the wall to the left a 
  young abyss worm dwell. It will only attack if 
  someone falls from the trap above. 
   
  CHASED: The abyss worm is slow in these 
  caves and the adventurers will always be just in 
  front of it. If they move out the south west 
  passage the abyss worm will force itself through 
  the passage, covering the sky before it falls on 
  the players to eat them. 
   
  ✥ CREATURES: A full grown abyss worm, a 
  young abyss worm. 
   
  
   
  17  
   
   
  THE CHAPEL OF BLOOD 
  I. THE EXIT HOLE 
  The cave is long and narrow, leading upwards. 
  After some time, you can feel the stone 
  underneath you turn into dirt mixed with roots 
  and stones. Roots extruding the ground his you 
  in your face as you continue upwards. The 
  passage ends with an opening as you find 
  yourself above ground. The hole is just large 
  enough to fit a normal sized human to crawl 
  out of. Dwarfs and larger creatures must 
  struggle a bit more. The hole is hidden under a 
  large rock and looks like it was dug out by a 
  burrowing animal.  
   
  This passage is recently dug out by a small abyss 
  worm, dwelling in the smaller hole in the cave 
  (D). 
  MONSTERS AND NPCS 
  The Mosters are sorted in ordered of expected 
  appearance. 
  GROGNAK, ORCH WARRIOR 
  Grognak considers himself the leader of this 
  group of bandits. He shows dominance with 
  violence and strength. His temper is an 
  annoyance for the rest of the group. 
   
  STRENGTH 5, AGILITY 4, WITS 3, EMPATHY 4 
  SKILLS: Might 2, Melee 3, Marksmanship 1, 
  Move 2, Survival 2, Insight 1 
  TALENTS:  Unbreakable, Path of The Blade 1, 
  Sword Fighter 3 
  GEAR: Scimitar, Dagger, Chainmail, Open 
  Helmet, 2D6 copper, D6 silver, keys to many 
  of the locks in the chapel (GM decides). 
  ARMOUR: Chainmail [6/3], Open Helmet [2] 
  Scimitar 1H Bonus +1, Damage 2, Arm, Edged, 
  Pointed, Hook, Parrying 
  Dagger 1H Bonus +1, Damage 1, Arm, Light, 
  Edged, Pointed 
   
   
  HUR-AGUR, ORCH WARRIOR 
  Hur-Agur grew up as a slave and murdered his 
  owners. Together with Grognak, Mott-Akka 
  and Urgur, he has travelled and ravaged 
  Ravenland. 
   
  STRENGTH 5, AGILITY 3, WITS 4, EMPATHY 3 
  SKILLS: Might 1, Melee 2, Move 1, Survival 2, 
  Insight 1 
  TALENTS:  Unbreakable, Path of The Blade 1, 
  Sword Fighter 3 
  GEAR: Broadsword, Dagger, Chainmail, Open 
  Helmet, Large Shield, D6 copper, D6 silver 
  ARMOUR: Chainmail [6/3], Open Helmet [2], 
  Large Shield [+2] 
  Broadsword 1H Bonus +2, Damage 2, Arm, 
  Edged, Pointed, Parrying 
   
  MOTT-AKKA, ORCH WARRIOR 
  Young, strong and decisive. He is the most 
  feared warrior among the group, taking pride in 
  his prowess with his master crafted axe - 
  Dungas. 
   
  STRENGTH 6, AGILITY 3, WITS 3, EMPATHY 4 
  SKILLS: Might 1, Melee 3, Survival 2, Insight 1 
  TALENTS:  Unbreakable, Steady Feed 1, Path of 
  The Blade 1, Axe Fighter 3 
  
   
  18  
   
   
  THE CHAPEL OF BLOOD 
  GEAR: The Battle Axe Dungas, Dagger, 
  Chainmail, Open Helmet, Large Shield, D6 
  copper, D6 silver. 
  ARMOUR: Chainmail [6/3], Open Helmet [2], 
  Large Shield [+2] 
  The Battle Axe Dungas 1H Bonus +3, Damage 
  2, Arm, Heavy, Edged, Hook 
   
  URGUR, ORCH SCORCERER 
  An orch sorcerer is unusual to say the least. 
  Urgur lived among the Aslen humans, not as a 
  slave, but rather as a creature to study and 
  mock. He had the luxury of moving freely in 
  the village and befriended the local rust brother. 
  With the help of the rust brother, he learnt to 
  channel his magical power. Urgur considers 
  himself the leader of the group, which of course 
  is up for debate with Grognak. 
   
  STRENGTH 4, AGILITY 3, WITS 6, EMPATHY 4 
  SKILLS: Melee 1, Sneak 2, Move 2, 
  Marksmanship 1, Lore 3, Manipulate 2,  
  Insight 1 
  TALENTS:  Unbreakable, Path of Signs 3, Path 
  of Death 3 
  GEAR: Short Sword, Studded Leather, Studded 
  Leather Cap, D6 copper, D6 silver, a gold ring 
  worth 5D6 silver 
  ARMOUR: Studded Leather [3], Studded 
  Leather Cap [1] 
  Shortsword 1H Bonus +2, Damage 2, Arm, 
  Heavy, Edged, Hook 
   
  GOLEM OF ROST 
  This golem looks like a pillar but can transform 
  into humanoid shape. Two arms and legs start 
  to protrude from the pillar as its shape shifts 
  into humanoid form, three meters tall. 
   
  STRENGTH 10, AGILITY 2 
  SKILLS: Scouting 1 
  MOVEMENT: 1 
  ARMOUR: 6 (made of stone) 
   
  D6 MONSTER ATTACK 
  1 
  STONE FIST! A rock-hard fist hits one 
  adventurer with full force. Roll an attack 
  with 8 base die, weapon damage 1 
  (blunt damage). 
  2 
  KICK! With a massive force the golem 
  kicks one adventurer. The terrible force 
  makes an attack with nine base die, 
  weapon damage 1 (blunt damage). If 
  the attack hits, the adventurer is thrown 
  to NEAR distance and lands prone. 
  3 
  ROCK THROW! The golem removes a 
  piece of the wall and throws it towards 
  and adventurer within NEAR distance. 
  Roll an attack with ten base die, weapon 
  damage 2 (blunt damage). 
  4 
  SPLITTING CHOP! One of the arms 
  transform into a stone blade as it 
  swings over the head of the golem, 
  hitting an adventurer with full force. Roll 
  an attack with ten base dice, weapon 
  damage 1 that ignores 3 points of 
  ARMOUR. The attack can be PARRIED. 
  5 
  SWEAPING ATTACK! With a creaking 
  growl the golem lets both arms swivel 
  around itself, hitting everyone at ARM’S 
  LENGTH distance. Make an attack with 
  eight base dice, weapon damage 1, 
  against each separate target. 
  
   
  19  
   
   
  THE CHAPEL OF BLOOD 
  6 
  STOMP! The golem jumps up and falls 
  on one unlucky adventurer withing NEAR 
  distance. Attack with ten base die, 
  weapon damage 1 (blunt damage). The 
  adventurer falls prone if hit (even if 
  ARMOUR protects her). 
   
   
  RESTLESS DEAD 
  STRENGTH 3, AGILITY 2 
  SKILLS: Melee 2, Scouting 2 
   
   
  EMBALMED UNDEAD 
  Covered in cloth without any ability to see, this 
  undead will attack all living creatures in the 
  room. Despite its lack of vision, it can sense 
  living creatures and will move towards the 
  closest one. 
   
  STRENGTH 4, AGILITY 2 
  SKILLS: Melee 4, Scouting 2 
  ARMOUR: Takes half damage from all 
  weapons not made of gold. 
  COVERED BY SORES: The undead is covered 
  with open wounds. Infectious Touch, 
  Virulence 9. 
   
  EMBALMED DEMON 
  MABHARRNAR THE SICK 
  Mabharrnar is a demon from Churmog, locked 
  in a human body. Mabharrnar was leading a 
  group of demons that showed little interest in 
  Ravenland as a place to rule. This group was 
  trying to control other demons that reside in 
  Churmog. Mabharrnar spread disease to the 
  human world. From time to time, he moves 
  through open nexus into Ravenland to spread 
  his sickness. Now that he is locked inside a 
  human body, his hatred toward Ravenland has 
  increased. He will do everything to get free and 
  will kill every living being he comes across. 
   
  STRENGTH 9, AGILITY 3, WITS 3, EMPATHY 3 
  SKILLS: Melee 1, Scouting 1, Lore 3, Insight 4, 
  Manipulation 1 
  ARMOUR: 1 
  COVERED BY SORES: The undead is covered 
  with open wounds. Infectious Touch, 
  Virulence 9. 
  MUMIFIED: The first round of combat fighting 
  this demon, roll a fear attack with eight base 
  die. 
  ATTACKS: 
  Claws, 8 Base die, Weapon damage 2 (stab), 
  poisonous (Virulence 9), Arm 
  Bite, 6 Base die, Weapon damage 3 (stab), 
  poisonous (Virulence 9), Arm 
  WEAKNESS: The demon takes double 
  damage from weapons made of gold. 
   
  RESTLESS DEAD GUARDIANS 
  Dressed in black robes, these guardians are half 
  ghostly and half material. They fight with their 
  long fingers and begin by attacking anyone 
  carrying gold. They will then move on to kill 
  everyone who reside in their chamber. 
   
  STRENGTH 4, AGILITY 2 
  SKILLS: Melee 4, Scouting 2 
  ARMOUR: Takes half damage from all 
  weapons not made of gold. 
   
  
   
  20  
   
   
  THE CHAPEL OF BLOOD 
  WHITE HAT FUNGUS 
  Roughly half a meter high these hat fungi will 
  stand on two or more legs. The arms hang 
  down, dangling like limp tentacles. If you look 
  closely, you can see that the arms are slowly 
  growing longer. When it attacks, the arms will 
  grow fast. 
    
  STRENGTH 2, AGILITY 2 
  SKILLS: Scouting 3 
  MOVEMENT: 1 
  D6 MONSTER ATTACK 
  1-3 SLIME GRIP: Mycelia starts to grow and 
  grapple the adventure. Roll an attack 
  with 3 Base Die at ARM’S LENGTH. If the 
  attack is successful, the adventurer is 
  grappled. For each extra fungus that is 
  next to the attacking one, it gets one 
  more die on the attack. If an adventurer 
  is grappled, the fungus can attack with 1 
  Base die while maintaining the grapple. 
  4 
  EAT MEAT:  - Only if the enemy is 
  grappled - The fungus grows inside the 
  grappled adventurer and starts 
  breaking down the tissue. Attack with 3 
  Base die, Weapon Damage 3 (slashing). 
  5 
  SPORE CLOUD: The fungus releases a 
  cloud of spores that fills the entire zone 
  (NEAR). All actions, except for the fungi, 
  are HARD (-2) for 1D6 rounds. 
  6 
  SPORE ATTACK: The fungus empties itself 
  of spores, targeting one adventurer at 
  NEAR distance. The adventurer has 
  trouble breathing. The Adventurer must 
  roll against a poison with POTENCY 3 or 
  become paralyzed for 1-3 rounds (GM 
  discretion).  
  SKELETON 
  STRENGTH 3, AGILITY 2 
  SKILLS: Melee 3, Scouting 3 
  BONY: Arrows and POINTED weapons can 
  never cause more than one point of dam- 
  age to a skeleton. Other weapons cause 
  normal damage. 
   
  ABYSS WORM 
  See Gamemasters Guide page 76. 
   
  YOUNG ABYSS WORM 
  See Gamemasters Guide page 76. 
   
   
  
   
  21  
   
   
  THE CHAPEL OF BLOOD 
  ARTIFACTS 
  HELMET OF IXIADON 
  Centuries ago, the best blacksmith ever lived. 
  He forged a helmet on a hero named Ixiadon 
  Hed-Ran, an elf as big as two people and strong 
  as a troll. Ixiadon travelled to Ravenland and 
  defeated armies of humans, orcs, and dwarves. 
  No one could touch him. All this was made 
  possible by his helmet. Ixiadon killed hundreds 
  if not thousands of creatures in a terrible rage! 
  It is said that whoever wears his helmet gets his 
  powers, but that it comes with a price ... 
  APPEARANCE 
  This open helmet is roughed up and dented, but 
  still give the impression of a sturdy helmet. It 
  looks more like a bucket than a helmet. Padded 
  on the inside, it gives the impression of 
  comfort. The metal seems harder than iron and 
  despite the dents, not a single crack can be 
  found. It also seems like it has never been 
  repaired. Around the brim of the helmet, you 
  can make out faint, strange runes. 
  EFFECT 
  The helmet is an Open Helmet but with amour 
  3. The helmet can never break, hence roll the 
  armour roll of the helmet separate from the rest 
  of the armour. All @ rolled on the helmet can be 
  disregarded when pushing the roll. 
  DRAWBACKS 
  Because of the way it looks, the helmet gives a 
  permanent -1 EMPATHY, and if the 
  adventurer who wears is it manipulated, she can 
  only choose to attack. As soon as the helmet is 
  in place on the head, it will squeeze the head 
  tight. It cannot be removed and is now a part of 
  the adventurer’s head. The only way to get it off 
  is to cut the head from the body. This will break 
  the curse… until the next person uses it. 
   
   
   
  
   
  22  
   
   
  THE CHAPEL OF BLOOD 
  Reasearch on the inner soul 
  A memorandum by Brother Ferentus 
   
  Let me tell you about the day when Rust's blood flowed into me. This is our heyday. Rust brothers 
  spread their conviction to villages and travel holy places to Rust. One of these places is the Chapel of 
  the Blood, established by me, Brother Ferentus, in 965 A.S. The chapel's function is to be a sanctuary 
  for those people and half-bloods who do not have a home to go to at night. The chapel lies beneath the 
  ground and is thus protected from the blood mist. 
   
  Five years ago, I established this chapel. Here I began my studies which have now led to a discovery 
  of great value to all of us. Sick visitors have voluntarily sacrificed themselves for the research. They all 
  understood the importance of this and gave their souls to Rust. While visiting the village of Ärenhem, 
  I met an amazing man named Eqirax. His sense of magic was almost divine. Understand me correctly 
  when I say that Eqirax was seen as a god by many. He had almost created to perfection, which I myself 
  have struggled with for years. However, there was a problem. His faith. I can't even write the word, but 
  let's say that his faith was directed to the wrong god. Just thinking about it makes me feel bad. Eqirax 
  had to me incomprehensible knowledge about demons and death magic. Around Ravenland, hidden 
  portals had been created, or nexus as he called them. They led into another world. A world he didn't 
  want to talk about, despite persistent attempts to get him to speak. His eyes turned black as I mentioned 
  this world and the portals. I stayed in Ärenhem for several nights and talked to Eqirax about religion 
  and magic in an attempt to show him the only true god. We conversed and I could see him starting to 
  understand. One evening he came in, enlightened. I understand your faith now, he told me, I understand 
  the true god, Rust, and reject my old belief. Eqirax was ready to take part in my studies. He wanted to 
  help shape the future we would create and just like that. 
   
  As I write this, it is the year 971 A.S. I have overcome all obstacles. A voice has spoken to me. The 
  voice calls itself Thulmalar and has shown me what I need to see. I can see that Eqirax is impressed with 
  what I have done. What I have built. The vessels I have created. His nexus and my urns are the solution 
  to all problems. Underneath the chapel I discovered a metal that is suitable for locking the soul into my 
  vessels. Behind the burial chamber I have built a hall shaped according to Rust's instructions. I call it 
  the Hall of the Souls. It acts as a focal point and locks the soul into a vessel immediately after the 
  embalming is performed. A new soul arrives from the nexus and locks itself in the body. Should the 
  embalming be interrupted, the soul will be gone forever. Eqirax has produced five shadows that can 
  perform this process. Everything is as it should be. The doors have protectors. The chambers are 
  secured. Only the initiated may enter. 
   
  As I write this, it is the year 972 A.S. A few weeks ago, Eqirax wanted to increase the security of the 
  chamber of souls and bound a soul to the guardian face. He mocks me. He's been lying to me. To Rust! 
  His knowledge is no longer necessary to complete my endeavours. The only way to continue my life's 
  work is to dismiss of him. 
   
  I should have understood better. Obviously, he had a plan to protect himself. We're both stuck here. 
  The door is locked. He has been sitting there for hours and just scoffed at me. Now that life is soon over, 
  I have tried to talk to Eqirax. Apologized and tried to understand why he lied about his faith, but he just 
  mocks me. What he doesn't know is that I have a plan to get out of here. When I die, my soul will wander 
  on to the body of my sarcophagus. Then I will have enough strength to get out. May his last breath be 
  painful. To whoever is reading this, I hope I have already made it out. 
   
  
   
  23  
   
   
  THE CHAPEL OF BLOOD 
   
  Eqirax book on Nexus and the inner soul 
   
  This is the year 924 A.S. A few years ago, I decided to find out what was hiding in the mist that appeared 
  over Ravenland. At night it rises, red and thick. It takes its fair share of victims, which is obviously a 
  problem. It seems that rust brothers are visiting all the villages now. They have also come here. They 
  were unreliable and dangerous and created more problems for me than I could handle. However, I met 
  a strange female elf who talked about portals, the nexus if I recall correctly, and a way to summon 
  demons to Ravenland. Of course, I invited her home to Ärenhem, it's a full moon soon so I took the 
  opportunity to get her to talk as much as she could before she would be sacrificed. Raven demands blood 
  to give us life, that thing is clear. She taught me a lot about demons and souls, which I appreciate 
  immensely. Elves doesn't really want to die, it seems. For the good of Ärenhem, we chose to release her. 
  She understood our dilemma and chose not to take her anger out on us. She says she has her own village 
  to rule and that the people there shall suffer her wrath instead. I thank our leaders for their diplomatic 
  efforts. Ärenhem is a good place for my studies but I need to travel the woods. The problem is this blood 
  mist that refuses to disappear. I think I have found a way to get around it though and will do my best 
  during the day to get out. 
   
  My memory sometimes fails me, and I forget to write. I remember the time before the blood mist, 
  but now, almost 140 years old, I'm starting to forget details. If I remember correctly, it is the year 951 
  A.S. My notes are scattered throughout the church. In all honesty, I have no interest in writing them, 
  but our priest insists. It has taken me several years to solve the problem but finally I know how these 
  portals are created. I am not prepared to write this down in detail, but I write down these words to 
  remember the pain this knowledge has caused me. I have traveled through the nexus that are scattered 
  across Ravenland. At first, there were not problems, but the more I traveled, the worse it got. Darkness, 
  fire, blood. Visions I will not soon forget. 
   
  The year is 970 A.S. I have met a man who claims to have created a chapel where magic can transfer 
  souls. We already know it is possible, but to be able to take a soul from a demon, I never thought I would 
  experience. He is visiting Ärenhem. Of course, he is a Rust brother. We can hardly expect anything else. 
  If we could only get better security, then we would not let them in anymore. We have had to conceal 
  our faith in part, but the Rust Church does not seem to have any interest in harming us. The man calls 
  himself Ferentus. I could not care less. To gain access to his chapel, I have convinced him that I am a 
  believer in Rust. He has now offered to let me accompany him, which I am happy to do. 
   
   
  
   
  24  
   
   
  THE CHAPEL OF BLOOD 
   
   
   
   
  This chapel is incredible. With the help of a strange metal he found caves, we will actually be able to lock 
  the souls in our vessels. My knowledge of the portals is perfect for this. I am also impressed with his 
  ability to find willing sacrifices. To transfer these souls, we have made an agreement with Ciyradyl. In 
  her chamber we have established one of many portals. 
   
  Ferentus asked me to increase security. I locked my old friend Uziprix, who was dying, to the face at 
  the chamber of souls. To make it even better, we agreed that a mockery to Ferentus must be made. He 
  must now acknowledge Raven every time he wants to come in. I discovered a portal a day march from 
  the chapel. We are no longer dependent on Ciyradyl. 
   
  I've been here for several hours now. Ferentus, what a pig! Trying to lock me in! If he only knew 
  what I hid in the chapel, he would never have done this. My protectors will save me. Of this I am 
  convinced. 
   
  Where are they? Why do they never come? Ferentus that pig. He sits across the table staring at me. 
  I hope he dies soon! Even more time has passed. What is he doing? Why does he constantly glance at 
  the sarcophagi? Has he figured out my plan? How could he know? He barely understands how the 
  transfer works. I secured a body a long time ago so if my life ends down here my soul will be resurrected 
  in the body of my sarcophagus. If I could only get in touch with my shadows, then I would not even 
  have to worry about it. 
   
  It never gets dark here. The glow from the brazier is endless. I'm drying out. Soon I'll take my last 
  breath. It gives me pleasure to see how Ferentus struggles to stay alive. It is a joy to see the pain in his 
  eyes. Raven gets the last breath and with it Rust dies. 
   
   
  
   
  25  
   
   
  THE CHAPEL OF BLOOD 
  LEGENDS 
   
   
   
  THE CHAPEL OF BLOOD 
  Rust Brothers? It is daring to talk about them, I am impressed that you want 
  to know something about them. The Chapel of Blood? Well I heard about it. 
  It is said to be a place where many dead live. A place where strange magic 
  ruled. Envy and hatred? I do not really know. The legends talk about some 
  rust brother who collaborated with a magician from Ärenhem. Where there 
  are sorcerers, there is often a lot of TREASURE. Magical artefacts! Artefacts 
  beyond your dreams! Whether this is true or not I dare not say! After all, 
  nobody even knows where the chapel is today.  
   
   
   
  HELMET OF IXIADON 
  Centuries ago, the best blacksmith ever lived. He forged a helmet on a hero 
  named Ixiadon Hed-Ran, an elf as big as two people and strong as a troll. 
  Ixiadon travelled to Ravenland and defeated armies of humans, orcs, and 
  dwarves. No one could touch him. All this was made possible by his helmet. 
  Ixiadon killed hundreds if not thousands of creatures in a terrible rage! It is 
  said that whoever wears his helmet gets his powers, but that it comes with a 
  price ... 
   
   
  
   
  26  
   
   
  THE CHAPEL OF BLOOD 
  SKETCH OF THE MAP 
  When I created this adventuresite I had only drawn the first room. As they explored it I kept drawing 
  the rest of the rooms while playing. Below is the original work-in-progress map that I used to make the 
  proper maps. I very often let the players describe what they see when they enter the rooms, this also 
  helps me make better maps. 
   
   
   
  
   
  27  
   
   
  THE CHAPEL OF BLOOD 
   
   
   
  
   
  28  
   
   
  THE CHAPEL OF BLOOD 
   
  
   
  29  
   
   
  THE CHAPEL OF BLOOD 
   
  
SOURCE: textdata/thevault/Forbidden Lands (Year Zero Engine) [multi]/The Chapel of Blood - An adventure site for Forbidden Lands.pdf