The Drowned Chapel
Scene template ยท the chapel is a worked example, not a real location
Using this template
Duplicate this file, rename it, and replace everything. Set the marker to ๐ Fluid. The Drowned Chapel and its choir are demo filler โ they are not canon and not in the campaign. Do not carry them into a real page; template filler has escaped into live pages before.
At a Glance
- Where
- The tidal flats east of Ondu, past the wracked jetty
- When
- Reachable only at low tide; the sea returns in ~2 hours
- Who
- The scene's NPC (if pursued), one drowned choir
- Stakes
- A first clue โ and a way to lose the party to the tide
- Leads to
- The next scene ยท the confrontation
Arrival
The approach is the danger before anything inside is. The flats are walkable but sucking; a failed DC 12 Strength (Athletics) check by anyone in heavy armor costs them a turn of movement and a splash of noise. Anyone who studies the tideline (passive Perception 13) notices the wrack sits high on the chapel walls โ this place floods completely.
What Happens
Three beats, in whatever order the party earns them:
- The choir. Voices carry from inside โ not quite singing, not quite drowning.
- The ledger. A brass-clasped book on the altar, swollen with seawater but legible.
- The clock. The tide. Track it visibly; let them feel it rise.
Clue โ the ledger
Names, paired. Each pairing struck through but one. The surviving name is the scene's NPC. This is the first hard link between the disappearances and the House.
Behind the screen
The chapel is not consecrated to any Great Spirit the party knows โ it predates the Pact. The choir are not ghosts; they are the terms of the bargain, given voice. If the party reads the ledger aloud, add one name to the choir: their own campaign is now on the list. Don't tell them. Let it pay off in Act III.
If they linger past the tide, this becomes a chase, not a fight โ see below.
If It Comes to Blows
The choir will not attack unprovoked. If disturbed โ or if the tide traps the party โ run the drowned chorister as a swarm-adjacent threat that the rising water empowers.
Drowned Chorister
Medium undead, formerly bound
Rising Voice. While standing in water, the chorister has advantage on attacks and its lament forces a DC 12 Wisdom save or the target is frightened until the end of its next turn.