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Limebat Chapel

Three candles burn before the four-armed statue, and the empty palm is still black with soot.

10 roomscavemedium

Limebat Chapel is a cave complex widened into a hidden meeting place by miners who worshiped strength, endurance, and the earth beneath their feet. Its branching chambers contain records, offerings, and abandoned stores, all leading toward a great cavern where a four-armed stone idol guards a murderous preacher.

Cold limestone air carries the sour smell of bat guano, wet rope, and old lamp oil. Water ticks through unseen cracks, while distant chanting rises and falls beneath the scrape of stone on stone. Most chambers are lit by smoky tallow lamps or pale fungus clinging to the walls.

☠ Threat

Gorcsu the Fourth Hand, a former shrine keeper, now rules the deepest cavern as a zealot of pain and obedience. He has trained cave predators to drive intruders toward the pulpit, where he preaches before the four-armed statue and demands that every visitor kneel. Gorcsu fights with a miner's maul and a hooked ritual blade, using the cavern's pillars and altar for cover.

History

Limebat Chapel began as a miners' refuge cut into a limestone ridge by the Four-Hand Guild, a fellowship of quarry workers who sheltered crews during cave-ins and bandit raids. They raised an altar before a muscular four-armed statue to honor labor, rescue, and shared strength. After the guild died out, a surviving cantor sealed the refuge and turned its rites toward bloodshed.

Encounter Table

CR
1/4CR
Giant Ratsx2d4

A hungry colony of giant rats follows the smell of food and blood through the lower passages.

1/2CR
Giant Batsx1d4

Pale giant bats swoop through the caves, their wings coated in white mineral dust.

2CR
Grickx1

A territorial grick crawls along the ceiling, drawn by vibrations from mining tools or heavy combat.

1CR
Kobold Scavengersx2d6

Kobold scavengers from room 1 patrol with baskets, searching for abandoned food and loose metal.

Rumours & Whispers

1

Miners say a chapel beneath the ridge still rings its bell whenever someone dies underground.

2

A traveler claims a four-armed stone man has begun turning its head toward the roads at night.

3

Old quarry workers whisper that the missing guild left a fortune in blue iron behind a locked door.

4

A merchant insists the cave is haunted by a preacher who can make his voice come from every wall.

5

Some locals say the pale bats in the ridge never leave because they are listening for the guild to return.

Quest Hooks

1
The Missing Quarry CrewRescue

Quest giver: Brekka Sorn, a broad-shouldered quarry foreman whose name comes from the guild's old stone-cutting trade.

Miners have vanished after discovering a sealed cave entrance beneath the ridge. Their foreman wants the missing workers rescued before Gorcsu sacrifices them during his next sermon.

A common-quality miner's lantern, 75 gp, and first claim to recovered tools.

2
The Fourth OfferingInvestigation

Quest giver: Omalu, a soft-spoken shrine tender named from an old word for the chapel's labor prayer.

A local shrine has lost its four-fingered iron reliquary, which was stolen by pilgrims who fled into the caves. The relic may be connected to the weapon hidden beneath room 7's altar.

A blessing granting advantage on one future saving throw against fear, plus 60 gp.

3
Blue Iron BelowExploration

Quest giver: Kezdra Vok, a sharp-tongued ore broker whose surname descends from a regional mining clan.

A guild ledger suggests the chapel contains a concealed blue-iron vein. Several merchants want the party to recover samples, but mining too deeply may awaken something beneath room 9.

100 gp for an ore sample and a permanent discount on mundane metal gear.

Corridor Notes

Near the ceiling between rooms 0, 1, and 2

Small pale cave bats cling above the passages, dropping pebbles when disturbed and filling the dark with leathery rustles.

The eastern branch leading toward rooms 4, 5, and 6

Old rope handrails, hardened with mineral deposits, run along the slickest walls. Several lengths have been gnawed through by cave rodents.

At every junction beyond room 2

Chalk marks shaped like four-fingered hands point toward the shrine and the final chamber.

The descending passage between rooms 4 and 9

Shallow channels carry red-stained water toward room 9, though the color comes from iron-rich stone rather than blood.

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