DARK SOULS
THE ROLEPLAYING GAME
BLIND FAITH
ADVENTURE MODULE
CREATED BY UCHIDANINTRODUCTION
In order to use this module, you will need the official Dark
Souls Roleplaying Game handbook by Steamforged Games,
This isa starter adventure for a 3-4 player party with level
1.3 characters. More players can be added, but you may need,
10 adjust creature counts
THE STORY
°.
Despite his ruthless methods, Saint Gudtrum has always
maintained that he is doing the work of a good and just cause,
To the villagers who have fallen under his control, he presents
himself as a savior, using his black ooze to rid them of their
douibis and fears and showing them a new path to salvation
and enlightenment, He speaks of Lady Hilda as a benevolent
leader who will guide them to this better future, and many of
the brainwashed villagers have come to see hit
As time went on, the villagers who had been brainwashed
bby Saint Gudrum began to exhibit strange and disturbing
behaviors. They became increasingly withdrawn and isolated,
losing interest in their previous lives and daily activities,
‘Many of them stopped speaking altogether, instead
communicating only through grunts and gestures.
Eventually, it became clear thatthe black ooze produced by
‘Saint Gudrum was not just a mind-contro! agent, but
something far more sinister. The villagers who had been
exposed to it had been transformed into mindless hollows,
their personalities and identities erased by the powerful
substance,
‘Lady Hilda and Saint Gudrus
as their loyal servants, sending them out to do their bidding
and carry out their dark plans. But the once-thriving village
‘was now a shadow ofits former self, a desolate wasteland
inhabited by soulless husks that were litle more than puppets
as ahero,
continue to use the hollows
ona string as
THE PLAYERS
ae
‘The players wake up in a state of panic and confusion,
strugaing to remember even the most basic details about
themselves and their surroundings. As they try to make
sense of their situation, they realize that they have just
experienced a terrifying dream in which they died. With no
‘memory of the dream or their own identities, the players
‘ust search for clues and unravel the mystery of their
circumstances. Not knowing the horrors that lurk beyond
the light ofthe bonfire.
Rule Change
In the rulebook, there is a rule that once a player dies
their character loses all souls and cannot get them
back. Its recommended that their souls now drop
here they died and they are able o retrieve them,
However, ifthey die again before getting to their
souls, then the souls are lost forever,RESURRECTION
Have each player close their eyes and wait a moment,
‘Then read the following to the players.
GM: “You all wake up in a pani, adrenaline pumping,
clutching your chest, as if waking up from a nightmare that
‘felt so very real, However, you cannot remember any details of
the nightmare. You also do not remember laying dovwn to rest.
When did you fall asleep? Each of you begin 1 look around
and realize you do not recognize any of your surroundings
either. When did you get here? How did you get here? You
search for these answers in your head, onty o find nothing.
The only thing you can clearly se is a dwindling bonfire
lighting the faces of strangers with the same puzzled
expression as you.
Allow the players to introduce themselves and ask each
other questions. However, each player's memory is a fog and
they only really know the following:
Players know their own names, their backstory
memory, and drive.
All players are equally confused and have no
knowledge of where they are,
All ofthe player's armor or clothes have a symbol
bbumed om it. Iisa circle engulfed in flames.
‘The players do not recognize the symbol.
Faint moans and groans of tortured souls ean be heard in
the distance to the north of the bonfire. To the south and
cast, the sound of water crashing into the giant cliff the
players begin their journey on, There is no clear way down,
and any attempt will result in death. The bonfire flame
lights markings of a road ahead that is leading north, In the
distance, small flames of torches can be seen.
Ifplayers are lacking motivation to move forward,
explain to the party that the bonfires flame seems fo be
dwindling and soon the darkness that surrounds them will
start to consume them,
THE ROAD
Players traveling north will ind that there is a man-made
road that is barely still visible. Not far down that road,
players can see a person standing perfectly still. The limited
light from the torches ahead make it so players cannot see
any details of the figure from a distance, and it makes no
response when called to,
Ifplayers approach this person, they discover itis a stone
statue of a man with the expression of absolute fear on his,
face. The amount of detail is almost lifelike, The statue
is posed as if he is trying to stop something from happening,
to him. There is a sign hanging around the statue's neck,
‘Hereties be warned, only faith welcomed ahead.
Ifplayers investigate the statue, on any result besides a 1,
they'll notice a small key attached fo the statue. The key is
also stone and would need to be removed somehow.
2] Failure result: The
the key,
Ifplayers venture from the road to the west, in the
darkness, they will walk into a very thick forest, There aré
‘many branches of long sharp thom on al of the trees,
‘making entrance into the forest impossible, If players still
attempt to progress inthe forest [Survival Check: 30]
Failure result: 1d8 Damage. To the east is the same giant
cliffs before. The only true way forward is north‘While continuing to walk along the road, players begin to
smell a decayed odor, as if death itself entered their nostrils
‘The road begins to showcase several bodies hanging on
crosses with torches attached above them, Some of the bodies,
barely have any skin remaining, picked clean by nearby birds
pethaps, or judging by the smell alone, rotted off completely.
Players can hear a faint moaning coming from a couple of
them and a erunching sound in the distance.
Any attempt to speak to the hanging vietims and they will
respond by moaning in pain, or hardly speaking, Some of
them may ask “Kill...ne..please.
Further ahead characters see gravestones, a small
cemetery, and a building that resembles a church a litle
further in the back, While continuing to walk, the ongoing
sound of chewing and crunching is discovered to be three
hounds feasting on a corpse that has fallen off a nearby cross
However, these hounds don’t look like normal wild dogs.
‘They're sickly looking, with patches of skin missing from
their bodies. One of them has chewed flesh falling out of a
hole in its stomach,
Starved Hound (pg. 273)
Walking/Running past the hounds will cause them to
notice the players and attack,
Sneaking [Group Stealth Check: 15] Failure result
A twig snaps beneath your fee, the dogs quickly snap
their attention towards you and begins to growl
Distract the dogs by throwing an abject
IDC check of: 14] Failure result: Hounds undisturbed. |
After defeating the hounds, read the following:
GM: “You notice a subtle white light appear from the
lifeless corpse and float towards each of you. When the
light touches you, you feel a sense of power enter your
body, as ifyou just absorbed their soul. You feel as
though you can harness this power somehow.”
Player Death
When a player dies forthe first time, they retum fo the
bonfire in absolute shock as they felt the embrace of
death, but are somehow alive. Players who have not
died yet, will also be in disbelief that their companion,
has returned from the dead, Have players roll on the
madness table (pg. 90). Depending on the effect will
create interesting dialogue options for the players,
specially if they suffered a hollowing effect after
rolling for hollowing (ps. 86)
THE CEMETERY
°
‘This cemetery isin bad shape. Broken tombstones,
unburied bodies without heads, and in the middle of it all,
a bloody guillotine. Players begin to hear chanting coming,
from the direction of the church. The chant is low and in
rythm, but itis more ofan in syne groaning, A group of
figures can now be seen by the torchlight within the
cemetery, there are 5 of them. Two are holding torches with
crossbows on their backs, two others equipped with rusty
blades appear to be dragging someone with a brown sack
oon their head, and finally a large figure with an even larger
axe trailing behind them. It appears they are all heading
towards the guillotine. The chanting continues, Any
perception check will reveal that the group of people look
pale and have lifeless expressions on their faces.
‘The group begins to load their victim into the guillotine,
‘The chanting comes to an abrupt stop. The large one
signals o ready the guillotine, The group begins to gurgle
and repeat the words: “Heretic, Heretic, Heretic
Players can attempt to sneak through the cemetery behind
_ravestones. Sneaking [Group Stealth Cheek: 14]
Failure result: One of them notices one of you, and yells
loudly “INTRUDERS”, alerting the rest of your presence,
‘Three of them draw their weapons, and two load their
crossbows, Rell for initiativeFor this encounter, use Hollow (pg. 322)
two of them use rusty swords, two of them
se light crossbows ata distance. For the
Large Hollow use the Hollow Soldier
version with the Halberd,
Ifplayers are able to save the
‘victim from the Hollows, itis
revealed thatthe vietim isan
already dead and rotting
ccompse. There is a white glow
inside one of his empty eye sockets.
Players can retrieve it and receive
a Fading Soul (pg. 217).
Players can discover a mausoleum
‘with a locked stone door. Players
can unlock the door if they retrieved
the stone Key fom the statue on the
road, Within the mausoleum, players will find
Ix Crest of woman holding a skull. 1x Broadsword
(pe. 173) bx Charcoal Pine Resin Pg. 136), and a Note.
Players can destroy the door [Strength Check: 14] oF the
lock can be picked [Sleight of Hand Check: 15]
Note: “cannot allow myself to be a part of this any longer,
feel itis my faith being challenged, but my sanity even more
0. Lhave discovered the truth about Lady Hilda, she will not
take us to the promised land, she is using us, grooming us,
‘and eventually intends to devour us in her chamber tnder
neath the church. She is a monster filled with darkness that
‘must be burned. I must inform Saint Gudram at once, he'll
now what to do, trust him.
Other items that can be foun
the Cemetery
Broken Straight Sword (pg. 173)
Plank Shield (pg. 159)
Carthus Milkring (pg. 213)
—~
THE CHURCH (OUTSIDE)
°
‘There is a tall cathedral in front ofthe players. At the top
of this building, there is a symbol ofa woman holding a
black skull. On the giant wooden doors below, players ean
see the word “Faith” is written in what looks to be dark:
dried blood, There are several steps leading up to those
stained doors and upon them is a young man, playing with
a stick. The young man does not notice the players, yet
‘When approached or spoken to, the young man will
respond with the following:
‘Young Man: “Oh, hello! I did not see you there. I’m
sorry, Iwas in my imagination. Such a wonderfil place my
imagination is. Heh Hel
‘The Young Man’s name is Wulfied. He is waiting for his
‘younger brother, Alfted to return. Wulfted will explain that
he gave up on a game of hide and seek with his brother. He
assumes that Alfred ventured into the nearby cave to the
northyest, and is trying to scare him, Wulfred has never
centered the cave before, but really believes his brother can
be found there. Wulfred will explain that, if they find
Allred, he can give the them crest needed to enter the
church, Wulffed lost his awhile ago and cannot receive his
“token of devotion” until he finds it
Ifasked about the church, Wulired will cheerfully say
‘Oh, Saint Gudram is the priest here. He makes sure we all
constantly keep our faith to Lady Hilda, or else we will lose
‘our heads to the voices of doubt and dissolution, heh!" If
players ask any more questions, he will repeatedly tell them
to please find Alfred, as he’s getting worried that his par-
cents will be angry with him, Before the players leave,
‘Wulfred asks if they have a torch, Ifnot, he laughs at them
and calls them stupid, but Wulfted gives them Cast Light
Spell (Pe. 123). Wulfied also will give this spell, ifthe
players are nice to him, and willing to help without asking
100 many questions.
Ifplayers have retrieved the Crest of a Woman with a
‘Skull, they can enter the church, however Wulfied will try
everything to stop them until they find his brother. I
players continue anyway, he will rll them “You re going 10
die in there, heh heh” and ran off.THE CAVE
Star By having the GM read the following to the players
GM: “You arrive atthe northwest cave without any
encounters, however outside ofthe cave there are several
signs stating “Keep Out”, and “Death Ahead. Several bones
and skulls can be seen outside leading nto the entrance ofthe
cave. Darkness isthe only thing that can be seen when
looking into the cave. A light source of some kind would be
wise Defore venturing in
‘As players venture into the eave they are presented with a
fire pit with an iron sword sticking out of it. Similar tothe
first bonfire. Players can light the bonfire by torch or by
touching the handle ofthe sword. The bonfire lights up 3
narrow paths, only enough room for 2 people to stand next to
cach other. A left ht, and forward path with no discerning
distinctions between them.
Forward Path: As players move forward, they feel the
‘ground they just stepped on lower slightly and a sublle click
cean be heard. A barrage of 3 arrows shoot 3 times toward the
player(s) standing in front. [Dexterity Check: 12 x 3]
Failure: 2 damage for each failed check. On each success,
the player dodges the arrow, but now the player(s) behind
‘must make the Dexterity Check. In front ofthe trap there is a
decomposed body filled with arrows inside it, The body has
the following items: x9 Arrows, Binoculars, Rope, and a
Torch, Further down is a dead end with three holes on the
‘wall where the arrows shot from.
Left Path: This path eventually leads (0 a hole, Ifplayers
do not have a light source, the player(s) in the front must roll
[Dexterity Check: 15] on a success, they avoid falling and
notice the hole. Failure result: The player(s) falls down into
the hole (20 ft.) Roll 2d6 for damage. If players have a rope or
ther climbing equipment, they can climb down into the hole,
‘The floor is covered in bones. It is pitch black, and a rattling
ccan be heard after entering this area. Players inthe area roll
passive [Perception Check: 12] on.a success, they see bones
starting to pull together and form 4 Skeletons, Roll initiative.
Failure results: Players are surprised and attacked by the
Skeletons,
For these skeletons use the Hollow
creature stat block (pg, 322), but be
sure to use Keeps Crawling On.
as these skeletons animate back
to life. After defeating the
skeletons, players can find a
chest in the back of the room.
Ifthey open it, they'll find
Estus Ring (pg. 214), and
a Soul ofa Deserted Corpse
(ps. 200),
Ifplayers fell down
{nto the hole, there is a ladder on
the floor that was previously
‘knocked down that can be
used to climb back up.
Right Path: After walking down the right path, it
eventually opens into a bigger room where a foul stench,
ccan be smelt. Players can hear a loud squeaking from the
walls within the room, Venturing further into the room,
will cause $ Giant Rats, and 1 Diseased Giant Rat
(pg. 278) to emerge from holes in the wall
‘Small footprints can be seen on the floor that run through
the middle of the room to a puddle that is near the back and _
looks like black ooze. Ifany light source is moved towards
the puddle, it begins to move away from it, The black ooze
‘will eventually move on its own into a large erack in the
wall. The hole is big enough for one person at a time to fit
through, Players will hear a faint “help” coming from
‘within the crack.Ifplayers decide to go through the hole, they'll have to go on
all fours to enter property. As they craw! down this narrow
pathvvay, a small body can be seen covered in the black ooze,
a Note is a few feet in front of it, and a crest in the bodies
hhand, shines off any lightsouree the players have.
Note: Wilfred, Ifound the black water ike you said, I
drank it just like you told me, But now Fan walk, Fan
barely move. 'm scared. Please come soon
[players atempt to retrieve the crest, the black ooze will
expand violently within the narrow space, have players
roll the following check tose i they got out in ime
[Group Dexterity Check: 15 with Disadvantage]
Failure results Each player rolls 1d Damage. The black ooze
pushes them breaking through the hole inthe wall, returning
them tothe previous room. The black o07e then enters the
room using the small body’as a host for its movement
Bubbles start to form from within the ooze and all pop at
once, letting out a gargled “NO!". The ooze creates long
‘extensions off the small body making legs tall enough to
tower over you, and arms with large hands ready for combat
For this monster, use Man Serpent (pe. 315) with
weakness to fire.
After defeating the black ooze monster, players retrieve
Lx Crest of a woman holding a black skull. The black ooze
evaporates and the body of a small boy is all that remains.
THE CHURCH (INSIDE)
°
(Once players make it back to the church, Wulfred is
nowhere to be found. Once the crest is placed in the door,
they hear it unlock, and begin to o
‘open, the building is full of broken pews, tattered rugs,
ripped banners, and countless amounts of lit candles with
‘wax dripping onto the floor. There isa smell of dust and
despair in the ait. Several people are here, on their knees,
facedown, and appear to be possibly praying. These people
look as if they have been here for weeks, rib cages can be
hot
them have a black colored pus located somewhere on their
body, Before anyone ean speak, a commanding voice
‘comes from the head of the room, GM should read the
following to the players:
Saint Gudrum: Melcome! Welcome! Isee you have
n slowly. As the doors
seen, bones with barely any meat attached, and e
{found your way, found your way t0 me. Ihave faith that it
was your destiny, as well as my destiny for us to meet. Lam
Saint Gudram and you are now...home. Please kneel and
show your gratitude for Lady Hilda, as it was she who kept
you safe on your journey here.
Saint Gudram is standing at an Altar, Below him are two
figures with rusty looking armor and swords. They appear
to be his guards. The people of the church do not mo\
speak. Ifplayers speak, he will eventually interrupt them
and tell them to knee! if they have not. If players refuse or
continue to speak without agreeing to knee!, he will tell
them that they are disrespecting Lady Hilda which is
considered heresy, He will eventually lose his patience and
order his guards to seize the players.
However, if players agree (o kneel, Saint Gudram will
inform them that he will now prepare their “Token of
Devotion.” He grabs a large chalice, opens his mouth, and
begins to slow!
dark in color, He will want players to drink it, and join the
fellow members of the church in prayer. If combat happens,
1! Gudram will not attack until he is
tacked or his
guards have been defeated.
salvate into the cup. His saliva is thick andAfter being defeated, Saint Gudram gurgles “My Lady, 1
have failed you. My faith was not enough.” His body then
explodes, as the black pus splatters on the walls, the floor,
and..the players. I begins to dry up and disappear, and
‘where Saint Gudram was defeated, a ring hits the ground.
Players can retrieve the Life Ring (pg. 215).
Ifplayers search the rest of room, they'll find a large
‘wooden stall with a small bonfire wit
stall, also has a key hanging from a nail on the wall, The
key has “below” engraved on it, There is a door to the back
right of this room, In that room is a lift, the lit requires a
kkey before the lever can be pulled. Above th
picture of an ordinary looking woman, below itis an
engraving of the words
it. The wooden
litisa
‘Our Lacy, Our Protector, Our Savior
Players ean choose fo activate the lift, and proceed down to
the their next adventure,
For Saint Gudrum’s guards use the Skeleton (pg. 326) and for
Saint Gudrum use the Hollow Soldier (pg. 322)
Once Saint Gudram is defeated, GM read the followin
Saint Gudram
compete with my faith and the faith ofthis church. I belong to
Lady Hilda and soon you will too!” He then reaches his hand
on fools, you heretics! You cannot possibly
up and whispers “come to me
As these words leave his lips, the people of the church,
begin moving toward him, but not by thei feet, they are being
dragged by the black pus on their bodies. They begin to smash
into Saint Gudram, bursting on impact. The only thing
is the black ooze which begins to consume Saint
Gudram, Then, he emerges, his upper body covered
completely in black pus, vaguely resembl
beast in silhouette, but has no recognizable shape. His eyes
red as the blood stained floor. He screams uncontrollably and
rushes forward,
For Black Ooze Monster Saint Gudrum use the
Asylum Demon (pg. 299)
some horrific