B19 Chapel of Rudd
You feel certain you will win from the moment you enter under bright lights, wheels of faerie fire, and colorful banners. Half-naked servers move about with flagons and trays, and the festive music of an enormous orchestra fills the gambling hall. A carnival of food, drink, and possibility makes hours pass like seconds—until you reach into an empty pocket. You realize that the music covers the sounds of cursing and weeping.
Tucked just off the great market square, where Bridgewalk Road bends toward the Civic Quarter, stands the Chapel of Rudd—a bright wedge of stone and timber squeezed between taller counting-houses and guild offices. Here, carters, gamblers, river-captains, and would-be heroes slip in to mutter a prayer before risking coin, limb, or reputation.
The chapel serves as Verbobonc’s shrine to Rudd Luckbringer, goddess of Chance, Good Luck, and Skill. It is the unofficial “house temple” of those who live by their nerve: street performers, wagon racers, duelists, and, quietly, a fair number of adventurers.
Though small compared to the great basilicas, Rudd’s house has outsized influence in the Business Quarter; its clerics bless merchant ventures, sponsor athletic contests, and occasionally intercede when a game of chance threatens to become a street brawl.
Approaching the Chapel of Rudd
A round sign hangs over the door—a wooden wheel divided into colored wedges, a painted dart stuck dead in the center. Ribbons and knotted cords flutter from it in the breeze, offerings tied by hopeful gamblers and nervous caravan guards.
Three shallow steps climb up from the street, each stone riser chiseled with a word: FIRST STEP, FAIR CHANCE, FAIR PLAY. Warm light spills through the half-open door, carrying the strains of a fiddle, a burst of laughter, and the clink of coins dropped into a brass bowl just inside. For all the noise and motion of the road, the place feels less like a solemn temple and more like a hall waiting to see who dares their luck next.
First Impressions – Exterior
The building itself looks more like a lively club than a solemn church:
- Asymmetrical façade of pale stone and warm timber, with a slightly leaning bell-turret capped in green copper.
- Painted shutters in alternating red and white, each carved with symbols of dice, arrows, and acrobats mid-leap.
- Over the door hangs a round wooden sign:
*a stylized wheel marked in eight wedges, with a dart stuck square in one.
Fresh ribbons and knotted cords of bright thread dangle from it—offerings from those who won their wager… or almost did. - A short flight of worn steps leads up from the cobbles. Each riser bears a chiseled motto:
“FIRST STEP,” “FAIR CHANCE,” “FAIR PLAY.”
On most days, the heavy front door stands open, spilling out laughter, fiddle music from within, and the clink of a ceremonial “luck bowl” where folk toss their loose coins.
Interior Layout
The Hall of First Steps
Beyond the threshold lies a broad, low-ceilinged hall paneled in honeyed wood:
- Colored glass lanterns hang from beams, each shaped like a die or coin; their glow paints the room in reds, ambers, and greens.
- The floor is laid in irregular stone tiles, each one numbered or painted with simple symbols. Children (and more than a few adults) hop from tile to tile, avoiding the “bad luck” ones.
- Along one side stands a long counter where acolytes keep slates of wagers and vows—promises of “I’ll quit the cards,” “I’ll dare the caravan road,” or “I’ll speak truth to my master.” Some are jokes; others tremble with ink-blotted earnestness.
A brass bowl on a pedestal holds a scatter of copper and bone casting pieces—small disks stamped with arrows, stars, and crossed paths. For a copper, anyone may cast them and have an acolyte read which path Rudd smiles upon today.
The Sanctuary of the Turning Wheel
Three shallow steps rise to the inner sanctuary:
- The floor mosaic is a great wheel of red, black, and ivory segments, edged with tiny images of bows, dice, dancers’ shoes, and sailing ships.
- At the far end stands a simple altar of white stone, its front carved with a young woman’s hand reaching toward a tumbling coin and arrow.
- Behind the altar, a tall tapestry shows Rudd as a laughing, red-haired figure poised mid-leap between two crumbling pillars—one marked “FATE,” the other “FEAR.”
Here the clergy lead short, energetic services focused on courage, fairness, and honing one’s skill rather than surrendering to blind luck. Offerings are often symbolic: a gambler’s favorite die, a snapped bowstring, a token from a ship that survived storms.
The Gallery of Feats
A side passage leads to a cluttered gallery used for contests and friendly wagers:
- Rope knots, throwing boards, balance beams, and targets for darts or dagger-throwing.
- Painted boards record past winners of the Spring Toss, Bridgewalk Footrace, and the infamous Three-Cup Challenge.
- On festival days, this chamber overflows with shouting, cheering crowds; on quieter days, it is a favored practice place for young rogues and rangers (watched closely by the clergy).
History and Lore
The Chapel of Rudd represents the deity's embodiment of chance and skill, providing a sanctuary for those who seek to test their luck and prowess. It stands as a testament to the multifaceted nature of worship, where the roll of dice and the clash of swords serve as prayers to the divine.
Religion and Community
- Dual Nature: The chapel functions both as a place of worship and a recreational facility, blurring the lines between the sacred and the profane.
- Clergy and Services: Clerics of Rudd, indistinguishable from patrons, offer guidance and training in games of chance, fencing, and archery, emphasizing skill development and the joy of competition.
Political Relationships
Council of Lords and the Viscount
The Chapel of Rudd maintains a neutral stance in the political arena of Verbobonc, focusing on its religious duties and community services. However, its unique nature and the activities it hosts may occasionally draw scrutiny from more traditional political and religious factions within the city.
Relationship with the Battirovka Family
The chapel's position as a gambling establishment potentially places it in a complex relationship with the local thieves' guild, the The Battirovka Family. While not directly affiliated, the nature of the chapel's activities could lead to interactions, both cooperative and competitive, with the guild.
Gnomes and Political Concerns
Given its inclusive nature, the Chapel of Rudd likely welcomes patrons of all races, including Gnomes. However, its primary focus on human pursuits of chance and physical skill may limit its direct involvement in the political issues concerning the gnome community and the city at large.
Clergy & Notable NPCs
(Names and details can be adjusted to match your existing NPCs if you already have a Rudd priest; this gives you a ready-made cast.)
High Luckwarden Mara Toss-a-Coin (CG human woman, former caravan guard)
Once a wagon-guard on the Kron Hills roads, Mara claims Rudd “turned her dice” the night she survived a bandit ambush by sheer nerve and quick thinking. She is broad-shouldered, quick to laugh, and quicker to place a friendly wager on anything from weather to swordplay.
- Personality: Bold, forgiving, with a sharp eye for cheats; believes in giving second chances but not third.
- Role: Oversees chapel finances and public festivals; often called to arbitrate gaming disputes in nearby taverns.
- Relationships:
- On good terms with Prince Jimm and the Free Alliance of the Kron Hills, having guarded caravans in those hills during her youth.
- Maintains a wary, pragmatic understanding with the Battirovka Family and other underworld gamblers—cheating and cruelty bring her swift wrath, but honest, risky play is tolerated.
Acolyte Rennel “Quick-Step” (NG halfling man)
A nimble halfling who once ran messages between Gnomeberg and the river docks. Rennel organizes the footraces and minor contests, and quietly tips off adventurers about tournaments that might earn them extra coin or local fame.
Sister Joryn of the Coin (CG human woman)
A former card-sharp who turned to the faith after losing everything in a crooked game. She now teaches “Know thy odds, sharpen thy hand”—lessons on probability, skill, and spotting sleight-of-hand. She is an excellent NPC to help players learn about cheating in Verbobonc’s gambling dens.
Services & Boons for Adventurers
The Chapel of Rudd is an excellent mechanical and narrative resource for the party:
- Blessing of the First Step: For a modest donation (or after completing a small errand), a priest blesses the group before they set out. Once during their next adventure, a character may reroll a failed Dexterity or tool proficiency check. When they do, the DM may impose disadvantage on a later check that day—Rudd’s balance of fortune.
- Reading the Cast: The clergy cast marked coins or disks to answer a yes/no or either/or question about risk (“Take the river road or the forest track?”). This functions like a roleplayed version of augury but flavoured as half intuition, half divine hint.
- Sanctuary of Fair Play: If a dispute over a wager turns ugly in the Business Quarter, parties sometimes agree to bring it before Mara Toss-a-Coin, who will supervise a rematch or skill contest under oath to Rudd. PCs might be drawn in as neutral champions.
Ties to the Noble Ambitions / Temple of Elemental Evil Campaign
- Hook: The Rigged Game. Rumors reach the chapel that a new gaming house in the Business Quarter is using cursed dice or subtle enchantments to drain merchants and caravan masters. The clergy ask the party to investigate—not to abolish gambling, but to restore fair risk. This can be a side route into confronting Temple agents laundering money through the district.
- Hook: Luck’s Last Favor. A dying caravan-master, rescued from a bandit raid tied to the Temple, entrusts the PCs with a token of Rudd (a wheeled coin) and asks they return it to Mara. In return, she shares guarded information about caravan routes, raided shrines, or suspicious shipments on the Velverdyva.
- Hook: The Tournament of Thirteen Throws. During a city-wide festival, the chapel sponsors a series of contests—dagger-throwing, rope-climbing, dice, and riddle-games. Temple agents may use the crowd as cover for meeting contacts … or for an attempted assassination that the PCs can foil amid the chaos of cheering onlookers.
Verbobonc Locations Referenced by Type

Chapel of Rudd
- Type: Urban Chapel / Contest Hall of Rudd
- District: Business Quarter (Bridgewalk Road, at the edge of the Civic District / Civic Square)
- Owner: High Luckwarden Mara “Toss-a-Coin” (clergy of Rudd Luckbringer)
- Primary Factions: Worshippers of Rudd (gamblers, caravan guards, athletes, daredevils), Bridgewalk merchants, Kron Hills halflings & gnomes who favor “honest risk”

Chapel NPC Sidebar
High Luckwarden Mara “Toss-a-Coin”
- Description: Broad-shouldered human woman with sun-browned skin, a scar on one cheek, and a jangling belt of mismatched coins and tokens. Laughs loudly, watches sharply.
- Role: High priestess of the chapel; oversees festivals, wagers under Rudd’s eye, and settles disputes about “fair play.”
- Motivation: Keep risk honest in Verbobonc—no rigged games, no cowardly bullying—and prove that courage and skill matter more than birth or coin.
Acolyte Rennel “Quick-Step”
- Description: Nimble halfling in a short, bright-tabarded robe, always half a heartbeat from a grin or a sprint; ink-smudged from keeping race lists and betting slates.
- Role: Organizer of footraces and minor contests; messenger between chapel, taverns, and Bridgewalk merchants.
- Motivation: Turn every day into a game worth playing and help unknown “long shots” get their moment to shine.
Sister Joryn of the Coin
- Description: Lean human woman with card-sharp fingers, keen gray eyes, and a holy symbol worn on a chain made from old gaming chips.
- Role: Teacher of odds, probability, and spotting cheats; mediates card-table quarrels before steel is drawn.
- Motivation: Redeem gamblers from the kind of crooked games that once ruined her, and prove that Rudd smiles on skill, not swindling.
Tassilo, Bleary-Eyed Cleric of Rudd
- Description: Gaunt human man in rumpled vestments, eyes bloodshot with heavy bags beneath them, hair uncombed as if sleep is something he’s forgotten how to do.
- Role: Night-watch priest of the chapel, presiding over late wagers, last-chance blessings, and desperate prayers from those about to risk everything.
- Motivation: Haunted by a past gamble gone horribly wrong; driven to stay awake and at Rudd’s service so that no one else makes the same fatal throw he once did.

DM Notes & Tone
- Vibe: This is not a den of vice; it is a place that celebrates risk taken with open eyes and honest hands. Lean into warmth, noise, and quick laughter, mixed with the steel of people who know how fast a lucky streak can break.
- Use at the Table:
- A fun first stop for the party before dangerous expeditions.
- A neutral ground where gamblers, mercenaries, gnomish traders, and even Vigil Wardens might cross paths.
- A way to hand the players small boons that always come with narrative strings attached.
Rennel’s Greeting & First Toss
(Lighter, Welcoming Tone)
Rennel “Quick-Step” – Dialogue
“Easy there, friend—no need to look like the floor’s about to bite you.”
A small halfling in a red-and-white tabard springs up beside you, bare feet planted on a tile marked with a laughing mask. His eyes dance as he looks you up and down, taking in road-dust, weapons, and wariness in a heartbeat.
“First time in the Hall of First Steps, aye? I’m Rennel—some call me Quick-Step. Rudd’s lot keep me busy counting winners and consoling losers.”
He taps the numbered stone before you with his toes.
“Go on, then. First step’s always the hardest. Pick a tile that feels right. You step true, maybe today’s yours. You trip, well…”
He grins, utterly unafraid.
“Then you’ll have a story, at least. Rudd likes a good story.”
Rennel stoops, scoops a couple of carved disks from the brass bowl, and presses them into your hand.
“After that, give these a cast. Arrow for risk, coin for gain, knot for things best left alone. We’ll see what the Lady of Luck thinks of the likes of you.”
Mara’s Greeting & First Toss
(More Gravitas / Veteran’s Tone)
High Luckwarden Mara – Dialogue
“Hold a moment, friend. First steps taken in haste oft land on broken stone.”
The speaker is a broad-shouldered woman in simple, scarred leathers beneath a crimson stole, coins and tokens ringing softly at her belt. A pale line of an old cut tugs one corner of her mouth when she smiles.
“You’ve the look of caravan-dust and old trouble about you. Good. Rudd has no use for folk who never risk more than coin on a game.”
She nods toward the patchwork of painted tiles before you.
“In this house we step with open eyes. Choose your stone. Any one. That choice is your first prayer.”
She dips a hand into the brass bowl, letting the wooden and copper pieces clatter between her fingers before offering a small handful out to you.
“Then cast these. However they fall, you and I shall read them together. Perhaps the Lady will whisper, ‘A fair chance lies ahead.’ Perhaps she will say, ‘Not yet.’”
Her gaze sharpens, weighing you like a wager.
“Either way, you’ll have taken that first step yourself. That is all Rudd ever truly asks.”


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