BSO Ragnarok 1.35: Troubles Rise From Yggdrasil’s Roots Part 2 — The Chambers of Grief

Welcome to Part 4 of the Deep Dark of Svartalfheim — an unofficial and unaffiliated OGL Dungeons and Dragons adventure designed to take characters from level 1 all the way to level 5-7! This is the fourth module provided for the larger BSO Ragnarök campaign. Here, the PCs continue their journey as unlikely heroes in the BSO Ragnarök setting. It is also part 2 of the adventure — Troubles Rise from Yggdrasil’s Roots.

Toubles Rise — provides players with a choice of two paths. They can decide to enter Goblin Town — a new gathering of monsters led by Shadow Maw in the hills near Yggdrasil. Or they can decide to investigate the Ramshackle House — which is occupied by PKers in service to Svartalfheim’s lord King Doomshallow. Each opens to a dungeon that characters can explore — providing monsters and/or PKers to defeat, mysteries to uncover, and treasure to be won. These adventures are designed for a party of 4-6 level 2 adventurers and will take the players to level 3-4 or higher when completed. Which path the characters choose will determine the events of the next chapter in the Deep Dark of Svartalfheim series — Safe Zones Lost, Midgard Invaded.

Updated Midgard Campaign Map Including Recent Key Locations. Original map made by Ted Burgess.

To make Troubles Rise… less cumbersome as a blog post, it has been broken into two parts. Part 1 — describing Goblin Town, The Hollow of Horrors, and Shadow Maw is provided here. Part 2 is below.

I am running Battlestorm Ragnarök as a live campaign. Play is live-streamed on Twitch Saturday Nights about once every three weeks at Ted Burgess’s Twitch page. Afterward, videos of these live games along with character profiles are provided here in the Battlestorm Ragnarök Campaign Archive. In addition, I’m providing walk-throughs of these published modules about once every two weeks every Sunday or Monday Night on my Twitch page.

Below is the Chambers of Grief section of the Dungeons and Dragons adventure module Troubles Rise From Yddgrasil’s Roots. Enjoy it here for free.

Because we love WOTC and Dungeons and Dragons, we want to take this opportunity to promote some of the amazing game books we use at our tables when we play games like this one. Please find them here if you haven’t already: The Monster ManualThe Player’s HandbookThe Dungeon Master’s GuideVolo’s Guide to MonstersXanathar’s Guide to Everything, Tasha’s Cauldron of EverythingSword Coast Adventurer’s Guide.

(Warning: if you are a player in the Battlestorm Online Ragnarok campaign setting STOP READING NOW.)

INVESTIGATION OF OMINOUS SIGNS REVEAL TWO CHOICES FOR PLAYERS —  INVESTIGATE THE RAMSHACKLE HUT OR TAKE ON GOBLIN TOWN

The players have now begun to learn more about the new troubles besetting Midgard. Following the rescue of Raven and the bittersweet reunion with her daughter Thalia, our heroes went on to uncover up to two new threats facing Midgard. The first is a town of monsters forming in the hills to the East of Yggdrasil. The second is a PKer guild that preys on adventurers in the weakening safe zones of Mio Elysse while hiding out in a Ramshackle House cast into darkness by Yggdrasil’s roots. Depending on the course of your campaign, the players may have completed one or both of these quests before reaching level 2. If the players have completed both, give them the Quest Alert below and the Quest Alert from Troubles Rise Part 1.

If the players decide to Defeat Killz4LULZ and Slay Synthread, read the following recap and introduction. If the players decide to Slay Shadow Maw, skip this section and go to Troubles Rise Part 1.

Venturing into Midgard beneath the new star’s blue light — a star Astrid’s prophecy revealed is the very Eye of Odin come to gaze upon the void — you discovered dark shadows emerging from Yggdrasil’s roots invading Mio Elysse. Within these shadows, Mio Elysse’s safe zone was disrupted. The protection from monsters and other dangers that all BSO players relied on to survive in this deadly virtual world was under threat.

Investigating rumors of player-on-player violence in Mio Elysse, you discovered that a PKer guild called Killz4LULZ was exploiting these safe zone holes to attack other players. Following a trail of clues and various reports of abuse, you came to the shadowy Ramshackle House. This run-down building was infested by Yggdrasil’s roots. It spilled dark root-shadows onto the nearby street. Shadows that shut down Mio Elysse’s safe zone. There, you confronted three murderous members of the PKer Guild Killz4LULZ. These PKers were attacking, pillaging, and killing other players as they walked, unsuspecting, in the streets near their dark hideout. You intended to bring these criminals to justice.

You engaged Killz4LULZ in combat among the shadows of a disrupted safe zone — facing off against murderous players who’d decided to kill others trapped in BSO’s virtual death game. Spells flashed, blades and arrows flew in a battle that, to you, seemed a corrupt abomination. Here were players caught in the same trouble as you but were acting in a manner worse even than the monsters inhabiting this death trap. What motivated Killz4LULZ to behave in such a brutal fashion was beyond you. You only guessed that whatever sickness of mind enthralled them was the same pathology gripping the game’s vile creator — your captor, Gema Masuta. Regardless, your heroic efforts enabled you to turn Killz4LULZ’s ambush against them — forcing its members to flee or capturing them.

After the battle, you approached the Ramshackle House to discover its entryway triggered a new Quest Alert. This dark house represented a Quest location you could access once you achieved level 2. What lurks behind that shadowed entrance has troubled you ever since. Certainly more members of the murder-guild sheltered there. But the gloomy opening seemed to hint at something far more sinister. Yggdrasil’s roots were steadily ripping apart Mio Elysse’s safe haven. An unknown number of players were exploiting this disruption to kill their fellows. What other terrible things might they do if allowed to continue? And what further terrors lay hidden in the shadows behind the dark doorway?

You have now reached level 2. So your thoughts again shift to that looming doorway and its blinking Quest Alert. Following your unsettled rest, you receive a notification from RubyNight — NEW QUEST AVAILABLE!! INVESTIGATE THE RAMSHACKLE HOUSE!! DEFEAT KILLZ4LULZ AND SLAY SYNTHREAD!! MEET WITH QUEST-GIVER RUBYNIGHT TO RECIEVE!! Your own fears validated by RubyNight’s quest, you strike out, the gaping entrance to the Ramshackle House clouding your mind with its hinted horrors.

Helpful Hints from RubyNight — Killz4LULZ working with Drow monsters led by Synthread

Ruby is available to meet with players at the Guild Hall during the day or at Thunderale Tavern during night-time (see Ominous Signs Part 1). At their meeting, Ruby expresses her relief that the players returned safely after facing PKer members of Killz4LULZ and other dangers. Ruby seems sheepish about asking the players to risk themselves again so soon. But she believes she may be able to provide them with helpful hints about the Ramshackle House.

While the players were away, RubyNight and Abigail Barnwallow interrogated members of Killz4LULZ captured by the PCs or by other players. These PKers revealed that not only is the Ramshackle House a hideout for Killz4LULZ, it is also the entry to a larger warren inhabited by Drow under the leadership of a Drider from Svartalfheim called Synthread. The PKers seemed smug in the knowledge that those living in Mio Elysse would soon come under the dominion of Killz4LULZ and Synthread. Unlike other monsters from Svartalfheim, Drow possess the unique and uncanny ability to move freely about in Midgard so long as they have touched a Deep Shard or an item crafted from it. These Drow have coordinated with Killz4LULZ to stake out Mio Elysse. Apparently, both the Drow and the PKers are marking the growth of various safe zone disruptions throughout the city, are crafting and distributing Deep Shard items to its members and allies, and are planning to mount a larger campaign against both player and NPC inhabitants of Mio Elysse. RubyNight believes this coordination between PKers and monsters to assault Mio Elysse may just be the tip of the spear for a larger invasion from Svartalfheim. Even though she knows the risks are high, she asks the players to enter the Ramshackle House, defeat the members of Killz4LULZ, and slay the monsters who inhabit it to include Synthread.

New Quest From RubyNight — Defeat Killz4LULZ and Slay Synthread

A new darkness has emerged in Midgard. Synthread — a terrible Drider servant of Wiltroot — is recruiting PKers and massing Drow forces beneath the streets of Mio Elysse and in other cities across Midgard. If the players undertake this quest, they will directly confront the horrific creature that is Synthread — Lady of the Chambers of Grief and traveler through its terrible net of shadow. What follows is the story of how Synthread is spreading Wiltroot’s baleful influence into Midgard even as she uses Yggdrasil’s shadows as a beach-head from which to launch attacks against players. It is essential reading for the Dungeon Master as the players will either confront Synthread now or later. If the players instead decide to investigate Goblin Town, they’ll be faced with Synthread in the next chapter of this adventure series — Safe Zones Lost, Midgard Invaded.

Quest Background: Synthread, Killz4LULZ and the Drow of Wiltroot

The Dungeon Realm of Svartalfheim is divided into two regions. One is the mountain realm of Soria. This fortress of King Doomshallow is both a city of Duergar and a dark mine that delves into various deep pits. From these pits the Duergar bring up rich materials to forge into weapons, as well as gold, silver, and jewels to enrich themselves. These mining pits run deep, however, tapping poison airs and waters. Dredging up choking smoke and terrible burning fires. These poison airs and fires coalesce into fiends aligned with Doomshallow. One of these is his hound — Shadow Maw — described in part 1 of this module.

Surrounding Soria is the Wiltroot Wood, ruled by a dark druidess of the same name. This dark forest is full of trees corrupted by the poisons spewing out from Soria. It is also home to the Drow — who share the fallen realm of Svartalfheim with their Duergar allies. Together, the Drow of Wiltroot and the Duergar of Soria form a dominion over the other creatures of Svartalfheim whom they’ve enslaved to work in Soria’s mines or to serve in the various slave shops of the Drow.

When Yggdrasil’s roots began to pierce Svartalfheim, a Drider by the name of Synthread and one of Wiltroot’s chief servants, crawled up along a root and discovered a gateway leading to a series of subterranean chambers beneath the city of Mio Elysse. The chambers were filled with shadows spilling out from Yggdrasil’s roots. Synthread found that she was able to touch these shadows and sense the creatures passing through them, read their minds, even send her thoughts to them. Soon, Synthread found that a number of the players inhabiting Mio Elysse harbored malice against their fellows. Exploiting this malice, she whispered to them as they passed, calling them down to the Ramshackle House and into the Chambers of Grief which lay beneath it.

Over time, numerous like-minded malicious players gathered with Synthread in the Ramshackle House and the Chambers beneath. These were joined by numerous Drow of Wiltroot. There they conspired to kill and enslave the inhabitants of Mio Elysse for power and profit. They spied on Mio Elysse. They staged ambushes of its inhabitants. They collected Deep Shard and forged numerous weapons of this substance springing up from each player’s death. They even brought player slaves to Wiltroot.

Now Synthread has filled her Chambers of Grief with allies — both from Killz4LULZ and from Svartalfheim. Crawling along Yggdrasil’s roots, she has started to open gates beneath the other cities of Midgard. For she possesses the special ability to weave gateways out of Yggdrasil’s root shadows. If she is not stopped, she will stage an invasion of Midgard’s cities from within and below. She will do this both by massing her lady Wiltroot’s Drow in the shadows, and by ensnaring the scores of PKers roaming Midgard in her web of dark design.

Quest Alert: Enter the Ramshackle House, Defeat Killz4LULZ, Slay Synthread

Make a copy of the following green highlighted text to give to the players when they receive this Quest from RubyNight:

Situation: Killz4LULZ is staging attacks on players from the Ramshackle House and inside areas of shadow disrupting Mio Elysse’s safe zone. Interrogating captured members of Killz4LULZ reveals that this PKer Guild is coordinating with Synthread — a monster and a leader of Drow living in a series of subterranean caverns beneath the Ramshackle House.

Objective: Enter the Ramshackle House and Defeat Killz4LULZ. If possible capture members of Killz4LULZ. Leaders are high value targets.

Objective: Slay Synthread and her Drow followers living in the chambers beneath the Ramshackle House.

Objective: Learn how Synthread is able to coordinate with PKers and discover how widespread this coordiantion is.

Objective: Learn more about Synthread, its origins and who, if anyone, commands it.

Reward: 750 gold (250 gold awarded by each of the major guilds).

The Ramshackle House and Chambers of Grief Adventure Map

Below is the adventure map for The Ramshackle House and The Chambers of Grief. The map features three main areas — The Ramshackle House (rooms 1-5), Killz4LULZ’s Guild Chambers (10-15), and Synthread’s Lair (19-24). These areas are connected by a dungeon environment hosting those loyal to Synthread, members of Killz4LULZ, and other monsters.

The Chambers of Grief

Lighting within The Ramshackle House is generally dim. Lighting in areas 6-16 is dark. Lighting in areas 17-24 is dim. Areas within 10 feet of a Yggdrasil root are dark. In addition, Yggdrasil roots reduce the intensity of light sources within 20 feet by 1 level (bright light to dim light etc). Braziers marked on the map provide bright light out to 20 feet and dim light out to 40 feet. Wiltroot growth — marked dark green on the map — provides dim light.

Within The Chambers of Grief and throughout Mio Elysse, Yggdrasil root shadows also provide scrying pools for Synthread. The Drider can see anyone passing within 20 feet of a Yggdrasil root shadow so long as she’s focusing on that shadow. In addition, she may telepathically communicate with creatures in this zone. Finally, she may cast detect thoughts on any such creature. If one of her allies (either from Killz4LULZ or from her Drow contingent) steps into a Yggdrasil root shadow and calls Synthread’s name, she is immediately alerted and can then receive reports. In this way, it is likely that Synthread quickly becomes aware of the players. At which point, she will attempt to use detect thoughts (DC 13) on players entering Yggdrasil root shadows to gain more information about their plans.

Unlike monsters, Killz4LULZ members do not immediately die when reduced to zero hit points. Like player characters, they must fail three death saves. In addition, players cannot loot gear or money from dead Killz4LULZ members even outside of the safe zone. Like all players in the game, Killz4LULZ members possess teleportation crystals. However, these crystals have now been altered by Synthread. When activated, they can instead be used to teleport Killz4LULZ members to area 14 or to area 23. If large groups of Killz4LULZ members face defeat, particularly in areas 10-15, they will fall back to area 23 given the opportunity.

Areas marked C are Killz4LULZ checkpoints. They are each manned by two Bandits and commanded by one Thug. The Bandits are each armed with a Minor Deep Shard Scimitar and wear studded leather armor (AC 13). The Thug is armed with a Minor Deep Shard Mace and also wears studded leather armor (AC 12). Each Thug at these checkpoints is also equipped with a horn. If attacked, the Thugs spend a minor action to sound the horn which alerts all Killz4LULZ members in areas 10-15 and causes those in areas 10-12 and at the other checkpoint to mobilize.

Caverns with green floor have been polluted by an outgrowth of plants from Wiltroot. The soils of Wiltroot were corrupted by the toxic oily liquids of Lake Niflheim. An effect of these fluids allows plants to subsist in darkness by feeding on the life of animals and by drinking blood. Wiltroot and Killz4LULZ brings its victims to die in the Yggdrasil root shadows in these areas to both feed these dark mosses and grasses and to form Deep Shard. Eventually, these mosses and grasses will grow to spawn Twig Blights, Needle Blights, Vine Blights, Meenlocks, and other corrupted plant creatures.

Gridded Version of The Chambers of Grief

Yggdrasil roots within the Chambers of Grief contain higher amounts of oily toxins from Lake Niflheim. Examination of these roots using Arcana or Nature (DC 14), discovers the substance. Further examination reveals the toxin has a corrupting effect associated with undeath (DC 17). If the players have collected other root samples, they notice the same toxin in lesser amounts. Its discovery presents a mystery. Perhaps the root shadows themselves are not the source of the undead that so often appear near Yggdrasil roots. As these shadows have served as a gateway for Drow and Duergar, perhaps the shadows of Ginnungagap are merely a suitable environment for the undead that appear there.

Leveling — as the players progress, they may reach level 3 and possibly level 4 by the end of this adventure. Remember that players will need to return to Mio Elysse and visit an Inn to complete a long rest and to receive the training needed to gain a level. Time spent leveling will likely result in the players meeting more prepared and determined foes once they return.

Returning to the Ramshackle House

Your return to the Ramshackle House is, at first, uneventful. Players passing on the street now stay well away from the shadows. Word has spread of their danger, thanks in large part to your efforts. The tattered and dilapidated house still turns your eyes from it. Possessed, perhaps, by some Drow enchantment that repels sight. But the inky shadows spilling out toward Roc Talon Traders are unmistakable. You enter the shadows. WARNING: LEAVING SAFE ZONE flickers on your head’s up display. The dark building squats before you. Silent for now.

With members of its guild captured and players venturing on the streets of Mio Elysse at higher alert, Killz4LULZ has withdrawn to take stock, to assess, and to swell the ranks of its members. Synthread’s plans are coming close to fruition and the leader of Killz4LULZ — CLOWNFORCE9 — has pulled the bulk of his members back to the Chambers of Grief. Though The Ramshackle House is warded by a level 2 quest alert, neither Synthread nor CLOWNFORCE9 believe that barrier will last long. They’re aware that a higher level group of adventurers is likely on the way. The house has thus been fortified with a garrison of Drow and Killz4LULZ members even as Synthread and CLOWNFORCE9 continue to conduct raids and seek followers from other locations in Mio Elysse and elsewhere.

The Ramshackle House

1. Front Room

The door opens to a large room over-run by Yggdrasil roots and clogged with shadow. In contrast, various lanterns and a large fireplace spill light into this choking darkness. Near the fireplace are three figures. You assume by their gear that they are adventurers — members of the PKer guild Killz4LULZ. Shadows to your right and left block your vision, creating a kind of tunnel of darkness around you.

Clustered near the fireplace is the front room garrison provided by Killz4LULZ. Their leader is a Thug named BluntIS. He is armed with a Minor Deep Shard Mace — adding 1 point of necrotic damage on a critical hit. With him is MyURL, an Apprentice Wizard, armed with a Minor Deep Shard Dagger, and KithRA, an Acolyte also armed with a Minor Deep Shard Mace. This group is a recent rotation from Killz4LULZ. They are alerted by the Drow in the shadows of any non-stealthy approach by the players.

Two Drow stand in the Yggdrasil root shadows near the door. They are hidden (DC 14 Perception). Peering through cracks in the front wall facing the street, they monitor the entrance and alert their Killz4LULZ companions to the approach of any adventurers. Each Drow is armed with a Minor Deep Shard Short Sword.

The ceiling of this room in collapsed. A small platform of flooring remains intact near a window overlooking the street which is unoccupied. The stairs are rotten. Anyone walking on the stairs must make a DC 14 Acrobatics check or fall through the stairs into the closet underneath. Within the closet beneath the stairs (A) is a cluster of Yggdrasil roots. This area is a shrouded in darkness and is totally obscured. Lurking within the closet is a Swarm of Rot Grubs. The Rot Grubs attack anyone falling through the stairs or opening the closet door.

Treasure: The chest in the southwest contains a pair of fine boots worth 50 gold. The Drow wear two chain shirts (sellable for half value). Collectively, the Drow keep 7 gold, 16 silver, and 12 copper between them.

2. DArkFLYTE’s Room

DArkFLYTE is one of Killz4LULZ’s chief spies. She lurks in the Guild Hall, at Thunderale Tavern and among other gatherings of adventurers to listen to scuttlebutt, learn about prominent players, and to establish marks for PK ambushes or recruiting. Recently, she’s been coordinating with Chillsting (see Room 4) to develop a defense of The Chambers of Grief by fortifying the Ramshackle House against a potential assault.

DArkFLYTE is a rogue who uses the Spy stat block with the following exceptions. She is an elf with darkvision of 60 and wears studded leather armor (AC 14). She has a speed of 35 feet. She wields a Minor Deep Shard Short Sword and has a quiver filled with 20 Minor Deep Shard Quarrels for her hand crossbow.

If DArkFLYTE hears combat in room 1, she moves through the door to aid her allies and companions. Keeping to the Yggdrasil root shadows, she uses her cunning action to hide and then to attack with advantage. If the combat tips against DArkFLYTE, she uses her cunning action to flee to room 4. Once there, she directs the Meenlock Stinkbark toward the battle then uses the ladder to descend to area 6. If she makes it to area 6, she uses the boat to cross the waters, then knocks a hole in the boat. From there she moves on to warn CLOWNFORCE9 in area 15 and then steps into some Yggdrasil root shadows to send a message to Synthread. If unable to flee by this route, DArkFLYTE uses her teleport crystal to return to area 14. If DArkFLYTE is captured, she uses her social skills to plead for her life, then tries to escape at first opportunity.

Treasure: In addition to her Deep Shard items, DArkFLYTE wears an onyx tiara worth 50 gold. Her studded leather armor and hand crossbow are sellable at half value. All of these items are on her person. But she will use them for barter if the players will let her go. Her trunk has a secret compartment (DC 17 Perception) containing a pouch with 10 platinum pieces that she hasn’t yet added to her inventory.

3. Drow Reserve

Two Drow occupy this room. They’re the reserve rotation for the Drow presently in room 1. If the Drow in this room hear combat in area 1, they rally to aid their allies, arriving on round 2. Each Drow wields a Minor Deep Shard Shortsword in addition to their normal equipment.

Treasure: If the Drow are defeated, the players find 11 gold and 7 silver on them. In addition to their Deep Shard items, the players can also retrieve one sellable chain shirt. The trunk in this room contains normal Drow sized clothing.

4. Chillsting

Once she realized the Ramshackle House was under threat of attack, Synthread sent her lieutenant Chillsting to lead its defense. One of the first Drow to gain possession of a Deep Shard item, Chillsting has passed many times between Midgard and Svartalfheim. One of Wiltroot’s, first invaders, Chillsting spied on adventurers near Yggdrasil, led assaults against players, and has consulted with Shadowmaw. When Synthread established her own stronghold beneath the streets of Mio Elysse, Wiltroot sent Chillsting to aid Synthread with her invasion plans.

Walking within Yggdrasil’s root shadows for so long has left the oily mark of undeath on Chillsting. He contracted the Creeping Death (see Appendix) and transforming him into a terrible undead. Now a Sword Wraith Warrior, Chillsting lusts for the deaths of adventurers even more. Retaining his Drow cunning (Int 11, Wis 11, Cha 12), Chillsting has developed what he believes to be a strong defense against any assault by the players. If Chillsting hears combat in room 1, he lifts his Major Deep Shard Longsword (granting him +1 to hit and damage and an addtional 1 necrotic damage on a crit) and rushes to join the fray (arriving on round 3). Chillsting lusts for player deaths — attacking recklessly using his martial fury ability.

Treasure: The chest to the north of the room is locked (DC 20 Thievery). Inside are three bags of coins — 100 gold, 50 silver, 30 copper. Chillsting also holds a Major Deep Shard Longsword, wears a still serviceable chain shirt, carries a shield, and holds a longbow along with 20 arrows. All normal items are sellable at half price.

5. Open Pit

The floor boards in the southeast section of this room have been removed revealing an open pit. Along the pit’s edge Yggdrasil roots grow, spilling out cold shadows. A rickety ladder descends through mists and darkness. The sound of rushing water can be heard rising up from the pit below. Another Yggdrasil growth shrouds a section of the north wall in shadow.

A Meenlock named Stinkbark hides in the Yggdrasil roots along the north wall. He remains hidden (DC 21 Perception) unless the Yggdrasil roots are directly examined. If he hasn’t yet been alerted by DArkFLYTE, he waits for an opportune time to ambush the party. Descending the ladder, for example, provides an ideal moment for Stinkbark to strike. Stinkbark holds a Deep Shard in his mouth.

The rickety ladder descends fifty feet into area 6 ending on a small island amidst swirling waters (see area 6). The ladder is in ill repair (DC 12 Perception) and can only bear about four hundred pounds of weight. If the ladder is over-loaded, it will collapse. All on the ladder will fall. A person near the ladder’s upper section (within five feet of area 5’s floor) can grasp the floor and hang on by making a successful DC 13 Dexterity save. Everyone else on the ladder falls from their present height and onto the rocky island below.

Mists swirl ten feet below the pit’s edge. These mists are ten feet thick. The area they occupy is heavily obscured. When players break through the mist, they emerge thirty feet up the ladder in area 6. At this point, they are likely to attract the attention of the Ghoulish Giant Bat guards lurking in the chamber below.

6. The Chamber of Whirlpools

The roar of rushing water rises up as you descend through the mists. All around, darkness presses in as the ladder plunges down into blackness.

If the player on the ladder has a light source, read the following description:

Your light pushes against the blackness revealing an expansive cavern. Directly below you the ladder continues down to an island swarming with Yggdrasil root shadows. Surrounding the island are swirling waters riled by two whirlpools. A damp beach covered in cave rocks skirts the raging waters. From the chamber’s walls sprout numerous Yggdrasil root shadows — shrouding large sections of wall in darkness.

Three Ghoulish Giant Bats occupy this chamber. These monsters use the Giant Bat stat block with the following exceptions. They are Undead. They are immune to poison damage. They are immune to the charmed, exhausted, and poisoned conditions. They also possess the Ghoul claws attack action (including ghoul paralysis). These bats were among a number of pets kept by Synthread in Wiltroot. In Svartalfheim, they aided in her night-time hunts for prey. When Synthread came to Midgard, the bats journeyed with her. Frequent exposure to Yggdrasil’s death-tainted roots rising up from Niflheim and running through Ginnungagap stained the bats with the poisons of Lake Niflheim and rendered them undead. They cling to the wall, using the root shadows of Ginnungagap to hide while they scan the chamber with echolocation. The bats fly out to confront anyone entering the chamber. They recognize members of Killz4LULZ and the followers of Wiltroot. They will attack the players immediately as intruders.

Waters swirling around the island flow down from the waterfall in area 8 and under then bridge in area 7. They plunge through two whirlpools into a subterranean rapids that flow beneath Mio Elysse and finally spill out in a waterfall on Mio Elysse’s coast. Anyone swimming or boating in the areas marked by the whirlpools are pulled into these rapids. Without some form of water breathing, anyone caught in these rapids will drown as the passage to the coast takes ten minutes without air. Even with water breathing, those caught in the rapids are battered for 4d6 bludgeoning damage before being expelled in a waterfall that drops twenty feet into a coastal grotto. Swimming outside of the whirlpools is difficult (DC 19 Athletics). A successful Athletics check allows players to swim at half speed. Failure means swimmers make no progress and merely keep pace against the current. Failure by 5 or more while swimming in area 6 means the swimmers are drawn into the whirlpools.

A boat is either pulled ashore on the island or on the beach. Its location is dependent on whether DArkFLYTE passed through area 6 on her way to warn CLOWNFORCE9 and Synthread. If DArkFLYTE passed through, the boat is on the far shore with a hole in its bottom. If DArkFLYTE was captured or killed by the players or was forced to teleport, the boat is on the island. This boat is a small dingy capable of carrying two passengers at a time. It is equipped with oars and if launched from the far side of the island requires only a DC 12 Water Vehicles check or a DC 12 Dexterity check to row safely to the far shore. Failure means no progress is made. Failure by 5 or more means the boat is pulled into one of the whirlpools. A player holding an oar can make a DC 14 Dexterity saving throw to plant an oar in the bottom and prevent the boat from being drawn into a whirlpool. If two players are on the boat, both can attempt this saving throw. If one succeeds, then the boat is saved. Players who save the boat from the whirlpools can then again attempt Water Vehicles or Dexterity skill checks to bring them safely to shore.

7. Croaker’s Bridge

A fire burns in a pit beside a crude bridge. The bridge is a haphazard construction of logs and various debris crossing rapids rushing below. Hunkered down beside the fire is a large, green-skinned monster. He sits on a number of fat sacks. His black eyes follow you. Thrusting a warty hand toward you, he snarls “pay to pass.”

The monster is Croaker. A Troll, and an original monster who inhabited this area prior to the appearance of Synthread and Killz4LULZ, Croaker has occupied this narrow area. He demands tribute from anyone who passes. The cost of passage is 1 gold piece per person. Croaker is equally happy to fight and slay any who refuse the toll. He is always hungry and the profit from battle is often greater than from the tolls.

Practically anyone observing the bridge immediately realizes it is superficial and unnecessary (DC 8 Insight). The rapids here are swift and deep, but narrow. It is thus easy enough to cross them by jumping. In addition, anyone can walk around the beach in area 6 to get to either side of the rapids if need be.

Synthread and CLOWNFORCE9 have decided to allow Croaker to remain where he is. His tolls, though high priced, are not enough to disrupt their operations. In addition, he serves as a second line of defense against incursion.

Treasure: Croaker has accumulated 342 gold pieces which he holds in his sacks. In addition, he keeps a Wand of the War Mage +1 with the following additional property — whenever the wand is used as an arcane focus to cast Magic Missile, one additional bolt of force is produced. Croaker presently uses the wand as a tooth pick.

8. Fisher’s Falls

A subterranean river spills over a series of falls and down into a pool surrounded by a gravel beach. The water then swiftly flows west. The chamber’s ceiling rises about thirty feet above. Sections of the wall and ceiling are shrouded in pools of shadow.

A solitary Cave Fisher hunts from the ceiling of this chamber. Using its spider climb ability, it occupies a cleft above the room’s center. From this location, it can drop its adhesive filaments onto anyone below. Perceptive players who think to look up may spot the Cave Fisher with a successful active Perception Check (DC 15). Otherwise, a passive Perception of 20 reveals the Cave Fisher and its hiding place.

The Cave Fisher will typically pick a smaller target, drop its filament toward it, and wait for the target to become entangled. It then reels the prey to its location 30 feet above and attacks. Victims who free themselves fall into the water (1d4 bludgeoning damage) or onto the ground (3d6 bludgeoning damage). If a victim remains grappled, the Cave Fisher pulls it into the cleft, granting it half cover, and then proceeds to attack the victim with its claws.

Treasure: The Cave Fisher’s body, filaments, and alcoholic blood are all quiet valuable. Cave Fisher meat will sell for 50 gold, its alcoholic blood for 75 gold, and its filaments for 25 gold (150 gold total).

9. Root Gate to Nidavellir

The floor here takes on a greenish tint as strange mosses and grasses sprout and grow. They release a metallic odor that makes your eyes water. Up ahead, two large Yggdrasil roots flank a curtain of shadow interspersed with flickering lights. You recognize this as a root gateway. To where, you dare not guess.

This root gateway leads to a number of chambers beneath Nidavellir. These have also been occupied by Killz4LULZ and Drow. Though not yet as organized as the group here in Mio Elysse, they represent a serious threat to Nidavellir as Yggrasil roots also begin to disrupt that city’s safe zone.

The gateway is guarded by two Bandits — BRat9 and HahnTED — members of Killz4LULZ, two Drow, and one Bandit Captain — SMASHBALZ — from Killz4LULZ. Each Bandit wears studded leather armor (AC 13) and wields a Minor Deep Shard Scimitar. The Bandit Captain and the Drow each wield a Minor Deep Shard Shortsword.

Even if the players defeat this gate guard, they cannot use the gate unless they have possessed a Deep Shard item for more than ten days or are a Drow who presently possesses a Deep Shard item.

Treasure: In addition to the Drow equipment (players do not drop loot when killed or defeated), the Drow carry 3 platinum and 10 gold between them.

10, 11, and 12 — Killz4LULZ Garrisons

These three areas contain ready groups of Killz4LULZ raiders. Typically sent out to adventure on the surface in Midgard or to ambush weak and unsuspecting groups of players in areas where safe zones are flickering, these raid groups were recalled once members of Killz4LULZ were captured. CLOWNFORCE9 and other guild leaders have instead decided to focus efforts on defense until Wiltroot’s invasion plans unfold. The guild leadership is aware that Wiltroot and Doomshallow are planning their own separate but concordant assaults on Midgard. Killz4LULZ believes these attacks will provide an opportunity for revenge against those who targeted their members. In the meantime, the PKer guild has focused on defense.

If attacked, the defenders are quick to respond. They move swiftly and fight tactically — letting the heavier fighters shift to the front while taking pot-shots at range or attempting to flank. The Acolytes focus on healing and standing those at 0 hp back up. If half or more of the defenders are killed or knocked out, CLev7RWIT will order the remaining defenders to use their teleport crystals to fall back to area 14.

These PKer guild members relish nothing more than ambushing and bullying the weak. If they recognize fellow players, they are liberal with taunts, cut-downs, and intimidation as they attempt to wear down their foes will to fight. Though the rank and file are unlikely to show mercy, CLev7RWIT will recognize the value in capturing the players for questioning should such an event arise (a clever GM could turn a capture into an exciting series of skill challenges, for example).

Area 10 is home to three Bandits — FalayM8, WhyHERD, and TA8ntPANtZ — and one Acolyte named whiGGYN. If alerted by the horn, whiGGYN casts Bless on her companions as they advance to attack. She then saves her last two spell slots for Cure Wounds. All Bandits are armed with Minor Deep Shard Scimitars. The Acolyte is armed with a Minor Deep Shard Mace.

Sleeping mats and mess kits litter the area surrounding the brazier. A small sack of unallotted loot offers the only treasure.

Treasure: 11 gold, 7 silver.

Area 11’s camp has two Bandits 007Evylle, KLick01, an Acolyte HayWUDup, and a Wizard Apprentice PopFizFiz. At the horn’s signal, the adventurers here move swiftly to the alerting checkpoint. The Acolyte casts bless on himself and the two Bandits while en-route. Bandits are armed with Minor Deep Shard Scimitars. The Acolyte is armed with a Minor Deep Shard Mace. The Wizard Apprentice is armed with a Minor Deep Shard Dagger.

Treasure: 9 gold and 12 silver pieces can be found in the bedrolls and bags scattered across this chamber.

Area 12 serves as the command post for CLev7RWIT — a Veteran in charge of this outer ring of defense for the main Killz4LULZ guild hall in areas 13-15. CLev7RWIT is joined by HiLABEAST, a Bandit, WilEPete, an Acolyte, and a Sorcerer — THaSHoCKER (from BSO Ragnarok 1.25).

If alerted by the horns, CLev7RWIT sends his Bandit to warn CLOWNFORCE9 of a possible incursion then takes the rest of his group forward to investigate. On the way, the Acolyte casts Bless on himself, THaSHoCKER, and CLev7RWIT. THaSHoCKER will immediately recognize any players who fought against him and his companions at the Ramshackle House. When battle is joined, he’ll do his best to take down the party’s healers. If the battle goes against him and his fellow defenders, THaSHoCKER will flee to area 13. If the route to area 13 is blocked, he instead attempts to flee to area 23. Whichever route he takes, THaSHoCKER raises the alarm along the way. If unable to flee by foot, THaSHoCKER uses his teleport crystal to transport himself to area 14.

HiLABEAST holds a Minor Deep Shard Scimitar. WilEPete possesses a Minor Deep Shard Mace. CLev7RWIT holds a Major Deep Shard Longsword and a Minor Deep Shard Short Sword. THaSHoCKER retains his Minor Deep Shard Dagger.

Treasure: A small gaming table is covered with the left overs of a poker match totalling 4 platinum, 35 gold, and 43 silver.

13, 14 and 15 — Killz4LULZ’s Underground Guild Hall

This collection of underground chambers serves as Killz4LULZ’s makeshift guild hall. Here CLOWNFORCE9 plans raids, plots to bully and extort adventurers, and coordinates with Synthread’s designs to invade Midgard. The main features in this collection of rooms are the guard towers and the teleportation circle — both described in area 14.

Killz4LULZ Guild Hall

Area 13 houses Killz4LULZ’s heavy reaction team. Commanded by BREWTAL, a Veteran, this team is ready to respond to any attacks on the main guild hall in area 14. BREWTAL commands two Bandits, NuGGiTZ and SPangst55, and one Thug, GReeFEATER.

BREWTAL is a fanatic who enjoys nothing more than slaying players in combat. His armor bears eight skulls — each with a PK symbol drawn in blood red. These symbols of his player kills are plainly visible. He wades into battle with reckless abandon as he seeks new kills. His shouted insults ring out loudly through the din of combat. Though BREWTAL uses a Veteran’s stat block, his hit points are advanced to 78. He also has the reckless attack ability — allowing him to make attacks with advantage even as attacks against him are made with advantage.

NuGGiTZ and SPangst55 each wield a Minor Deep Shard Scimitar. GReeFEATER possesses a Minor Deep Shard Mace. BREWTAL rushes into combat with his Major Deep Shard Battle Axe and a Minor Deep Shard Hand Axe.

Treasure: A chest in the room’s south corner contains 134 gold, 99 silver, a tiger eye worth 25 gold, a peridot worth 25 gold, a Potion of Heroism and a Scroll of Aganazzar’s Scorcher.

Area 14 comprises Killz4LULZ’s main guild hall. When the players enter, read the following description:

The walls of this large chamber are covered in macabre graffiti. Scrawled leering faces, bleeding bodies, and other obscenities seem to jump toward you as you enter. Bedrolls and small tables lay clustered around fires at the bases of three looming towers. In the room’s center, a magic circle casts a green light onto the walls and ceiling. A curtain with the words Killz4LULZ covers a passage to the northeast.

The main features of this room are three towers to the northeast, east, and southeast and the magic circle at the room’s center. Fires burning at the base of each tower and the magic circle’s green light provide dim illumination. A cluster of Yggdrasil roots in the east wall creates an oily pool of darkness.

Each tower is manned by one Bandit and one Wizard Apprentice. The towers provide half cover. They are accessible by 10 foot tall ladders. Moving up the ladders reduces speed by half. Clustered around the magic circle are three Acolytes. If wounded Killz4LULZ members appear in the magic circle, the Acolytes first cast Cure Wounds. They continue healing their companions until they are out of spells at which point they engage in combat. Huddled within the Yggdrasil root shadows are two Meenlocks. The Meenlocks are agents of Synthread. They creep out to opportunistically attack players after one round of combat.

If DArkFLYTE successfully withdrew from the Ramshackle House, she occupies the central tower. From there, she’ll attack players at range. If the tide of battle shifts against Killz4LULZ, DArkFLYTE will use her teleportation crystal to travel to the magic circle in area 23. From there she warns Synthread of Killz4LULZ impending defeat.

The Bandits are CRewLAR, PunkODIN, and VivICE. They’re each armed with a Minor Deep Shard Short Sword. The Wizard Apprentices are SOXstank, ColeFYR, and JeLLyJET. Each wields a Minor Deep Shard Dagger. The Acolytes are NoTOUCH, BLYzART, and WarZYN. They use Minor Deep Shard Maces.

The Creeping Death: If members of Killz4LULZ are captured, there is a 50 percent chance that each displays long term effects from holding a Deep Shard item and from passing through Yggdrasil root gates. Yggdrasil roots are tainted by the oily liquids of Lake Niflheim — the Lake of the Dead. The roots thus exude a necrotic influence. Each time the root gates are used, living players and monsters must make a DC 10 Constitution save. If they fail, they have contracted the Creeping Death — a disease that will turn them into an undead if they fail three DC 13 Constitution saves before they succeed on three such saves. Those contracting this disease make saves at the end of each day until they are either well or transformed into an undead. The type of undead they become depends on their level or hit dice (1-2: zombie or skeleton (50 percent), 3-4: Shadow, 4-5: Sword Wraith Warrior, 5-6+: Wraith). Those afflicted by the Creeping Death are visibly ill (DC 13 Insight or a DC 10 Medicine check). An Arcana or Religion check (DC 15) reveals that those sick with this illness exhibit some undead traits.

Treasure: Scattered around the room are 124 gold, 77 silver, and 88 copper.

Area 15 is sectioned off by a banner painted with “Killz4LULZ.” Behind the barrier is CLOWNFORCE9’s command room. He is attended by his aide — an Acolyte named SIMPath — and a Drow agent of Synthread named Bluet.

CLOWNFORCE9 is a Bard with the following changes. He has a Charisma and Dexterity of 16. He wears +1 studded leather armor (AC 16). Charm person is replaced with cause fear on his first level list. Invisibility is replaced with mirror image on his second level list. He wields a Major Deep Shard Rapier. He also possesses the psychic blades (+2d6 up to three times) and words of terror abilities from the College of Whispers. CLOWNFORCE9 uses his first round of combat to cast mirror image, then gleefully joins in battle.

CLOWNFORCE9 is a terrifying presence. He wears white make-up in the design of a skull on his face. His red-dyed, spiked hair is reminiscent of blood. His bardic magic manifests as bloody spectral spikes that pierce the hearts and ears of those he engages with in combat.

The Acolyte SIMPath is a lovingly devout follower of his leader. In combat, he casts Bless on CLOWNFORCE9, himself and Bluet, then saves his healing spells for his leader.

Bluet is a special agent of Synthread sent to monitor CLOWNFORCE9 and Killz4LULZ. A Drow of Wiltroot, Bluet has grown sick at heart for the fall of the once vital forest into corruption and undeath. Her work with the maniacal leader of Killz4LULZ, who glories only in terror and death, has added to her malaise. Though she has dutifully served Synthread and given no sign of her deeper regrets, Bluet is searching for an opportunity to escape. If the players attack Killz4LULZ, Bluet moves out with CLOWNFORCE9 and SIMPath. She then uses her movement to shift closer to the players even as she turns to cast Faerie Fire on a large cluster of Killz4LULZ members.

If Bluet survives, she can provide a wealth of information to the players. She is a former resident of Wiltroot. She witnessed the forest’s fall into corruption as Doomshallow intensified his mining efforts. She knows about the Creeping Death — that it is caused by passage along Yggdrasil’s roots. And she knows that the undeath comes from Yggdrasil’s roots plunging down into Lake Niflheim and drawing their death-tainted waters up with them as they expand up through the lower regions of the Ginnungagap.

Treasure: A war chest contains 351 gold, 113 silver, a topaz worth 150 gold and a sapphire worth 150 gold. Among the treasure is also a crystal needle filled with a glowing reddish ink and set with a backing shaped like a heart. This magical needle is a Lifewell Tattoo. When attuned, the needle scribes an intricate heart-shaped tattoo about the size of a fist on an area of skin chosen by the player.

16. The Confused Dead

A Yggdrasil root belches a pool of darkness into this chamber. Within the darkness, you hear the shuffling feet of various undead. As you watch, two zombies, one Drow, one human, lurch from the darkness toward you. The looks on their faces displays momentary confusion. The Drow is clothed in the regalia of Svartalfheim, the human has Killz4LULZ painted across the remnants of a hide armor breastplate.

This room contains two Zombies, two Skeletons, and one Shadow. They are Drow and members of Killz4LULZ banished here after contracting the Creeping Death. They await Synthread’s summons — as Synthread is able to command undead created by this terrible disease. As recently transformed undead, they act sluggishly and have disadvantage on any initiative rolls. However, like most undead, they will attack the living. Drow and Killz4LULZ members thus avoid this chamber as they wait for Synthread to assert her control.

17. Root Gate to Losaelfar

An unnatural growth of glowing grass and moss casts dim illumination about this chamber. Two large Yggdrasil roots grow from the southwest wall. A pall of darkness blankets the area between them. Within the darkness, a swarm of winking yellow lights drift. You recognize the area between the Yggdrasil roots as a gateway. Perhaps it leads to Svartalfheim. Perhaps elsewhere.

Two Needle Blights, Two Drow, a Meenlock and a Sword Wraith Warrior named Valanthis guard this gateway. Valanthis was once a Drow. But he has succumbed to the Creeping Death and transformed into an undead after numerous journeys along Yggdrasil’s tainted roots. He is now charged by Synthread to guard the root gate leading to chambers beneath Losaelfar. As with Nidavellir, a combination of Drow from Wiltroot and Killz4LULZ members have also established a foothold beneath Losaelfar. There they prey on players where safe zones fail and when the opportunity arises. Each Drow carries a Minor Deep Shard Short Sword. The Meenlock and the Twig Blights hold Deep Shards in their mouths. Valanthis wields a Major Deep Shard Longsword.

Treasure: In addition to the various Deep Shard items, the monsters drop 4 platinum, 22 gold and 42 silver if they are slain.

18. Flumph Philosophy

Wafts of metallic stench rise from the floor’s unnatural growths as you approach this chamber. Up ahead, the fungus and lichen rise up in a veritable garden. As you come closer to this profusion, the foul air suddenly clears. Floating within the rich fungus is a plate-like creature. Two eye stalks sprout from its shiny, gelatinous body. Beneath it wave at least twenty blue tendrils. The creature seems to exude emotion. As it drifts forward, you feel equal parts kindness and curiosity wafting out from it.

The creature, of course, is a Flumph named Delfina. Delfina has occupied this cavern since the game’s commencement. It is a kind creature who has developed a deep sympathy for the players’ plight. Stuck here among Drow and PKers she does her best to be a good listener. Though she is horrified by Killz4LULZ penchant for violence and by the Drow’s own ambitions to invade Midgard, she does her best to blunt their darkest passions. Though she is mostly unsuccessful, neither group views her as a threat. Since she is a good listener, members of each group often come into the soothing airs of this chamber to unburden their thoughts.

Delfina’s favorite visitor, however, was Peter Smith. A captive of Killz4LULZ, Peter convinced CLOWNFORCE9 that he wanted to be a full member of the PKer guild. Peter wasn’t telling the truth, though. He just wanted free reign to wander about in the Drow section of The Chambers of Grief. Peter had glimpsed the Drow Queen Wiltroot from afar. Her look of profound sadness beguiled him. Ever since, he sought for a way to journey to her. He procured a Minor Dark Shard Item and joined the ranks of Killz4LULZ. Though he never killed another player, Peter was not proud of his time with the griefer guild. After ten days, he slipped off into Synthread’s domain and made his way to Svartalfheim through Wiltroot’s Tree Tangle.

Peter often came to visit Delfina. So the Flumph knows much of his story. He also shared his plans with her to enter Svartalfheim. Delfina worries terribly over the fate of her friend. Delfina knows that Wiltroot is almost certain death. Even if conflicted, she represents a mortal threat to Peter. Once Delphina is able to suss out the players, she confesses her worry to them and asks them to venture to Svartalfheim to find and save Peter (resulting in the new Quest Alert — Find and Save Peter Smith!!).

Delfina is also able to provide the players with general information about Synthread and the Drow. She tells them that they have Meenlock, Twig Blight, and Mad Dwarf (Redcap) servants. She also tells them that some of the Drow have ‘gone undead’ due to exposure to Yggdrasil’s tainted roots. If the players ask her about the roots, she tells them that the taint of undeath they bear is due to them dredging up the oily liquids of Lake Niflheim.

19, 20 and 21 Captain Xyndar’s Anvil of Darkness

A Sword Wraith Warrior by the name of Captain Xyndar commands a group of six Drow in area 19. Each Drow is equipped with a Minor Deep Shard Short Sword. Captain Xyndar holds a Major Deep Shard Rapier. In addition, these Drow and Captain Xyndar have each received the Blossom of Dark Eyes blessing from Wiltroot. This gift creates a black rose petal growth around their eyes and allows them to see in magical darkness.

Captain Xyndar keeps two Drow on constant alert near the passage intersection. If the Drow sense intruders, they signal to Xyndar who immediately sends a warning to Synthread through the Yggdrasil root shadows on the chamber’s southeast end. Synthread then alerts the four Meenlocks in area 20 and 21 (two in each area). Each Meenlock in these areas holds a Deep Shard in its mouth and has also received the Blossom of Dark Eyes blessing.

Once the alert has been sent, three Drow each cast Darkness. The other three Drow and Xyndar attack — using the Darkness as cover and to gain advantage. On round 2, the other three Drow cast Darkness. Meanwhile, the Meenlocks from area 21 rush down the Yggdrasil root shadows to area 19 by round 2. The Meenlocks from area 20 scamper down the corridor toward the invaders.

If the players defeat this ambush, it is almost certain that Synthread has now been put on high alert and is ready for the player’s approach. Depending on the situation, she may order a further sortie from her forces in area 22, 23, and 24. If Xyndar is able to, he will retreat through the root shadows to area 23. From there, he will help to coordinate Synthread’s defense and counter-attacks.

Treasure: Captain Xyndar has a silk purse that contains 25 platinum pieces. The remaining Drow keep 27 gold and 72 silver.

22, 23, and 24 Synthread’s Lair

This area is Synthread’s lair beneath Mio Elysse from which she sends her Drow spies, coordinates with her PKer allies, and works with Wiltroot to plan a larger invasion of Midgard. If the players do not defeat Synthread here, she will constitute a large and dangerous force to invade Midgard’s cities and safe zones. Defeating her will severely hamper Wiltroot’s invasion. However, she will still be able to use her other bases beneath Nidavellir and Losaelfar to mount smaller invasions. The main threat, if the players succeed here, will come from Shadowmaw and Goblin Town during chapter 4 of this adventure series.

The entire floor of Synthread’s lair is covered with a thin growth of corrupted plants drinking from the deathly liquids of Lake Niflheim. These plants grow without sunlight, emit their own ghostly glow, and exude a foul metallic stench. The ghostly glow they emit provides dim light in areas 22, 23, and 24.

Areas of Yggdrasil roots here serve as Synthread’s eyes and paths. She can see through any Yggdrasil root shadows and travel through them instantly as if passing into adjacent terrain.

Battle map for Synthread’s Lair

Area 22 holds a garrison of four Drow led by a Redcap named Skullstomp. Originally a Duergar in the service of Doomshallow, Skullstomp was among a group of shrunken dwarves who migrated to Wiltroot after being rejected by Soria. Over the years, they’ve taken on fey aspects, transforming into Redcaps. Skullstomp has worked with Synthread for many years and has secured her confidence. If attacked, he orders two Drow forward while the second two cast faerie fire. He then wades into battle with reckless abandon.

Each Drow holds a Minor Deep Shard Shortsword.

Treasure: The Drow drop 7 platinum, 23 gold, and 12 silver. Skullstomp carries a sack holding a peridot, an amethyst and a topaz. The peridot and amethyst are each worth 50 gold. The topaz is worth 100 gold.

Area 23 is dominated by Synthread’s teleportation circle — a magical link to her Killz4LULZ allies. Members of Killz4LULZ may have fled here if the party attacked the Killz4LULZ guild hall in areas 13, 14, and 15. All Killz4LULZ members have added this teleportation circle’s address to their teleport crystals. If they do teleport in, wounded members of Killz4LULZ will receive aid in the form of cure wounds from PUTynFASCION and THudFLUFFER.

This location is commanded by a Drow Druid named Bluebark. Bluebark uses the Druid stat block but also possesses a Drow’s innate darkvision and spellcasting. Bluebark commands two Drow and two Acolytes from Killz4LULZ named PUTynFASCION and THudFLUFFER. If attacked, she pivots to provide support for Synthread by attempting to flank and/or lock down players as they attack.

Each Drow holds a Minor Deep Shard Shortsword. The Acolytes wield Minor Deep Shard Maces. The Drow Druid holds a Minor Deep Shard Scimitar.

Treasure: The Drow Druid holds a rose quartz worth 100 gold. The Drow have 3 platinum and 5 gold between them.

Area 24 is dominated by Synthread’s Tree, Yggdrasil root shadows, a tangled wall of thorns springing up from the unnatural floor growth, and a gateway to Svartalfheim at the tree’s base. The following flavor text sets the scene:

A massive tree covered in oily bark and sprouting leaves dripping with a toxic substance grows in the corner of this large chamber. At its base, Yggdrasil roots spill shadows. Near the southwest corner, a root gateway to another realm spills both darkness and flickering light. Around the tree runs a hedge of thick thorns bulging with Yggdrasil root shadows. Within the tree is a large spider and dark-elf hybrid. She stares balefully down at you with red eyes that seem to bloom out of black rose petals.

Squares containing thorny vines are difficult terrain to players. In addition, any player walking through a thorny vine square takes 1d4 damage per 5 feet as they are lashed by these dark and spikey growths. Two areas of darkness spread by Yggdrasil roots within the thorns contain a Meenlock. Two Vine Blights (Monster Manual, 32) also inhabit this growth. These monsters advance to try to entangle and constrict any players who approach Synthread’s Tree. The vines ignore Drow, Vine Blights, Meenlocks, Synthread and her other allies.

A Yggdrasil root gateway to the Tangle Tree in Svartalfheim’s Wiltroot forest is in Synthread’s Tree’s southeast corner. It is guarded by two Drow. The gateway leads directly to Wiltroot Forest. But it cannot be accessed by players unless they have held a Deep Shard item for ten days or more. Each Drow holds a Minor Deep Shard Scimitar.

Synthread’s Tree rises fifty feet to the chamber’s ceiling. From her perch on the Tree, Synthread can easily observe all of area 23 and 24 while commanding her followers by telepathy. Synthread is a Drider with the following exceptions. Synthread has received the Blossom of Dark Eyes blessing from Wiltroot — allowing her to see in magical darkness. She can communicate telepathically with any creature of Svartalfheim who stands on the toxic growth of Wiltroot blanketing this chamber. She can use a bonus action to teleport to any square filled by a Yggdrasil root shadow. Synthread wields a Major Deep Shard Longsword. At the first sign of trouble — likely coming from a player incursion into area 22 — Synthread casts darkness on her sword. She then uses the Yggdrasil root shadows to teleport around her lair to hit the players where they are most vulnerable or to fire arrows at them from brambles in front of her tree in an attempt to lure them there. Synthread will have used the Yggdrasil root shadows to spy on the players in advance of any assault on her lair to assess their capabilities. If she senses any weaknesses in the party’s cohesion through her ability to detect thoughts, she attempts to exploit these to sow fear and doubt during the battle.

Treasure: A root at the base of Synthread’s tree creates a bowl in which she keeps her treasure. Here is 55 platinum and 101 gold, two diamonds worth 250 gold each, and a scimitar scabbarded in black leather woven with spider silk (150 gold value). The scimitar is a dormant legendary item named Moonscythe (See Appendix) — a special magical silvered weapon.

APPENDIX

This module includes one new magic item in the form of Moonscythe.

Magic Items

Moonscythe (Legendary, Weapon, Dormant)

This item appears to be a mithral scimitar etched with three elfish runes. When drawn in anger or self-defense, the runes flare with pearlescence, creating an area of dim light in a 20 foot radius. All creatures within the radius of this light, including the wielder, have advantage on death saving throws.

Moonscythe is a +1 silvered weapon at present. Otherwise, it acts as a Moon Sickle.

BSO Ragnarok 1.30: Troubles Rise From Yggdrasil’s Roots Part 1 — Goblin Town, The Hollow of Horrors, and Shadow Maw

Welcome to Part 3 of the Deep Dark of Svartalfheim — an unofficial, unaffiliated OGL Dungeons and Dragons adventure designed to take characters from level 1 all the way to level 5-7! This is the third module provided for the larger BSO Ragnarök campaign. Here, the PCs continue their journey as unlikely heroes in the BSO Ragnarök setting. It is also part 1 of the adventure — Troubles Rise from Yggdrasil’s Roots.

Toubles Rise — provides players with a choice of two paths. They can decide to enter Goblin Town — a new gathering of monsters led by Shadow Maw in the hills near Yggdrasil. Or they can decide to investigate the Ramshackle House — which is occupied by PKers in service to Svartalfheim’s lord King Doomshallow. Each opens to a dungeon that characters can explore — providing monsters and/or PKers to defeat, mysteries to uncover, and treasure to be won. These adventures are designed for a party of 4-6 level 2 adventurers and will take the players to level 3-4 when completed. Which path the characters choose will determine the events of the next chapter in the Deep Dark of Svartalfheim series — Safe Zones Lost, Midgard Invaded.

Updated Midgard Campaign Map Including Recent Key Locations. Original map made by Ted Burgess.

To make Troubles Rise… less cumbersome as a blog post, it has been broken into two parts. Part 1 — describing Goblin Town, The Hollow of Horrors, and Shadow Maw is provided below. Part 2 will publish about a week or two after Part 1.

I am running Battlestorm Ragnarök as a live campaign. Play is live-streamed on Twitch Saturday Nights about once every three weeks at Ted Burgess’s Twitch page. Afterward, videos of these live games along with character profiles are provided here in the Battlestorm Ragnarök Campaign Archive. In addition, I’m providing walk-throughs of these published modules about once every two weeks every Sunday or Monday Night on my Twitch page.

Below is the Goblin Town, Hollow of Horrors and Shadow Maw section of the Dungeons and Dragons adventure module Troubles Rise From Yddgrasil’s Roots. Enjoy it here for free.

Because we love WOTC and want to promote their original gaming products — the books and electronic guides we use to play our games — I’m listing some links here. Please check them out if you haven’t already: The Monster Manual, The Player’s Handbook, The Dungeon Master’s Guide, Volo’s Guide to Monsters, Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, Sword Coast Adventurer’s Guide.

(Warning: if you are a player in the Battlestorm Online Ragnarok campaign setting STOP READING NOW.)

Walkthrough of Trouble’s Rise — Goblin Town, The Hollow of Horrors and Shadow Maw

INVESTIGATION OF OMINOUS SIGNS REVEAL TWO CHOICES FOR OUR PLAYERS — TAKE ON GOBLIN TOWN OR INVESTIGATE THE RAMSHACKLE HUT

The players have now begun to learn quite a lot about the new troubles besetting Midgard. Following the rescue of Raven and the bittersweet reunion with her daughter Thalia, our heroes went on to uncover up to two new threats facing Midgard. The first is a town of monsters forming in the hills to the East of Yggdrasil. The second is a PKer guild that preys on adventurers in the weakening safe zones of Mio Elysse while hiding out in a Ramshackle House that has been cast into darkness by Yggdrasil’s roots. Depending on the course of your campaign, the players may have completed one or both of these quests before reaching level 2. If they have completed both, give them the Quest Alert below and the Quest Alert from Troubles Rise Part 2.

If the players decide to Slay Shadow Maw, read the following recap and introduction below. If the players decide to Investigate the Ramshackle House and Apprehend the Leaders of Kills4LULZ, skip this section and go on to Troubles Rise Part 2 (Publishing on this blog site in about 1-2 weeks).

Venturing into Midgard beneath the new star’s blue light — a star Astrid’s prophecy reveled to you is the very Eye of Odin come to gaze upon the void — you discovered dark shadows and odd happenings among Yggdrasil’s Roots. At Hobgoblin Hill, you found monsters spawning among an old tower’s ruins wandering away from their lair. These hobgoblins had been freed by Yggdrasil’s roots — which unbound them from their typical range near the Hill’s ruins and allowed them to wander through Midgard. You also learned that these roots brought with them the cold, deep shadows of Ginnungagap. Appearing to devour lands in darkness, these pools of void spawned living shades who emerged to strike you with ghostly hands. Each ethereal touch brought with it a weakening chill — pulling you down into the void to fill ranks of shadows. Luckily, you survived your encounter with these undead.

You learned that the hobgoblins weren’t simply wandering about aimlessly. The hobgoblins instead traveled directly to a hidden destination. About a half mile away from Hobgoblin Hill was a hollow mouth in a valley wall spewing out the swirling waters of a subterranean stream. This cave mouth was guarded by two watch towers and a wooden gate. Within the cave, lights from oily fires gleamed and wicked laughter could be heard.

As you approached the cave, a new feature appeared on your player map — labeling the opening as an entrance to Goblin Town. You were unable to venture too close to Goblin Town, though, as you were spotted by goblin scouts hiding within a wooded area leading up to the cave mouth’s opening. These scouts attacked you even as they raised the alarm at Goblin Town’s gates. As Goblins and Hobgoblins swarmed out, you were forced to flee.

You returned to your home town with crucial new information. Yggdrasil’s roots dredged up shadows of void. These shadows somehow freed monsters to roam about in Midgard. Even worse, the monsters freed in this way were gathering together — filling up a macabre new town in Midgard’s hills. The goblins and hobgoblins in this town now pose a major threat to every adventurer in Midgard. For from its gates issue war bands. One day it may belch forth an army of monsters!

Disturbed by this knowledge, your rest is troubled. You realize your Inn is just an ephemeral haven within a safe zone beset by myriad troubles. Yggdrasil’s Roots are dredging up the void’s very substance. Their darkness brings undead, creates bridges between Midgard and entire dungeon realms like Svartalfheim, and perhaps worst of all, allows monsters to wander freely in Midgard, to gather, and to even form armies. Following your unsettled rest, you receive a notification from RubyNight — NEW QUEST AVAILABLE!! SLAY SHADOW MAW OF GOBLIN TOWN!! URGENT NEED TO COMPLETE!! MEET WITH QUEST-GIVER RUBYNIGHT TO RECIEVE!! After all you’ve been through over the past couple of days, you understand Ruby’s fears all-too-well.

Helpful Hints from RubyNight — Goblins Fleeing Shadow Maw’s Devouring Jaws

Ruby, as usual, is available to meet at the Guild Hall during the day or at Thunderale Tavern during night-time (see Ominous Signs Part 1). At their meeting, Ruby expresses her relief that the players returned safely after nearly having to face a horde of monsters issuing from the gates of Goblin Town. Ruby seems sheepish about asking them return to danger so soon. But she believes she may be able to provide them with helpful hints on how to approach Goblin Town. While the players were away, another adventuring group scouted the lands surrounding Goblin Town on a Quest for RubyNight. They discovered some of the goblins within the Town were trying to escape into the surrounding lands. When approached, the goblins at first cowered in fear — begging for their lives. They gladly gave information in return. The reason why they fled was to escape to devouring jaws of Shadow Maw — a fiendish hound-like creature that can turn into a goblin but is also said to eat them. The adventurers found that Shadow Maw is the organizing force behind Goblin Town. RubyNight believes that letting such a powerful and dangerous leader of monsters — able to organize forces on such a massive scale — could result in terror reigning across Midgard. So, even though she knows the risks are high, she asks the players to sneak into Goblin Town and take down Shadow Maw.

New Quest From RubyNight — Slay Shadow Maw the Boss of Goblin Town

A new darkness has emerged in Midgard. It is a fiendish hound of King Doomshallow who is now swelling the might of this dark lord by building him armies both in Midgard and in Svartalfheim. If the players undertake this quest, they will directly confront the horrific creature that is Shadow Maw — Queen of Goblin Town and huntress in the Hollows of Horror that open behind it. What follows is the story of how Shadow Maw came to rule Goblin Town. It is essential reading for the Dungeon Master as the players will either confront Shadow Maw now or later. If the players instead decide to investigate the Ramshackle House, they’ll be faced with Shadow Maw in the next chapter of this adventure series — Safe Zones Lost, Midgard Invaded.

Quest Background: Shadow Maw, the Terrible Barghest Queen of Goblin Town

Shadow Maw is indeed the organizing terror behind Goblin Town. A Barghest with some modifications, Shadow Maw is a fiendish ‘hound’ of King Doomshallow of Svartalfheim. Given free reign to hunt, one day Shadow Maw discovered a root of Yggdrasil emerging from a tunnel floor within Svartalfheim. Shadow Maw found that the shadows around the root created a pathway to a cave within Midgard. Confined to the shadows and unable to venture further into this tantalizing new realm, Shadow Maw was about to stalk back to her home when she saw the flickering of torchlight. A lone adventurer had found the cave and was searching it for monsters. Shadow Maw slunk back into the darkness, transformed into her goblin form, and made a stumbling noise to attract the adventurer. Upon seeing the goblin, the adventurer charged only to find himself facing against a horrific fiendish predator. Shadow Maw made short work of the adventurer who died — leaving a fragment of Deep Shard as remains. Shadow Maw then devoured the Deep Shard. Finding its darkly rich taste to her liking, Shadow Maw decided to lair in the cave.

After killing two more adventurers and devouring their remnant Deep Shards as well, Shadow Maw discovered she could now roam freely about Midgard. Venturing out, she found a wandering group of goblins. After killing their leader, she brought the goblins back to the cave as her servants and protectors. By talking with her new servants, she learned of other goblins and hobgoblins wandering the lands after Yggdrasil’s roots had freed them. She sent out her dark power to these goblinkin — drawing them to her. Soon after, Goblin Town was founded.

Shadow Maw continued to devour goblins, adventurers, and deep shard remnants as her tastes dictated. But she found her hunger increased even as a darkness began to spill from her mouth. She thought little of her cravings. After a time, two emissaries of King Doomshallow — one Duergar and one Drow — arrived. They brought with them a message which read — “Your gifts of servants have made you the greatest of my hounds. We shall use them in our coming war against Midgard. Continue. Gather your forces and send me more of these servants. I find them both wonderous and dark.”

Each time Shadow Maw devoured a goblin or a hobgoblin, they were transformed into a Skeleton, Zombie, or a Shadow and sent to serve King Doomshallow. Each time she destroyed an adventurer, another Deep Shard added to the might of the darkness gathering within her. Now she rules Goblin Town from her dark throne at the end of her Hollow of Horrors — her tunneled hunting grounds where she takes goblins, hobgoblins, and adventurers alike for sport and to swell the ranks of King Doomshallow’s armies. Goblins and Hobgoblins in Goblin Town have fractured under Shadow Maw into three rough groups. The first are fanatical devotees who believe that serving Shadow Maw will grant them preferential treatment (sometimes she does, but Shadow Maw is fickle). The second are those whose AIs haven’t yet developed a sense of self preservation. They follow Shadow Maw automatically and in an uncaring fashion, although they sometimes display confusion over their present circumstances. The third group are those who’ve realized Shadow Maw presents a terrible danger to them. Some of this group fled and asked for help from adventurers. The rest live in a constant state of terror in Goblin Town and may give adventurers subtle aid as they move to confront the Barghest.

Quest Alert: Infiltrate Goblin Town and Slay Shadow Maw

Make a copy of the following green highlighted text to give to the players when they receive this Quest from RubyNight:

Situation: Monsters are gathering in Goblin Town in large numbers. They represent a threat to all who travel across the central lands of Midgard. They are mostly Goblins and Hobgoblins organized and led by Shadow Maw — a creature that can take either the form of fiendish hound or a goblin. Shadow Maw rules over goblin town through terror. She hunts and devours her own subjects. She has also killed a number of adventurers.

Objective: Infiltrate Goblin Town and slay Shadow Maw.

Objective: Disrupt and disperse the monsters gathered in Goblin Town.

Objective: Some goblins live in fear of being devoured by Shadow Maw. If possible, find these goblins and seek their aid in your attack on Shadow Maw.

Objective: Learn more about Shadow Maw, its origins, and the gathering of monsters in Goblin Town.

Reward: 750 gold (250 gold awarded by each of the major guilds).

Hobgoblin Raiders and Sneaking into Goblin Town

After the players accept this quest, they must then journey to Goblin Town and plan their entry into its dungeon environment. Goblin Town is to the east of Yggdrasil in a hilly region of land that spills down into plains. Nestled in a valley, the town features only one entrance which is guarded by a wooden wall, a simple gate, and two wooden watch towers. Use the Midgard campaign map (updated above) for the players’ overland journey. You may wish to include a random encounter appropriate for level 2 characters along the way. The lands away from towns and safe zones should begin to feel more dangerous. You can add to this tensions by making the monsters seem more bold and aggressive. For example, an ambush by a roving Giant Spider or a group of two Giant Frogs might help to set the tone.

Hobgoblin Raiders

Once the players reach Goblin Town’s environs, they may begin to notice some changes. So long as at least one party member has a passive Perception of 10, read the following description.

The woods ahead are now a familiar outlier which you know screens Goblin Town’s ugly entrance. Lurking within is a group of four heavily armed hobgoblins. They move outward swiftly, finger weapons, and seem ready for a fight.

Regardless, when the players arrive in the vicinity of Goblin Town, they encounter a band of four Hobgoblin (Monster Manual, 186) raiders who immediately attack once they see the party. They are one of four groups sent out by Shadow Maw to raid travelers passing near Goblin Town and should be positioned in the woods leading up to the gate. If the party is stealthy, they may avoid the raiders who have a passive perception of 10.

Map of Goblin Town’s Entrance and its surrounding lands. Battle map is sized for 37×40 5 foot grid squares.

Treasure: The hobgoblin raiders drop 4 gold, 12 silver, and 10 copper. They each wear chainmail and a shield, carry a longsword and a longbow and have quivers with ten arrows (40 total). Their gear can be sold for half value in a Home Town. In addition, their clothes and equipment can be donned by players attempting to disguise themselves to enter Goblin Town (see below).

Entering Goblin Town

Loud shrieks, wicked lights, and oily smoke spills from the cave entrance to Goblin Town. A river of polluted water flows out between two rickety towers and through an opening in a wooden palisade wall. Two hobgoblins guard a gate in the wall. You see four pairs of goblin eyes peering out from fighting platforms on the towers.

After dealing with the hobgoblin raiders, the party must then devise a way to enter Goblin Town. The gate is presently guarded by two Hobgoblins. In addition, four Goblins man the towers — with two in each tower. If the party engaged with the hobgoblin raiders in the woods, those manning the gates and the towers are on heightened alert. Players attempting to sneak into Goblin Tower make stealth checks at disadvantage as a result.

Treasure: These goblins and hobgoblins drop 6 gold, 15 silver, 8 copper and one topaz worth 5 gold. The only gear that’s retrievable after the fight is 20 arrows, one suit of chainmail (half value), and one longsword (half value).

A Tough Fight

Fighting the guards is a rather bad idea as it will result in eight goblins and four hobgoblins arriving two rounds after combat begins (from area 1 in Goblin Town below) so long as one of the goblins in the towers rings one of the alarm bells hanging inside the towers. If these bells are rung, residents of Goblin Town are also on put on high alert (see below). If both groups of guards are defeated at the gate, the PCs may continue into Goblin Town, but are likely to face further combat against large groups of monsters.

Sneaking Into Goblin Town

For those attempting to sneak in, there is little cover or concealment on land. Hiding in the hills behind the gate is possible for those making successful athletics checks to climb into the hills (DC 10), Stealth checks to avoid being seen by the guards while climbing the hills (DC 10), and final Stealth checks to drop down behind the gate and into the cave entrance from above without being noticed (DC 15). Jumping down from the hills into the cave also requires a DC 13 Athletics check to avoid taking 1d6 damage from the fall.

The river provides another means of possible stealth entrance for the players. Those making successful Athletics checks (DC 13) may swim against the current. They must stay beneath the water, holding their breath, and make successful DC 10 Stealth checks to avoid detection. They must then scale the waterfall from beneath the flow of water — requiring a DC 15 Athletics check. Once scaling the waterfall, they must again swim underwater for another twenty feet into the cave to avoid detection (DC 10 Stealth and DC 13 Athletics).

Bluffing Your Way into Goblin Town

Bluffing the hobgoblin guards is also possible so long as the players have secured hobgoblin gear from the raiders or have devised some other way to come up with a reasonable disguise. Though without a Disguise Kit or some kind of illusion magic, the hobgoblin guards will almost surely discover them. In addition, if the deceiving player cannot speak goblin, any Deception checks are made at disadvantage as they attempt to use non-verbal signals to bluff their way in. Just wearing the hobgoblin gear and bringing along any extra players as prisoners requires a successful DC 23 Deception check. A successful Disguise Kit check of 13 and a following Deception check of 13 would also allow entry. If illusion is used on at least 1-2 players, the above Deception checks are made with advantage. If illusion is used on all players wearing hobgoblin gear, the difficulty of all deception checks is also reduced by 5. Last of all, if there are more PCs than hobgoblin gear, the players may try to persuade the guards that these players are captives by succeeding on a DC 13 Persuasion skill check.

Facilitating Challenges For Creative Players

Of course, players may use other creative magics (charms, animal friends, animal forms etc) to attempt to gain entry. Be open to players thinking outside the box and allow them to attempt to execute various creative, non-combat means of entry if they’re so inclined. Use your discretion to adjudicate these unforeseen challenges.

A Dungeon Town of Goblins and Hobgoblins

To navigate Goblin Town’s dangers, players will likely need to balance cunning, diplomacy and use of force. Three factions of goblins and hobgoblins inhabit the town (see The Three Monster Factions below). Each goblin faction has different motivations, perceptions, and levels of alertness. Astute players can leverage the factions’ differences to gain advantage, allies, and even temporary safety.

General Features

Goblin Town occupies a large central cavern with various chambers that off-shoot from the main area. A river that is eight feet deep at its center runs through the town. The central cavern’s ceiling is 15 feet high near the walls and increases to 30 feet high at the cavern’s center. Lighting is bright within twenty feet of light sources indicated on the map. Otherwise, lighting in the central cavern and area 6 is dim. Area 7 is dimly lit by glowing crystals. Area 8 is dark. Staircases leading down into The Hollow of Horrors are cut out of living rock. The bridge in area 3 was constructed by dwarves long ago. The cavern’s one ogre — Smash Face — demands tribute from any who cross the bridge. His loud, bellowed demands can be heard throughout Goblin Town. These bellows mix with the wicked laughter and chanting of the goblin fanatics in areas 2 and 6.

Dungeon Maps

Below are two larger dungeon maps covering all of Goblin Town, The Hollow of Horrors and Shadow Maw’s Throne (Area 25). One is gridded to provide the proper scale. Another is un-gridded if you need a non gridded option. Areas 23, 24 and 25 along with 15 and 16 also provide high resolution versions of Shadow Maw’s Throne (gridded and non gridded) and Ghoul Spider Ambush for use as battle maps.

Gridded version of Goblin Town and the Hollow of Horrors

This large gridded dungeon map for Troubles Rise Part 1 is made for virtual tabletop use at moderate resolution and 1.8 MB.

Clean version of Goblin Town and the Hollow of Horrors. Both maps are originally made by me using Inkarnate.

A non-gridded map of Goblin Town and the Hollow of Horrors is also provided for your ease of use on virtual table tops. Also at 1.8 MB resolution.

The Three Monster Factions

One group are fanatical devotees of Shadow Maw. These goblins and hobgoblins control areas 2 and 6 of Goblin Town. They are also the ruling force within the town. This group believes that if they give Shadow Maw what she wants, she will devour them last, or not at all. There is some truth to this assumption — as Shadow Maw favors devouring her least effective or most rebellious servants. However, Shadow Maw is both fickle and hungry. So even fanatical devotion is no guarantee. The PCs, though, will be unable to negotiate with this set of goblins and hobgoblins. In fact, if this group notices the adventurers, they’ll try to mount a large force to capture them and present them as prizes to Shadow Maw.

The second group involves typical goblin and hobgoblin AIs. They occupy area of 4 of Goblin Town. The guards to the Hollow of Horrors at areas 10 are also typical goblins and hobgoblins. These goblins and hobgoblins are set up to fight adventurers and do so without thinking even as they act like typical monsters. They do not relish attacking adventurers as Shadow Maw’s devotees do, however. And, recently, some among this group have begun to question their existence as well as the wisdom of serving a vicious monster like Shadow Maw who will ultimately devour them in the end. If a rare opportunity arises for a PC to converse with one of these goblins or hobgoblins outside of combat, they can persuade these monsters to behave non-aggressively with a successful DC 20 Persuasion check. The monsters will not, however, directly help the players. But they may help tilt odds in the players’ favor. Such typical goblins and hobgoblins may be asked to look the other way as PCs pass, for example.

Group three are composed of goblins and hobgoblins who’ve fully realized that Shadow Maw will ultimately kill them. These monsters occupy area 5. In addition, a hobgoblin alchemist hermit with similar views lives in a hovel concocting various potions in area 9. Members of this group feel compelled to obey Shadow Maw and her servants only under terror of death. They will fight the PCs if pressed by the fanatics. However, if given an opportunity, they will provide subtle aid to the players in exchange for assurances from the players that they will try to save them. Fear prevents them from fighting at the players’ side except in self-defense. But they can be persuaded to hide players in their huts (DC 12 Persuasion), allowing players to rest and gain the benefits of an Inn (Long Rest) after staying there for one hour. This may trigger a coordinated battle if goblins and hobgoblins from group three are found to be hiding the players by group one’s fanatics. In this case, the goblins, hobgoblins and shamans in areas 2 and 6 gather to assault and kill the goblins in area 5 — triggering an exciting battle for the control of Goblin Town.

1. The Entrance to Goblin Town

Smoke, flickering firelight, loud bellows and wicked laughter issue from the wide cave entrance in front of you. The polluted river flows through it. On its oily waters floats various wastes and refuse. Beyond, the cave opens up into a much larger chamber.

Four hobgoblins and eight goblins also occupy this area ready to reinforce the gate should the alarm bell ring. If the players are disguised, this group lets them pass. However, adventurers who snuck in will then be confronted by these guards unless they can also sneak past them — most likely be continuing to hide in the foul water (Stealth 10), swimming up stream (Athletics 13), and climbing up out of the river in the dim light before they reach the bridge (Stealth 15).

Treasure: If defeated, these monsters drop 22 gold, 25 silver, and 45 copper. 44 arrows, one longsword, and one longbow are retrievable (half value).

2. Goblin Fanatics Camp

This cluster of five tents to the northwest of Goblin Town is painted with a symbol of open black jaws. Figures wearing similar signs dance around an open fire. At their lead is a fat goblin waving a banner painted with a black mountain whose cave entrance opens like a red mouth.

These tents are occupied by twelve Goblins, four Hobgoblins, and one Goblin Boss. The Goblin Boss, Snarloc Crutke, is a fantastical devotee of Doomshallow’s hound Shadow Maw. He has seen the (to him) wonderfully dark land of Svartalfheim and glimpsed Doomshallow’s mountain kingdom of Soria. His banner is painted as a symbol of Soria. Those trained in History can recognize the symbol as related to the world of Svartalfheim on a successful check (DC 20). The black painted maws are obvious symbols of the Barghest Shadow Maw.

If approached, the fanatics immediately recognize the players as intruders and attack. They shout to raise an alarm. This brings the other fanatics from area 6 with the two wolf riders arriving by round 2 and the rest from area 6 arriving by round 3. By round 5, the regular goblins from area 4 arrive. The bridge ogre in area 3 is too self-interested to be bothered unless directly ordered by one of the goblin fanatics to engage. If things are going badly after the first round of combat, Snarloc Crutke orders two goblins to run off and roust the ogre. If these goblins reach the ogre, they return with it on round 4. In combat, Snarloc wields a major Deep Shard Scimitar (See Ominous Signs Before the Breach)– granting him an additional +1 to hit, +1 to damage and +1 necrotic damage on a critical hit. He commands his goblins to incapacitate the PCs if possible — he intends to bring them to Shadow Maw for execution and collection of their death remains as Deep Shard Crystals.

The fearful goblins in area 5 stay put if the fanatics are attacked, hoping that this new event can somehow aid in their escape. The gate guards in areas 10 and 1 stay at their posts. Though if things go badly for Snarloc, one of the gate guards in area 10 to the south will alert a wolf rider in area 11 to send a message to Shadow Maw that her goblins are under attack. This rider, however, never makes it to Shadow Maw and is instead trapped and eaten by the Undead Giant Spiders in areas 15 and 16.

Treasure: If the fanatical goblins and hobgoblins are defeated, players searching the bodies and the tents find Snarloc’s major Deep Shard Scimitar, 57 gold, 10 electrum, 107 silver, 43 copper, and a black opal worth 50 gold along with 72 arrows, two longswords, three scimitars, and one suit of serviceable chain mail (all normal items re-sellable for half value).

3. Ogre’s Bridge

Polluted water flows under a finely constructed bridge lit by two oily torches. A fat ogre holding a gigantic spiked club leers at you as you approach. He thrusts a hand the size of a dinner plate out toward you, the wicked light of greed glinting in his eyes. In garbled common, he says “Want cross? Pay Smash. No pay? Then swim in nasty water.” He gives a wicked chuckle, seeming to relish the thought of you struggling through filthy water.

Smash Face is a greedy Ogre who’s planted himself beside this bridge to demand tribute for anyone crossing. Smash Face isn’t discerning. He’ll accept food, coppers, even pieces of gear or clothing (he uses any clothes gifted as a napkin to wipe his filthy face). If the party gives him gold, he’ll offer to carry the person giving him the gold across the bridge on his shoulders.

Smash Face doesn’t much care for the fate of the goblins. He’s got his bridge and that’s what makes him happy. Though he’s obliged to fight at the command of the goblin boss Snarloc, he does so reluctantly. If he loses more than 50 percent of his hit points in any fight, he’ll return to his bridge, roll himself into a ball, and hide under it while crying big ogre tears over the cruelness of the world. If attacked at his bridge, Smash Face will fight to the death to defend his precious home and source of income.

Treasure: Snarloc hides his loot in a sack underneath his bridge. His sack contains — one half eaten goat, one cooked chicken, one pot of potato stew, 531 copper pieces, 223 silver pieces, 15 gold, a golden ring worth 25 gold, and a platinum brooch worth 100 gold. The potato stew will provide three rations — each granting a short rest. The goat and the chicken are too old and rotten to provide proper sustenance for the players. If they attempt to eat either, describe their rotted state. If they persist, any player consuming either must succeed in a DC 12 Constitution save or be poisoned for one hour.

4. Regular Goblin and Hobgoblin Camp

Goblins and hobgoblins gather around the fire, eat food, and sharpen weapons. They peer out into the darkness, clutch at their swords or bows, and otherwise seem ready for a fight.

Twelve goblins and four hobgoblins occupy this cluster of tents. If approached, they send a hobgoblin and two goblins to intercept the party. If party members are in disguise as hobgoblins, they ask the party “what you want?” If they recognize the party members as adventurers, they attack.

Noise from any combat will draw the attention of the two guards in area 10 on round 2. By round 3, the alerted fanatics from area 2 arrive to join the fray. Once engaged in combat, all monsters involved will fight to the death.

Treasure: 20 gold, 15 silver, 32 copper, two suits of chainmail, two shields, one longsword, one longbow, four scimitars (all re-sellable at half value).

5. Mila Gloomflower and the Fearful Goblins

A cluster of seven tents occupies the southern section of Goblin Town. Their residents appear to hide, cowering in the shadows, or peaking through tent openings as you approach. A lone goblin, her spikey blue hair glinting in the firelight cautiously draws near to you as she clutches a ragged doll to her chest with one hand, apparently for comfort. A short sword of Deep Shard glints darkly in the other. She appears to be the only goblin brave enough to confront you. Though she holds a weapon, she does not appear to threaten.

Mila Gloomflower is a goblin AI who was swallowed by Shadow Maw when she was sent into the Hollow of Horrors to serve as hunt fodder by Snarloc. Mila used her Major Deep Shard Short Sword (stolen from a goblin fanatic before she was cast into the Hollow) to stab the inside of Shadow Maw’s throat as she tumbled down into the darkness of Shadow Maw’s gullet. Shadow Maw spat her out into a crevice of void beneath a tangle of Yggdrasil’s roots. Mila was swirled off by a cold current into Ginnungagap only to be sloshed about in an eddy of darkness and then emerge among another tangle of Yggdrasil roots nearby. At last free, she was able to make her way back to her goblin family in area 5.

After surviving this ordeal, Mila discovered the emergence of strange powers. She is now a level 1 Shadow Magic Sorcerer / level 1 Arcane Cleric (See Appendix below). Though young, she’s now a driving force among the fearful goblins. Her words have already inspired some to take the risk to escape. She’s sticking around to see if the other goblins in her little community are willing to also give it a try. But if they delay too long, she’ll soon strike out on her own.

Mila speaks both Common and Goblin. She’s curious about the adventurers and is willing to talk. She first asks if the adventurers are here to defeat Shadow Maw. She appears hopeful. If they tell Mila about their quest she reveals the following.

  1. The goblins in area 5 are fearful and want to escape Shadow Maw.
  2. Rayvol the goblin alchemist in area has healing potions that he may be willing to sell or give the adventurers if they tell him they’re here to deal with Shadow Maw.
  3. The goblin tents here can be used for hiding and rest. The player will just have to convince the community elder Wimbler Crobix to take them in.
  4. Mila is willing to cast Healing Word on one player who is wounded.
  5. If the players ask Mila to accompany them, she agrees if they succeed on a DC 14 Persuasion check. She is otherwise willing to help them if they return to area 5.
  6. If asked about Shadow Maw, Mila says: “She hungers to consume all who live here. Even I was swallowed by her. But I was lucky and escaped. She says she eats us to send us to serve her Lord. A dwarf called Doomshallow. Though she eats her followers, she lusts for adventurers even more. She came from a darkness in some roots behind her throne in the Hollow. The fanatics say she came from a place called Soria in Svartalfheim. Two from Soria — a dark elf and a dwarf are always near her.”

Twelve goblins and three hobgoblins reside in the seven tents scattered throughout area 5. Their numbers were reduced after one hobgoblin and seven goblins took an opportunity to flee about a day ago. Wimbler Crobix, an old hobgoblin is their present leader. He at first seems suspicious of the adventurers. But if they succeed in a DC 15 Persuasion Check after telling him about their mission to defeat Shadow Maw, Wimbler will offer the players rest in one of the goblin tents.

Other than Mila, the fearful goblins cannot be convinced to fight Shadow Maw, the fanatics, or the other goblins. However, the fight may come to them. The first time the players use a tent to spend an hour to receive a long rest, nothing happens. However, the second time the players rest in area 5, fanatics from area 2 spying on the fearful goblin camp discover them and organize an assault. They gather all the goblins in area 2, 6, and 4 along with two guards from area 10 and the two wolf riders from area 11 to attack. The players find their rest interrupted as battle commences. However, their new goblin allies immediately cast off restraint and join the fight. If the fanatics have already been defeated, then the players may rest undisturbed. But if the players rest a third time, Shadow Maw spits out a force of 10 skeletons, 8 zombies, and 6 shadows from Svartalfheim, led by a hobgoblin to march to Goblin Town. If they discover the fanatics have been defeated, they surmise the cause and attack the goblins and the PCs in area 5.

Treasure: 25 gold, 22 silver, 11 copper, Mila’s Deep Shard Shortsword, and one garnet pendant worth 50 gold.

6. Shrine to Shadow Maw

Each entrance to this cave is guarded by a goblin riding a wolf. Flickering fire light spills out from a cave bordered by dark, crystalline pillars. Beyond, you can see three goblins and a hobgoblin chanting and prostrating themselves before an idol atop an alter. The idol is made of carved granite and worked with silver. It depicts a fiendish hound that holds an orb of obsidian in its mouth. The entire wicked assemblage is presided over by a goblin wearing a robe with the sign of black open jaws blazoned on its front. This goblin carries a staff which it waves about as it preaches its unholy screed.

This room is guarded by two goblins — each riding a darkling wolf (A darkling wolf is a wolf bred by goblins for cave fighting. Darkling wolf stats are the same as those of a regular wolf from the Monster Manual, page 341, except that these wolves possess darkvision of 60 feet.). Inside is the goblin shaman (see appendix below) Nard Ulpa. He babbles wild prayers to Shadow Maw, singing her praises and spewing garbled nonsense words as he is overtaken by fanatical fervor. Three goblins and one hobgoblin join in with this mad idolatry prostrating themselves before the carved image of Shadow Maw.

In this room, goblin fantatics indoctrinate and brain-wash their followers. If approached by the players, the goblins immediately recognize them as invaders and attack. If the PCs haven’t yet confronted the fanatics in area 2, Nard sends one wolf and rider off to alert Snarloc. If this alert is raised, Snarloc arrives on round 3 followed by the goblin regulars from area 4 by round 5. If things get desperate, Snarloc then sends two goblins for the ogre at the bridge who arrives by round 6.

Treasure: The idol of Shadow Maw is worth 250 gold. Nard carries a fat purse filled with 40 gold pieces, 3 platinum pieces, and 72 silver pieces. The goblins have 14 gold, 12 silver, and 22 copper between them. They also have one sellable scimitar and one sellable suit of chainmail (half value).

7. Pristine Middens

A natural stone stair leads down to this softly luminous chamber. Large blue crystals provide cool lighting. The area is surprisingly clean and free of debris. The only refuse is a goblin skeleton that appears to hang from the wall to your right as you descend.

The hanging goblin remains to the right is actually suspended in a gelatinous cube (Monster Manual, 242). A DC 15 Perception check from the PCs reveals the cube for what it is. If the players descend the stairs without recognizing the cube, it lunges toward them as it attacks. It is otherwise content to stay in this room and allow goblins to dump their trash which it eats, along with the occasional goblin.

This room is one of the goblin’s garbage dumps. It is empty, however, because the cube eats everything the goblins cast here. The other garbage dump is the river — which is nonsensical as the goblins have an easy means of getting rid of trash in the form of the cube. Instead, they use carrying trash to the cube room as a punishment that may result in the trash carriers being eaten. The goblins and hobgoblins are also too lazy to devise a safe way for their fellows to drop trash into the cube’s lair. Often, goblins sent on trash duty just sneakily dump trash into the river instead. So the goblins are forced to subsist on nasty, polluted water.

8. Waterfall and Ooze

The lights fade as you approach a waterfall at the far end of Goblin Town. Deposits of metal paint the walls in veins of red and copper. Water from the fall swirls into a polluted pool — dark and foreboding.

This dark end is where the goblins mine their metal for weapon forging. Veins of iron and copper are plainly visible in the walls. However, a gray ooze lurks in the pool. This monster occasionally devours a goblin even as it nibbles on the tailings from the goblins’ mining. The predator ooze spits out any gold, however, which it cannot devour. This gold has accumulated in the bottom of its pool. Any adventurer carrying a torch will see it glistening beneath the polluted waters.

The pool is 10 feet deep. So adventurers trying to retrieve gold from the pool’s bottom will have to dive in. Swimming will alert the ooze who lurks under an out-cropping in the waterfall above the pool. It need only fall down on adventurers removing coins from. It is very well hidden and can only be discerned with a successful DC 20 Perception check.

Treasure: The pool contains 134 gold pieces. It takes about twenty minutes of diving to retrieve these scattered coins from the pool’s bottom.

9. Rayvol the Goblin Alchemist

An elderly goblin wearing goggles, a heavy leather apron, and work gloves fiddles with various potions and materials in a ragged lean-to against the cavern wall. A weak fire smolders in front of his humble home which is lit from the inside by various jars of glowing liquid.

This goblin is the alchemist Rayvol. He developed his skill at alchemy weeks before and has been practicing here ever since. When Shadow Maw and her goblin fanatics moved in, he couldn’t be bothered. However, her threats have now interfered with Rayvol’s work. Unlike the fearful goblins, Rayvol doesn’t want to leave. He just wants to be left alone to conduct his research. Because he sees Shadow Maw as a threat to his efforts, he is willing to help PCs who are polite to him.

  1. Rayvol will give the PCs up to three healing potions so long as they pledge to ‘deal with Shadow Maw and those damned fanatics.’
  2. Rayvol has four more healing potions which he will sell to the PCs for cost (half price).
  3. Rayvol has the following items for sale — 3 +1 arrows (30 gold), a Potion of Enlarge (150 gold), and a Potion of Darkvision (50 gold).

Rayvol also possesses a Teleportation Crystal which he crafted after examining a player’s crystal in exchange for alchemical aid. If Rayvol is attacked, he uses his reaction to activate his crystal and teleport to a local safe zone in Nidavellir where he works a small shop front as an NPC. He cultivated this persona through an system exploit and has been living a double life ever since. Though he is loathe to abandon the cave and its numerous alchemical resources, he will not risk his life by remaining here. If Rayvol is forced to teleport away by aggressive PCs, he uses his exploits to bring his valuables along with him. The PCs who drove him off are then left with various bits of junk.

10. Hollow of Horrors Guard Posts

Two hobgoblins guard an opening that plunges down into darkness. Even the monsters appear uneasy in their positions, often glancing behind them as if expecting something terrible to creep up from the depths.

There are two entrances to the Hollow of Horrors. Both are guarded by two hobgoblin regulars. They are instructed to keep those living in the cavern out of the Hollow. However, at times, various residents of Goblin Town are seized and forced into the Hollow as fodder for Shadow Maw or for various other predatory denizens. If approached by players, the guards ready to fight when they recognize them as adventurers. They do not start combat against the players, though they will defend themselves. If the players communicate that they wish to enter the Hollow, the guards laugh, ask for one gold piece for each player, and allow them to pass. The guards believe they are sending the PCs to their death — allowing the monsters of the Hollow to do their dirty work for them. They will, however, not allow the players to return to Goblin Town without a fight.

Treasure: Each set of guards has 10 gold and drops one suit of useable chainmail (resellable for half value) if defeated by the players.

The Hollow of Horrors

This deadly warren of caverns serves as Shadow Maw’s main hunting ground. Deep caves collect pools of unlight. Yggdrasil’s roots pierce sections of floor and wall, spilling out the pitch darkness of Ginnungagap and causing light sources to dim. It is these roots that provided Shadow Maw’s first pathways to Midgard from Svartalfheim. The shadows of Ginnungagap, like the mouth of Shadow Maw, have a life-sapping influence on the creatures inhabiting the Hollow. Over time, those venturing there take on undead qualities. Mad goblins, crazed hobgoblins, their darkling wolves, various undead, and hunted prey all inhabit these dark and twisted caverns.

Lighting

There are no sources of light in the Hollow. In addition, pools of darkness around Yggdrasil’s roots reduce any light source provided by the players by one level. For example, a light spell would only produce dim light in a 20 foot radius while within an area of shadow near Yggdrasil’s roots.

Ceilings

Unless otherwise noted, ceilings are 10 feet high in passages, 15 feet high in open areas.

No Teleportation Crystals

Teleportation Crystals are deactivated within the Hollow of Horrors. Players wishing to teleport out must first at least return to Goblin Town which may require fighting the hobgoblins in area 10 in order to escape.

Reaching Level 3

It is possible that the players gain enough experience points to reach level 3 while in the Hollow. Unless they can return to Goblin Town and rest in area 5 or use their Teleportation Crystals to return to a Safe Zone and rest in an Inn, the players will be unable to gain their next level. Players who gain their level by resting in Goblin Town still need to visit a Home Town to receive training before the next long rest. Otherwise, they lose the benefits of their level up as their skill become perishable. If players rest at an Inn, they return to find that Shadow Maw has reinforced Goblin Town with 10 skeletons, 8 zombies, 6 shadows and 1 hobgoblin.

11. Cavorting Wolf Riders

Loud yips, howls and cries issue from this dark cavern as two vicious goblins riding their dark cave wolf mounts circle this chamber in search of prey.

Two goblins riding two darkling wolves roam about this area hunting for prey. They’ve inhabited the Hollow long enough to be afflicted by its madness. So they are neither quiet nor cunning. Instead they howl in wicked and vicious delight as animalistic urges consume them. They are also ravenous, attacking any creatures that enter this area without hesitation.

These creatures have not yet succumbed to the undeath brough about by Ginnungagap spilling out from the roots in this chamber’s western portion. However, they can now communicate with the undead in areas 12 and 13. Upon seeing any intruders and initiating combat, they give loud, barking cries which bring the goblin skeletons from area 12 on round 2 and the zombie ogre from area 13 on round 3.

Treasure: Each goblin wields a serviceable shortbow and scimitar which can be resold for half price.

12. Goblin Skeletons

This chamber is scattered with bones and coins. The bones appear gnawed on, splintered, but not consumed.

Four goblin skeletons inhabit this dark chamber. Though they no longer need to eat, they still hunger and often crouch here gnawing the bones cast aside by the goblins and wolves in area 11. These skeletons are aggressive and will attack any creature they encounter other than the goblins in area 11, hobgoblin patrols, or other undead. They may also be summoned by the goblins in area 11.

Treasure: 13 gold, 22 silver and 5 coppers are scattered throughout this room.

13. Ogre Zombie

This foul chamber is smeared with gore and grime. The stench wafting out from it is unbearable. Various roots pierce its walls, dredging up the darkness of Ginnungagap.

Smash Face’s brother Mij Norjda, known as an incoherent babbler of obscenities, was sent to the Hollow to serve as monster fodder. His continuous mad ravings have infected the minds of the two goblins occupying area 11.

Mij Norjda is an ogre zombie. He has formed a rudimentary pact with the goblins in area 11 and will respond to their summons.

Treasure: Mij Norjda’s single treasure is a piece of sapphire jewelry cut in the shape of a blue cornflower set in gold. He keeps it in a red and black box in a cleaner corner of his filth-infested room. This piece of jewelry is worth 150 gold.

14. Roper Bait

The passageway widens into a chamber ahead. Shadows of Ginnungagap spill from its northwest wall through a break produced by a tangle of Yggdrasil roots.

Two goblin skeletons occupy this larger chamber. They position themselves to ambush any travelers in the Hollow. One hides behind the pillar, the other in the hallway to the southeast. Once they see anyone other than undead, goblins, or hobgoblins traveling in this passage, they pop out from around the corner to each shoot an arrow. They then flee toward area 17 — hoping to bait victims into the waiting tentacles of the Roper there.

15. & 16. Ghoul and Ghast Giant Spiders

The area up ahead exudes an air of heavy menace. Foulness and stench waft toward you even as the darker shadows there seem to twitch.

Area 16 is occupied by three Ghoul Giant Spiders, Area 15 is occupied by a Ghast Giant Spider. These predators predated both Shadow Maw and the invasion of Yggdrasil’s roots. They were a cluster of monsters never cleared away by earlier forays of adventurers — effectively slaying many such travelers through use of their lethal ambush tactics.

Each ghoul giant spider uses the Giant Spider stat block with the following exceptions. Each spider’s bite does 2d6+3 piercing damage and a bitten creature must make a DC 11 Constitution save or be paralyzed for one minute. The target can repeat this saving throw at the end of each of its turns.

Undead Spiders battle map

The ghast giant spider also uses the Giant Spider stat block. However, its hit points are increased to 36. It gains resistance to necrotic damage. It exudes a stench such that creatures within 5 feet of it must make a DC 10 Constitution save or be poisoned until the start of their next turn. On a successful save creatures are immune to this stench for 24 hours. The ghast giant spider’s bite does 2d8+3 damage. Creatures bitten by the ghast giant spider must also make a DC 10 Constitution save or be paralyzed for one minute, repeating the save at the end of each of its turns.

The ghoul giant spiders are CR 1 Undead. The ghast giant spider is a CR 2 undead with turn resistance.

Across each entrance, and before the visible webbing, the spiders have laid alert lines. These lines are low and well hidden — requiring a DC 17 Perception check to notice. If the PCs do not notice them, all spiders are simultaneously alerted to the player’s presence. Once alert, the spiders pop out to fling webs at their foes, then withdraw back into shadow. This tactics are meant to break up the movement and momentum of anyone entering the spiders’ lair. If the characters move in, the spiders then surround players while trying to bite them — trying to set up situations where two spiders can focus on one adventurer until down or paralyzed. Then, the spiders circle back to dispatch any foes still stuck in their webs.

If players avoid the trip lines, they still much succeed in a party Stealth Check (DC 15) to approach without alerting the spiders. However, if the players enter the visible webs on the map, the spiders are alerted. Visible webs are difficult terrain. They may be burned away at the rate of 5 feet per round as an action by players holding a source of fire. In any case, the spiders have blindsight 10 and will see anything within range of their darkvision 60. The spiders stick to their own Yggdrasil root (one for each root in area 16 and for the one root in area 15).

If the players defeat the spiders, read the following.

This foul chamber’s walls are covered in spider webs enmeshing the long-dead remains of victims. The entire place is filled with the shadow and chill of Ginnungagap, it reeks of death.

Searching the chamber reveals various treasures that must be cut from the layers of webbing and decayed flesh from the spiders’ past victims.

Treasure: 1 Suit of Splint Mail sized for a human (or like), a bag containing 200 gold pieces, a Helm rimmed in platinum and set with zircon (200 gold), and a Wand of Magic Missiles.

17. Roper

This chamber is filled with rock formations that give the impression of a giant maw filled with teeth.

A Roper (Monster Manual, 261) inhabits this chamber. It has formed a macabre pact with the goblin skeletons in area 14. In exchange for luring prey into its reach, it allows the goblin skeletons to gnaw the bones of its victims. As with other skeletal goblins, these undead gain no sustenance from the bones. Although they find seem to find the gnawing action somehow satisfying.

The terrain in this chamber is broken by numerous rock formation and is considered difficult. The Roper occupies the southwestern wall near a cluster of Yggdrasil roots and Ginnungagap shadows. By keeping to these shadows, it is difficult to see for those without darkvision. It keeps alert to the sounds of the goblin skeletons’ arrows — which are notched so that they make a shrieking sound when they fly. If the Roper hears this sound, add it to the initiative count with a readied action to use a tendril on the first creature that passes in front of its lair entrance. It has advantage on this first attack unless the player has some unexpected means of sensing the Roper.

Once the goblin skeletons have lured prey to the Roper, they turn to harass the party with arrow fire.

Treasure: Near the roper in a pile of regurgitated remains are 3 gems. One is a garnet with 75 gold. One an emerald worth 100 gold. One a ruby worth 250 gold.

18. Captain Chumrod & Zombie Hobgoblins

This barracks once contained an organized force of hobgoblins under the command of Captain Chumrod. It is now a shambles filled with milling undead barely contained by the will of their Captain whom they still hold a vestige of loyalty to.

The hobgoblins have now all been transformed into zombies and skeletons by the dark nature of the Hollow. That said, these undead hobgoblins both still listen to their commander even as they tend to move with an otherworldly celerity. Captain Chumrod is a Hobgoblin Captain. He rides a Worg. He command four zombies and four skeletons. Both of these undead use typical stat blocks with the exception that their speed has been increased by 5 feet, their armor class is increased by 1, and the skeletons use longbows (1d8+2 damage). Captain Chumrod can also use his commanding presence feature to increase the likelihood that zombies will succeed on their fortitude saves to remain standing.

Treasure: Captain Chumrod wears chaimail, a longsword, and a longbow. All are in good repair and can be sold at half price in the marketplace. In addition, his purse contains 50 gold.

19. Giant Ghoulish Rats

Within the shadowy confines of this side-chamber dwell eight undead Giant Rats. They live in the tangle of Yggdrasil roots and shadows at the northern end of this chamber. These rats use the same stat block as regular giant rats with the exception that their bites cause paralysis to those who fail a DC 8 Constitution save. This paralysis lasts for one minute unless the creature succeeds on this save at the end of each of their turns. It otherwise acts as ghoul paralysis.

The giant ghoulish rats are both hungry and aggressive. They will attack anyone entering the chamber or any non-undead, non-goblin passing outside the chamber.

20. Cowering Victim

To the left, the shadows deepen even as the passage widens into a larger room. You can hear a soft whimpering coming from a dark area overtaken by Yggdrasil’s roots.

A level 2 High Elf Circle of the Moon Druid OPC named WhiteCat69 (see Appendix) huddles in this empty room alone and afraid. She was captured by hobgoblins and thrown into the Hollow as fodder for one of Shadow Maw’s hunts. Not allowed food and deprived of a means to rest, she is out of leveled spells, has only half her hit points remaining and only has one use of wild shape left. She still has her equipment, though, and is relieved to the point of near-hysteria if the PCs offer to let her join their party. If asked about her name, she says — “Oh that. Yeah, my brother dared me to use the number 69 in my name. For some reason, he finds this hilarious.” An Insight 12 Check by the players reveals that WhiteCat69 doesn’t get the joke.

21. & 22. Captain Shraevok and the Shadows

A deathly quiet hangs about these open caverns.

Four shadows cluster near the Yggdrasil roots in area 21. They immediately move to attack any living thing that enters this chamber, making loud shrieks to alert Captain Shraevok in area 22. Shraevok is a hobgoblin turned wight who has made a bed of sorts out of a cluster of Yggdrasil roots. He wields a Major Deep Shard Longsword (granting him +1 to hit and damage while dealing 1 additional necrotic damage on a critical strike) and is accompanied by two zombies who lurch about near the corners of his chamber — the result of him slaying two adventurers with his life drain ability during recent hunts.

Treasure: Major Deep Shard Longsword, a small chest containing 30 platinum, 100 gold, and a Tiger Eye worth 50 gold.

Doomshallow’s Hound — The Barghest Shadow Maw

Shadow Maw’s throne chamber is divided into three sections — the entry (area 23), the throne room (area 24), and the shadow gate (area 25). The ceiling of the entry and throne room are 20 feet high. Near the shadow gate, the ceiling dips down to 15 feet. Lighting in the entry is dark. Lighting in the throne room is dim, dark within 10 feet of the Yggdrasil root, and bright within 10 feet of a braziers.

Shadow Maw’s Throne

23. 24. & 25. Throne Entry

Before you is an area covered in shadow. Your eyes catch lurching movement, ears pick up the clink of readied weapons. Beyond the darkness is an open chamber. Its center is dominated by a sprout of Yggdrasil roots which spill a flood of shadow. Orange light erupts from braziers — illuminating a dwarf-crafted throne on a dais of obsidian. Behind the throne — a yawning portal. A gate in a massive swirl of Yggdrasil roots. In the room, goblin skeletons ready weapons. A drow and a duergar stand coiled on the dais. The shadows in front of you seem to swarm. On the throne sits a female goblin holding a flail of Deep Shard. From her mouth spills tendrils of shadow like smoke. When she opens her mouth, you gaze into nothing. “Welcome, prey,” she says to you, “How polite of you to present yourselves to me.”

Within area 23 are six zombie hobgoblins they use the same stat block as zombies except they move at a rate of 30. They are commanded by the hobgoblin captain Nit Thayn — who immediately activates his leadership trait to keep his cohort in the fight by assisting their zombie fortitude saves. Captain Nit rides a worg.

The throne room (area 24) is guarded by six hobgoblin and goblin skeletons. Two shadows lurk in the darkness surrounding the Yggdrasil root. Upon the dais is a drow named Thes Ornga and a squat old Duergar emissary from Doomshallow named Clasher Hocke wearing a necklace of glittering jewels.

Shadow Maw is presently in her goblin boss form. In this form, Shadow Maw possesses the following additional traits and items:

  1. Maximum hit points (36).
  2. 16 strength.
  3. A Major Deep Shard Flail (which has a reach of 10, does 1d8+6 damage, adds +1 to hit and damage, and adds 1 necrotic damage on a crit).
  4. She can use her redirect attack reaction on any ally in area 23, 24, or 25.

When her goblin form reaches zero hit points, Shadow Maw transforms into a Barghest. In this form she appears as a large fiendish hound with elongated black fangs and a mouth dripping darkness.

  1. The horrid bites from Shadow Maw in her Barghest form do an additional 1d6 points of necrotic damage.
  2. If Shadow Maw ends her turn in a pool of darkness near a Yggdrasil root, she regains 10 hit points.
  3. PCs slain by Shadow Maw’s bites instantly have their remnants transformed into Deep Shard regardless of whether they are standing in the areas affected by the Ginnungagap’s shadows.
  4. Shadow Maw can spend an action to devour a Deep Shard remnant to regain 15 hit points.
  5. Shadow Maw can spend an action to belch forth an undead ally from Svartalfheim. Roll a d3. On a roll of 1 the ally is a skeleton, 2 a zombie, and 3 a shadow. This ability recharges on a 5 or 6 on a D6.

Flanking the throne are two braziers. In addition to emitting light, a creature stepping or forced into a brazier’s space takes 1d6 fire damage.

Behind the throne is an open gateway to Svartalfheim. This is the root path Shadow Maw originally took to enter these chambers. The players cannot yet enter Svartalfheim unless they have possessed a Deep Shard item for 10 days or are standing within five feet of a such a player while touching them. Within this chamber is a shadow. If combat begins in the throne room, the shadow phases through the dais to stand beside Shadowmaw.

Treasure: Shadow Maw possesses a Major Deep Shard Flail. A locked chest behind her throne contains 1,000 gold, 300 silver, and 250 copper.

Within the chest is a message to Shadow Maw bearing the seal of King Doomshallow (A black mountain with a gaping red entrance opening like a mouth.)

“Your gifts of servants have made you the greatest of my hounds. We shall use them in our coming war against Midgard. Continue. Gather your forces and send me more of these servants. I find them both wonderous and dark.”

Shadow Maw’s crown is made of obsidian and is worth 150 gold.

Clasher Hocke’s necklace is made of gold which encrusts three bloodstones. This piece of jewelry is worth 250 gold.

Hidden in a secret compartment (DC 15 Perception) under the obsidian dais is Phoenix Tear (see Appendix).

APPENDIX

This module includes one new magic item in the form of Phoenix Tear. In addition, the stats for a key O(PCs) — Mila Gloomflower and WhiteCat69 — are included below.

Magic Items

Phoenix Tear (Legendary, Weapon, Dormant)

This item appears to be a glove made of a crystalline mesh in the shapes of hundreds of tiny teardrops. While wearing the glove, you may use a bonus action to summon a blade of pure radiance into your hand. So long as the blade exists, it acts as a magical longsword with the finesse and versatile properties. If you are proficient with shortswords or longswords, you are proficient with Phoenix Tear. You may use a bonus action to dismiss any blade summoned in this way. If the blade leaves your hand, it disappears after one round.

In its present, dormant state, Phoenix Tear can be used to summon a +1 weapon that does radiant damage. It may be awakened and its powers thus increased by certain events throughout this adventure series.

Phoenix Tear is the sister glove to Star Rain — which may be found elsewhere in the world of Battlestorm Online.

OPC and Monster Stats

Stats for Mila Gloomflower, Goblin Shamans, and WhiteCat69 are found below.

Mila Gloomflower — 5e stats

Small Goblin, neutral

Armor Class 12 (15) (mage armor)
Hit Points 15
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)14 (+2)14 (+2)11 (0)16 (+3)13 (+1)

Saving Throws Con +4, Cha +3
Skills Insight +5, Arcana +2, Perception +5, Religion +2, Stealth +4
Senses passive Perception 15, darkvision 120
Languages Common, Goblin

Magic Weapon. Mila Gloomflower has a Major Deep Shard Short Sword (attack stats adjusted).

Arcane Initiate. Mila Gloomflower has training in the Arcana Skill. In addition, she gains two cantrips from the wizard spell list. These are cleric spells for her.

Eyes of the Dark. Mila Gloomflower has darkvision of 120 feet.

Strength of the Grave. Mila Gloomflower exists in a twilight state between life and death that makes her difficult to defeat. When damage reduces her to 0 hit points, she can make a Charisma saving throw (DC 5 + the damage taken). On a success, she instead drops to 1 hit point. She can’t use this feature if she is reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, she can’t use this feature again until she finishes a long rest.

Spellcasting. Mila Gloomflower is a 2nd-level spellcaster. His spellcasting ability is Wisdom and Charisma (spell save DC 13, +5 to hit with spell attacks, and spell save DC 11, +3 to hit with spell attacks). She has the following spells prepared:

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Greenflame Blade. Melee Weapon Attack: +5 to hit, range 5 feet, one target. Hit: 7 (1d6+3) fire damage. Second target within 5 takes 3 fire damage. Critical: +1 necrotic damage.
  • Magic Missile. Ranged Spell Attack: Auto hit. Range 120 feet. 3d4+3 force damage.
  • Inflict Wounds. Melee Spell Attack: +5 to hit, range 5 feet, one target. Hit: 3d10 (18) necrotic damage.
  • Guiding Bolt. Ranged Spell Attack: +5 to hit, range 120 feet, one target. Hit: 4d6 (16) radiant damage and target grants advantage to next attack roll against it.

DESCRIPTION

MiIa Gloomflower is a Goblin with cold gray skin and blue hair. She clutches an old raggedy doll in one hand and wields a deep shard short sword in the other.

**********

Goblin Shaman

Small humanoid (goblinoid), neutral evil

  • Armor Class 15 (Leather Armor, Shield)
  • Hit Points 17 (5d6)
  • Speed 30 ft.
  • STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 14 (+2), CHA 10 (+0)
  • Skills Perception +4, Stealth +6, Medicine +4
  • Senses Darkvision 60 Ft., passive Perception 14
  • Languages Common, Goblin
  • Challenge 1 (200 XP)
  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
  • Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6) bludgeoning damage.
  • Spellcasting. The goblin is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following Druid spells prepared:
  • Cantrips (at will): Druidcraft, Poison Spray, Thorn Whip
  • 1st Level (4 slots): Entangle, Cure Wounds, Thunderwave
  • 2nd Level (2 slots): Heat Metal, Spike Growth

************

WhiteCat69 — 5e stats

Medium Elf, neutral good

Armor Class 13 (leather armor
Hit Points 17 (presently 9)
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)14 (+2)14 (+2)12 (+1)16 (+3)12 (+1)

Saving Throws Wis +5, Cha +3
Skills Insight +5, Nature +2, Perception +5, Animal Handling +5
Senses passive Perception 15, darkvision 60
Languages Common, Elfish

Circle Forms. WhiteCat69 has the ability to transform into more dangerous animal forms. She can use her Wild Shape to transform into a beast with a challenge rating as high as 1. She uses this ability to shape change into a white lion during combat.

Combat Wild Shape. WhiteCat69 can use Wild Shape on her turn as a bonus action, rather than as an action. Additionally, while she is transformed by Wild Shape, she may use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended (when found in area 20, WhiteCat69 no longer has any spell slots remaining).

Spellcasting. WhiteCat69is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following spells prepared:

ACTIONS

  • Create Bonfire. Spell: One five foot cube of fire on the ground within 60 feet. DC 13 Dexterity save or take 5 (1d8) fire damage. Repeat save if creature enters fire or ends turn there.
  • Scimitar. Melee Weapon Attack: +4 to hit, range 5 feet, one target. Hit: 6 (1d6+2) slashing damage.

DESCRIPTION

WhiteCat69 is a female elf with white hair and cat-like tabby paint marking on her face and neck. She is battered from her capture and numerous scrapes with monsters in the Hollow.

BSO Ragnarök 1.1: The Deep Dark of Svartalfheim Introduction and Adventure Summary

Battlestorm Online Ragnarok is an unofficial, unaffiliated Open Gaming License (OGL) Dungeons and Dragons adventure designed for four-to-six characters. These player-characters are the heroes of our story. The material provided in this module series describes the villains, monsters, and dangerous situations the characters will encounter as they explore the Battlestorm Online environment.

This content is written for game masters who wish to run the Battlestorm Online Ragnarok campaign as an adventure. Original OGL monsters, magic items, and spells are published in this module series. When rules, monsters, magic items and spells from Wizards of the Coast IP are referenced, they are hyper-linked to Roll20 whenever possible. For example: Hobgoblin Warlord and Hobgoblin. Since Hobgoblin Warlord does not appear in the Roll20 Compendium, it is not hyperlinked.

The Deep Dark of Svartalfheim is the first of four modules in the larger Battlestorm Online Ragnarok adventure campaign — designed to carry the player characters from level 1 all the way to level 20. This block includes the larger campaign introduction as well as an opener to The Deep Dark of Svartleheim — which will advance the player characters from level 1 through level 5.

If you are a Battlestorm Online player — STOP READING NOW.

ADVENTURE SUMMARY

The characters log into Battlestorm Online (BSO) only to find that they are trapped in a virtual reality death game based on the world’s most widely-played RPG — Dungeons and Dragons. If they voluntarily log out, if someone tampers with their Ghost Gear virtual reality equipment in the real world, or if their avatar fails three death saves after their hit point bar drops to zero in-game, their Ghost Gear emits a strobe that triggers a lethal brain aneurism. The game’s creator — Gemu Masuta — makes a stunning announcement on the game’s first day that the characters must clear all the game’s dungeons and defeat the boss of each dungeon level in order to win the game and be freed from the deadly Ghost Gear.

The players’ lives are now spent in the virtual world layer of Midgard — the vibrant fantasy setting of BSO. Here they gain access to the safety of Home Towns, Safe Zones, Inns, Shops, Trainers, and Quest givers. They also find themselves surrounded by a hostile environment filled with deadly monsters and other hazards.

Midgard Level of the Battlestorm Campaign World. Map created by Ted Burgess.

A first wave of brave adventurers begin the quest to clear BSO by venturing out into Midgard to tackle hordes of monsters and deadly dungeons. These front line adventurers form parties, organize guilds, accumulate treasure, gain levels. They serve as protectors for less experienced or more afraid gamers who hang back — clustering in the safety of Home Towns or venturing out only when they are more certain of success. Many front liners die at the hands of monsters during the game’s first weeks — perishing to the lethal strobe emitted by the Ghost Gear after the game’s deadly monsters and traps render their avatars down to a confetti of flying pixels. Others gain power and renown.

But unbeknownst to these death game heroes, BSO is a two-part adventure series. The first part is static if stunningly dangerous and formidable — an intricate obstacle course of quests and dungeons designed to daunt even the world’s most experienced gamers. The second part is an invasion of monsters swarming up from dungeon bases that if left unchecked will ruin all player safe zones — threatening the lives of everyone in BSO.

BSO Ragnarök tells the story of those heroes who confront this second danger. For whatever reason, they held back from the initial wave of adventures. Then, after only a few weeks, they are called to action as they start to notice various strange signs. Safe zones are shrinking, monsters are beginning to wander away from respawn sites, and a bizarre star has ignited in the majestic night sky above Midgard.

Yggdrasil’s Roots and the Dark Mines of Svartleheim

At the center of Midgard sits the great tree Yggdrasil. Its trunk and branches stretch upward — supporting new levels of the Battlestorm Online campaign worlds. Within the trunk are dungeons that must be cleared in order for players to advance upward to unlock new quests, to open new levels and towns, and to reach new dungeons. Unseen below, Yggdrasil’s roots quest ever downward — extending toward four dark dungeon realms. These are Svartleheim — the mines of dark dwarves and elves, Hel — realm of the walking dead, Jotenheim — the land of the frost demons, and Muspel — a realm of terrible fire surrounded by darkness.

At the opening of this module, Yggdrasil’s first root is about to core into the dark mines of Svartleheim. This hollow root will soon pierce the mine entrance. When this happens, chaos will ensue within Midgard triggering these effects:

  • First, safe zones will no longer prevent damage in Midgard.
  • Second, safe zones will no longer keep monsters out.
  • Third, monsters will no longer be confined to spawn sites and dungeons but will instead be able to roam freely after spawning.
  • Fourth, the duergar and dark elves of Svartleheim will begin their invasion of Midgard.

This event has not yet happened. But the player characters are beginning to uncover various clues of this eminent catastrophe.

(Here ends the BSO campaign introduction and adventure summary. Up next… Ominous Signs Before the Breech Part 1 and Part 2 in which our heroes begin to experience various troubles as Yggdrasil’s roots begin to breech Svartalfheim. Find more BSO content in the Gaming Studio.)

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