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.

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 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.)
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.

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.

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.

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.

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.

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.