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 Ragnarök 1.25 — Ominous Signs Before the Breach Part 2

Welcome to Part 2 of the Deep Dark of Svartalfheim adventure — Ominous Signs Before the Breach! This is the second module provided for the larger BSO Ragnarök campaign. Here, the PCs continue their journey as unlikely heroes in the BSO Ragnarök setting.

To make Ominous Signs… less cumbersome as a blog post, it has been broken into two parts. Part 1 is available here. It deals with major events as the campaign opens. Part 2, below, provides optional quests the players may wish or need to undertake.

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 Night on my Twitch page.

Below is the continuation of our unofficial, unaffiliated Open Gaming License Dungeons and Dragons adventure module Ominous Signs Before the Breach. Enjoy it here for free.

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

SPECIAL QUESTS FROM RUBYNIGHT

After meeting with the new PC Quest Giver, RubyNight, the players have been alerted to the fact that safe zones in Mio Elysse are shrinking (see The Shrinking Safe Zone Quest below). They may undertake Shrinking Safe Zones before going on to Event 3 (detailed in Part 1). However, if the PCs do not decide to then help Thalia Winterclaw or fail to complete the adventure in Event 3, they cannot unlock future quests. Once the PCs clear Event 3, read the following to them after they complete their first long rest:

Troubled by strange events of recent days — a new star blooming in the sky, rumors of missing persons, and shrinking safe zones — you decided to undertake your first quest. You realized, too clearly, that real people just like you were in danger. Thalia Winterclaw had lost her mother Raven Blackhorn — who mysteriously disappeared. You decided to step up to help. Your newfound heroism vaulted you into an investigation that ended in a dungeon filled with deadly monsters. Thankfully, you survived. Raven is rescued. Thalia is safe, reunited with her beloved mother.

In your adventure, you uncovered terrifying knowledge of new dangers facing all trapped in Battlestorm Online. You’ve learned about the previously hidden dungeon realm of Svartalfheim. A level ruled by despotic Duergar and plotting Dark Elves. You’ve discovered that Yggdrasil’s roots have somehow bridged the shadowed gap between Midgard, where the players reside, and the dark dungeons of Svartalfheim. In the process, this bridge has formed at least one node — an in-between space. The murderous Duergar Flinderflick, his Drow compatriot Benderfleck, and their enslaved goblins used this node as a base for raids into Mio Elysse’s Dim Alley. Last of all, you discovered Deep Shard crystals — a material remnant left when players die near Yggdrasil’s roots. This cursed material can be forged into weapons that enable players from Midgard to venture into Svartalfheim, that allow monsters from Svartalfheim to invade Midgard. Worst of all, a player who possesses Deep Shard for too long can no longer access the life-saving shelter of a safe zone.

Despite your elation at your achievements, you’re left reeling with new questions and an emergent dread. You shuffle off to the Driftglobe for a well-earned rest. Your virtual feet — oddly fatigued. You awake from your fugue at the Driftglobe refreshed, your in-game powers recharged. As your party gathers at the Inn’s tavern, perhaps enjoying one of the game’s many magical and colorful beverages, you receive a new alert from your game menu. It reads: NEW QUESTS AVAILABLE!! MEET WITH QUEST-GIVER RUBYNIGHT TO RECIEVE!! Apparently there is little rest to be had in this virtual death trap.

If the players use their Game Menu to find the location of RubyNight or send her a direct message (DM), they discover they can meet her in the Guild Hall during the day or at Thunder Ale Tavern (see Part 1) during the night. In either case, Ruby is happy to meet them. She conveys her relief that adventurers are finally taking the threats she uncovered seriously. She also expresses deep gratitude for them undertaking the dangerous quest to help Thalia and to free Raven from Duergar bondage. That said, she is mortified when she learns about Deep Shard, Svartalfheim, and the action of Yggrasil’s Roots. In return, RubyNight now has two new Quests to give the players — The Missing Monsters and The Strange Star Quests in addition to the already available Shrinking Safe Zone Quest.

Quest — The Shrinking Safe Zone

The PKer Guild Kill4LULZ has discovered a number of areas in and around Mio Elysse where Safe Zones fail at certain times of day. They are witnessing the effects of Yggrasil’s roots burrowing up through the dark void of the Ginnungagap between Svartalfheim and Midgard, then running just below Mio Elysse’s streets and buildings. Though they don’t know why these pockets of safe zone failures are forming, the Pkers and PvPers are happy to take advantage of safe zone failures to stage ambushes and raids.

Quest Alert

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

Situation: The safe zone in Mio Elysse has developed holes. Each hole is surrounded by a faint, wavering red border. Holes appear at random, last for minutes-to-hours, then disappear. A group of low level PvPers and PKers have started to take advantage of these holes. Lately, they’ve been ambushing newbies sheltering in the safe zone for loot and lulz. Some of these encounters have gotten seriously ugly and resulted in player deaths.

Objective: Stop the PvPers and PKers in Mio Elysse. Capture and confinement in jail is preferred. But lethal force is authorized to prevent player death by pvp.

Objective: If possible, find out what is causing the safe zone to develop these holes.

Reward: 150 gold (50 gold awarded by each of the major guilds).

Initial Investigation — SuperCreep01 attacked by Kills4LULZ in a Failed Safe Zone

RubyNight has received the above information from newbies who’ve approached her to complain about looting and murder by fellow players in Mio Elysse. Her main contact is with SuperCreep01. She is happy to share SuperCreep’s present location with the adventurers. He’s presently hiding out at the Hot Perks Coffee House (see more about Hot Perks in Part 1) after his recent traumatic experiences.

If the players got to Hot Perks and approach SuperCreep01, they find he’s initially shy. A success on a Persuasion skill check (DC 15), will assure him that he PCs mean him no harm. If they mention RubyNight as part of their Persuasion check, they receive advantage on the roll. If they attempt to Intimidate SuperCreep01 into talking, he flees by activating his Teleportation Crystal and going to the Guild Hall. He’ll return to Hot Perks after an hour. But any subsequent attempts at persuasion are at disadvantage no matter what the PCs say. If the players succeed in persuading SuperCreep01 to talk, read the following:

So I’m kinda new at D&D. My friends and I played Fortnight mostly before BSO. But we were really excited when we scored a copy of the Beta. Then it turned into a death trap. We’re all mostly noobs. So we were real cautious venturing out at first. Recently, we started to have successes. We scored some loot from a kobold camp north of here and were coming back to trade it at Roc Talon Traders. There’s this NPC Bishop Jessen who owns the place. He likes to help noobs with good deals. Anyway, while walking in the streets, my team comes up on this red line on the ground. It surrounds some kind of blob of shadow. We think it’s a glitch, but we’re caught in it. Suddenly, we’re all getting warnings that the safe zone’s been shut down. That’s when we’re attacked. From out of the darkness, some players from this guild Kills4LULZ, attacks us. Immediately they drop two in my party to 0 HP and threaten to coupe de grass them unless we give up the loot we just earned. In a panic, we give them the loot. Now, they keep messaging us with various threats if we don’t give them more.

SuperCreep01 is a level 1 Forest Gnome Hunter Ranger who’s still getting his legs as an adventurer and has only undertaken a couple of quests. After scoring some modest loot from a kobold camp in Midgard’s heartlands, SuperCreep01 and his party returned to Mio Elysse for a long rest. They were about to go trade their new loot with the NPC proprietor of Roc Talon Traders — Bishop Jessen — when they accidentally stumbled through a flashing red border. Within the border, the safe zone was shut down and SuperCreep01’s party was ambushed by members of Kills4LULZ. If the players question SuperCreep01 further, they can learn that:

  1. The attack happened at 6 PM (Investigation 15 or direct question about the time the event occurred).
  2. The names of the attackers from Kills4LULZ were 1wikEDrayGER, 0Gold0Healz, and THaSHoCKER.
  3. These Kills4LULZ members have weird weapons made of dark crystal (Deep Shard).
  4. Bishop Jesson says other players have been victimized by Kills4LULZ and recommended SuperCreep01 contact RubyNight.

After uncovering clues by meeting with SuperCreep01, the players learn about the Safe Zone failure near Roc Talon Traders. Here they can question Bishop Jesson to find more clues. They can also investigate the streets near Roc Talon to try to find the failing Safe Zone and possibly

Bishop Jessen and Roc Talon Traders

Bishop Jessen is a middle aged Tiefling Warpriest NPC who famously lost an eye in a battle with a Roc. He retired from adventuring as an AI Beta Tester in Battlestorm to help players by trading gear for reasonable prices. Establishing Roc Talon Traders, he now lives a relatively comfortable AI life in Mio Elysse. He seems extraordinarily sympathetic to the fears of players trapped in the harsh world of Battlestorm Online (Insight 12). He works particularly hard to help noobs. If approached by the players, Bishop immediately expresses his concern:

Indeed, I’ve witnessed horrible player-on-player violence just outside in the streets in front of that cursed old Ramshackle Building. If you’ve just spoken with SuperCreep01, he’s one of the lucky ones. Those red players have killed out there. They’re mining some kind of crystal from the player deaths. But they’re also bullying players into paying them in game loot for not attacking them. A kind of perverse protection racket. It doesn’t help that the size of the safe zone failures are somewhat variable. And it’s not just here. There are other places in Mio Elysse where shadows spring up and safe zones go down. The red players take advantage of it all.

An Insight 15 skill check reveals that Bishop Jessen seems to be genuinely afraid for players venturing out into the streets of Mio Elysse. If asked about his fear, he seems reticent to elaborate. A Persuasion 15 check made by a comforting PC assures Bishop enough to continue:

I was once a Beta tester adventurer. As an NPC, death is not supposed to be a possibility. But for those of us who were testers, well, we modeled players. Including death. After my brush with the Roc, I lost my eye and my will to continue to risk everything. I hid here from the moderators. Now I help those I can. The Pkers… what is wrong with them? Why do they do such terrible things?

After Bishop reveals his previous status as an AI Beta Tester, have the PCs make a party Insight check. If more PCs roll above a 15 than below a 15, tell them that Bishop has developed a phobia. He is desperately afraid of dying. His fear is clearly sympathetic and he’s motivated to do all he can outside of combat to save players and other AIs from actual death. However, the PCs now know that he will flee from combat.

Roc Talon Traders Interior Map. Image source: Inkarnate.

Bishop knows the safe zone fails at around 6 PM each day. At that time, the Ramshackle Building (see below) seems to pulse with darkness. This darkness spreads out into the streets. When this happens, Bishop hides behind his counter, peaking out fearfully to observe any tragedy. He is happy to tell the players when the ambushes occur and to point them toward the Ramshackle Building and its general area of safe zone failure. He does not, however, venture out of his shop for any reason.

In Front of The Ramshackle Building

Venturing out into the street outside Roc Talon Traders, the PCs can now clearly see an old, ugly Ramshackle Building. For some reason, they didn’t notice it before. But after Bishop Jessen mentions it, what was only a blurry and plain street front before now resolves into a dark and horrific façade.

Dark water-stained wood, rotting planks, and peeling gilding cover an old Ramshackle Building facing the streets of Mio Elysse. An opening blocked only by a swinging door gapes like a mouth onto a covered front porch. Shadows spill from windows. Inside, an inky darkness devours all light. Tendrils of this darkness seem to reach out toward unwitting passersby. Suddenly noticing its startling appearance, you’re surprised you walked by this building before — oblivious to its horrific appearance.

The Ramshackle Building is an in-game quest object that can only be noticed if the players unlock it by speaking with Bishop Jessen. Once they do, they are free to investigate it and the nearby street. They may uncover the following clues:

  1. The cobble stones of the street in front of the Ramshackle Building are slightly deformed. An Investigation or Perception check (15) discovers this deformity. An Investigation or Perception check (18) discovers that a Yggdrasil root is just beneath the street.
  2. PCs cannot yet enter the Ramshackle Building. If they attempt to do so, the following alert message appears in their displays: YOU MUST BE LEVEL 2 TO UNLOCK RAMSHACKLE BUILDING. They can, however, venture onto the porch or climb up onto the rooftop balcony.
  3. A pocket of shadow occupies the space beneath the porch. Inside is a Deep Shard where a PC was killed by an AOE after going there to hide. Kill4LULZ never found this player death remnant. A player searching the underside of the porch and rolling a 15 on a Perception or Investigation can discovered the Deep Shard object.

Ambushing the Ambushers — Confronting Kill4LULZ

Regardless of what other actions the players take, nothing else can be discovered until 6:00 PM game time. At that point, a shroud of darkness envelops the porch, the balcony and the nearby street.

Ramshackle Building Battle Map. Made with Inkarnate.

This shroud extends for approximately 60 feet in front of the Ramshackle Building and is indicated on the map provided below. The darkness reduces light by one level in its zone. Because it is evening, all areas except for those within 10 feet of a light source are considered to be dark. Darkvision can pierce this magical darkness. A light spell’s area of bright light is instead considered to be dim light. Anyone in this area or entering it on a turn receives the following alert in their head’s up display: WARNING LEAVING SAFE ZONE!!

At the same time, 1wikEDrayGER, 0Gold0Healz, and THaSHoCKER emerge from the Ramshackle Building (see Appendix for game statistics).

1wikEDrayGER, a level 2 Half Orc Barbarian, walks out of the front gate. He is carrying a serrated greatsword made of Deep Shard that he’s named Death Blade (a minor Deep Shard weapon). He is plainly visible to anyone with darkvision. He immediately activates his rage and attacks any PC he can see with abandon. He shouts phrases like “hahaha! You’re goin’ down noob!” or “face stabbed by the Death Blade!”

As 1wikEDrayGER advances to attack PCs, 0Gold0Healz, a level 2 Dwarf Order Domain Cleric, jumps out of the window and down onto the porch to provide support. He immediately activates Order’s Demand to attempt to get any PCs within 30 feet to drop their weapons. He uses Healing Word to keep 1wikEDrayGER on his feet and to give him extra attacks. 0Gold0Healz wields a Deep Shard Morning Star (a minor Deep Shard weapon) which he uses to attack in melee to back up 1wikEDrayGER.

THaSHoCKER exits onto The Ramshackle Building’s porch to lob destruction down onto the street below. A level 2 Half Elf Storm Sorcerer, THaSHoCKER uses Thunderwave to blast nearby clusters of foes. If the PCs are far away, he lobs magic missiles at them instead. He tries to stay on his balcony and well away from combat. If faced with melee, he uses Shocking Grasp or his Storm Sorcerer Tempestuous Magic ability to fleet.

If the PCs go down easy, these three members of Kill4LULZ will try to extort them of loot. If they put up a decent fight, they’ll try to kill them instead. 1wikEDrayGER will fight to the death. 0Gold0Healz and THaSHoCKER try to flee back into The Ramshackle Building if the fight goes against them.

Treasure: Players cannot loot other players. However, Bishop is so relieved that he gives them a magic item as a gift from his shop. The players can choose one of the following — a Stone of Good Luck, Boots of Elvenkind, a quiver with 20 +1 arrows.

Special hidden end quest award: In addition, Bishop grants the players a 10 percent discount off of one item available in the Player’s Handbook from Roc Talon Traders if they’ve defeated 1wikEDrayGER, 0Gold0Healz, and THaSHoCKER. If they’ve apprehended any of these ambushers from Kill4LULZ, this discount increases to 15 percent.

Follow-on Events: If the players capture any members of Kills4LULZ, RubyNight works with Abigail Barnwallow to establish a make-shift jail in the basement of Thunder Ale Tavern. Abigail uses one of three empty store rooms to confine members of the Pker Guild. Initially, these Pkers are unwilling to talk and the players can’t glean any more information. That said, if 1wikEDrayGER has been captured, he gives the following threat repeatedly while laughing maniacally — “You’re all finished! There’s no game win! Just killers and dead! You’ll see!”

Unlocked level 2 Quest: Those completing this Quest unlock a new quest once they reach level 2. This Quest is — The Ramshackle Building. When the players complete this Quest, they receive an alert: QUEST GOAL ACHIEVED! NEW QUEST TO UNLOCK AT LEVEL 2!!

Quest — The Missing Monsters

Essential reading for Game Masters: In this Quest, players uncover clues hinting at the nature of the new trouble that plagues them, Midgard, and all those trapped in BSO. The Quest text also provides the Game Master with essential background for the larger arc of Battlestorm Ragnarok’s campaign. Regardless of whether the players undertake this quest, this background material is necessary to understand key story elements of this campaign.

Yggdrasil’s Roots Grow — Bridges to Disaster

Yggdrasil’s trunk springs up through the layers of Valhalla. Adventurers who cleared the dungeon at its base, defeating the mighty boss Drakefang, have opened a new realm in Valhalla — Alfheim. If they clear Alfheim, its boss and the bosses in the three layers above it, they will win the game.

Unbeknownst to these front-line adventurers, when they defeated Drakefang, they also triggered a game event. A disaster that threatens all residing in the virtual world of Battlestorm Online. Hidden below Yggdrasil, great roots plunge into the void beneath. This void is the Ginnungagap — the dark substance from which the world was created. Drifting within Ginnungagap are the detached worlds of Svartalfheim, Hel, Jotunheim, and Muspell. When Drakefang was defeated, Yggdrasil’s roots, which are always growing outward through Ginnungagap, began to entangle Svartalfheim. These roots created a bridge between this dark, dungeon realm and Midgard. The bridge is yet weak. But its strength grows.

Live play of Shrinking Safe Zones and Missing Monsters

As Yggdrasil’s roots touched Svartalfheim, they also expanded through the earth of Midgard. They rippled out to touch the surface within 1,000 feet of Yggdrasil. They reached through all of Midgard. They grew up beneath the Home Towns — seeking these zones of safety as a normal tree root might seek water. Yggdrasil’s roots brought with them the dark influence of the void realm — Ginnungagap. Where the roots appeared, shadows formed and deepened. Any players who died in the shadow were transformed into Deep Shard — a substance of void formed by player death.

Shadow now shrouds the lands close to Yggdrasil. Players who die there leave their Deep Shard remains. A game material that weakens safe zones even as it opens Midgard to invasion by monsters from Svartalfheim. Last of all, the roots and the shadows they spread have unmoored various monsters from their spawn points. The spawn points are now empty. Their monsters are missing. Missing, but not gone. These monsters now rove freely across Midgard. Some of them are gathering in great numbers in Midgard’s wilds. A new threat those living in Midgard aren’t yet aware of. Players undertaking this quest may uncover this new threat.

Quest Alert

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

Situation: Monsters have been observed migrating away from spawn-sites near Yggdrasil. The major guilds — Stella Requiem, FatSharkYes, and Momento Mori — want to know why.

Objective: Track monsters leaving respawn-site.

Objective: Find out where the monsters are going and, if possible, why they are leaving the respawn-site.

Reward: Pick of 1 uncommon item from the three guilds’ spare inventory lists.

Reward: 300 gold (50 from each requesting guild, 150 provided as a Quest Reward by the game).

Snooping in the Shadows of Hobgoblin Hill

When the players undertake this quest, the receive a new alert from RubyNight. The alert reads:

Here is a map showing the empty spawn point. The major guilds are asking you to provide reconnaissance, to learn what has happened to the monsters, and to follow any clues where they may lead. Please take care! The environment around Yggdrasil has grown dangerous. Shadows spread and large bands of monsters have been sighted. I have provided you with a map of the empty spawn location. Use it as a navigation aid and reference point.

Hand the players the Player Quest Map provided below. A Game Master Map is also provided for your reference.

Yggdrasil Player Map. Made with Inkarnate.

The players’ journey to the empty monster spawn sight occurs without incident. As they approach Yggdrasil, shadows lengthen, mists gather in the lowlands, a chill seems to hang in the air. Lighting is reduced by one level. Daylight is merely bright light. Night is impenetrable darkness that shrinks light spells and torches to pools of dim light. Darkvision can pierce this darkness. Read the following:

Shadows lay thick and deep over the area surrounding this empty monster spawn site. Lands rise to a bald hill encircled by trees. At its crown is a ruined fort. Within the ruins, hobgoblins are known to spawn. In the past, these hobgoblins became a war-band numbering about 10-16 and attacked any adventurers approaching their hill. This spawn site was well-known among adventurers as an excellent training location with decent, low level, treasure and item drops. Called Hobgoblin Hill, the place is now eerily empty.

Players searching Hobgoblin Hill may uncover the following clues:

  1. A Survival Skill Check (DC 12) reveals numerous tracks at the hilltop.
  2. These tracks were made by Hobgoblins (Survival 15).
  3. The tracks seem to mill about on the hill and around the ruins, then head off toward the south and east (Survival DC 17).
  4. A Perception Skill Check (DC 12) reveals a large mass of Yggdrasil roots within the ruins.
  5. A Perception Skill Check (DC 20) reveals a Deep Shard hidden in the trees surrounding the hill.
  6. Ravens roost in the ruins. Their mocking chatter follows any adventurers who enter the ruins. When the adventurers leave the ruins, the ravens follow them at a distance.
  7. A Survival Skill Check (DC 18) made at the location of the ruins reveals that Hobgoblins are still spawning here. They seem to linger for a few hours before moving off.
  8. If Yggdrasil’s roots are discovered, an Arcana Skill Check (DC 17) reveals that the influence of these roots has disrupted the spawn site anchor which would typically keep monsters from moving too far away from their spawn site.
  9. If the shadows around the spawn site are examined, a Religion Skill Check (DC 17) reveals that they are made of the substance of the void surrounding Valhalla which is the Ginnungagap.
Hobgoblin Hill Battle Map. Made with Inkarnate.

A group of 3 Shadows lurks in the trees surrounding the Hill. They hide in the darkness provided by Yggdrasil’s roots, waiting for an opportunity to attack the party. So long as they stay on the ground and within a square covered in shadow, they are protected from the debilitating effects of sunlight by this darkness.

If the players find the Hobgoblin’s tracks, they may follow them. Once they discover the tracks, it requires a Survival Check (DC 15) to stay on their trail.

If the players linger at the spawn site for two hours, a group of 4 Hobgoblins spawns. If more than half the party succeeds in a DC 10 Stealth Check, they may hide from the Hobgoblins in the trees. If left unmolested, the Hobgoblins stick to the ruins for about an hour, then venture off to the southwest. They take the same path that other Hobgoblins previously followed.

Yggdrasil Game Master Map with Hobgoblin tracks to Goblin Town. Made with Inkarnate.com

The Hobgoblins are journeying to Goblin Town — a gathering place for various monsters who’ve been unmoored from their spawn locations by the influence of Yggdrasil’s roots. These monsters are now commanded by a Drow Warlord named Grimbark.

Treasure: If slain, each group of four Hobgoblins drops 1 gold, 5 silver, and 8 copper. Their equipment can be sold at half price.

Tricky Respawn: If the first group of Hobgoblins is killed near Hobgoblin Hill, another group spawns within two hours. This group is twice the size of the first group — numbering 8 Hobgoblins. In addition, 3 more Shadows emerge from the darkness of Yggdrasil’s roots. The Shadows wait for an opportunity to ambush the party, possibly while they are engaged with the Hobgoblins. The Hobgoblins will wait at a high state of alertness on the hill for 2 more hours. When another four Hobgoblins emerge, they are at last confident enough to begin the journey to Goblin town.

Finding Goblin Town

Players who follow the Hobgoblin tracks (DC 15 Survival) find them winding down into a valley to the east of Yggdrasil. The valley forms a canyon in which a small river emerges from a cliff face. The river spills out of a cave mouth. Two towers made of chopped wood from felled trees guard the cave. Before the players reach the cave, they are confronted by a goblin patrol. In the patrol are six Goblins. The players may avoid the goblin patrol if more than half the party succeeds on a DC 9 Stealth Check. If the players defeat the goblin patrol or evade detection, they may approach Goblin Town and observe it from a distance.

Treasure from Goblin Encounter: If the players slay the six Goblins, they gain 8 silver, 12 copper and the Goblin’s gear as loot. The Goblin gear is ill-sized and in bad repair. Players can, however, sell this gear for 25 percent of its normal value at a market in a Home Town.

Goblin Town Battle Map. Made with Inkarnate.

The Hobgoblins’ tracks continue along the river bank. Up ahead, is a clearing. In it, you can see the river spilling out of an open cave mouth. The cave is guarded by two tooth-shaped towers. Each is filled with goblins. A palisade guards the mouth. Hobgoblins and goblins enter a gate leading through this wall and into the cave. Firelight, shouts and howls echo up out of the cave. From the sound there are scores, perhaps hundreds of monsters inside. You’ve found where the monsters from the empty spawn site are going. They’ve gathered in this cave. Even worse, they seem to have met with other groups of monsters. Left unchecked, you know this Goblin Town will become a threat to all who venture near Yggdrasil.

As the players observe Goblin Town, it becomes clear that it would be extraordinarily dangerous for them to assault this place unprepared. To approach undetected requires a party Stealth check with a DC 22. The Hobgoblins have hacked down all the nearby brush and posted watches on the towers, the walls, and on the cliff. Regardless, if the players begin to approach Goblin Town, the Ravens from the ruins let out a loud ruckus, revealing their location. At which point, a force of 20 Goblins and 10 Hobgoblins led by 1 Goblin Boss issues from Goblin Town to hunt the players down. If the players flee, they may evade the Goblins and Hobgoblins by making a party Stealth Check (DC 12). The ravens do not bother them again unless they approach Goblin Town.

When the players discover Goblin Town, they receive the following alert: MISSING MONSTERS QUEST GOAL ACHIEVED! NEW QUEST TO UNLOCK AT LEVEL 2!!

Magic Item Quest Reward: When the players return and report their findings to RubyNight, they receive the following quest reward so long as they’ve discovered Goblin Town. If they’ve learned that Yggdrasil’s roots passing through the Ginnungagap are the cause of monsters being able to wander freely across Midgard, players may instead choose two magic items rather than one. Available Items: Wand of the War Mage +1 (requires the verbal component “Sizzlesplat!” to use as an arcane focus), Gem of Brightness (A player possessing this gem glows. They are at disadvantage on stealth checks, but areas within five feet are covered in dim light), Wand of Entangle, Amulet of the Devout +1 (Makes the sound of a loud tolling bell when used as a divine focus to cast a spell), Ring of Water Walking, Longsword of Warning (Shouts “Danger! Danger!” if enemies try to surprise the players), Medallion of Thoughts, Slippers of Spider Climbing (leaves a trail of cobwebs when used to walk on walls or ceilings), +1 Chain Mail (Special, allows wearer to cast Detect Magic x1 per day).

Quest — Prophecy of the Strange Star

The ancient hag Astrid has wandered the frozen lands south and east of Nidavellir spouting a prose Edda prophecy of events surrounding the Strange Star’s arrival for the past two weeks. Before the star arrived, players considered her only to be an odd element of the Battlestorm Online environment. However, since the star’s arrival, Astrid’s prophecies have risen to the attention of the player/quest giver RubyNight. Ruby thinks Astrid’s prophecy may be related to recent events. She asks the players to travel to Lake Rune Mirror and to find Astrid wandering there. She wants them to do what they can to decipher Astrid’s prophecy and to glean if there is any truth to it.

Quest Alert

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

Situation: A strange star has come to light the Midgard night sky. The star looks like an open blue eye. This star rises in the middle afternoon and is visible even in daylight. It shines as brightly as a small moon or comet at night, casting shadows in the darker areas until it sets hours before dawn.

Objective: An old hag has appeared in the frozen lands near Nidavellir. Each day when the star rises, the hag spouts garbled prophecy about the strange star. Seek out the hag and decipher her riddles.

Objective: Find out the nature of the strange star and discover its meaning.

Reward: 200 XP

Seeking Astrid

When the players undertake this quest, they receive a new alert from RubyNight. The alert reads:

Thank goodness! Someone is finally heading off to speak with Astrid! You can find her on the shores of Lake Rune Mirror to the east of Nidavellir. Be careful! A pair of dangerous Winter Wolves — Skoll and Hati — prowl the path to its shores. But you can find safety in Astrid’s Hut. The Hut’s location is now marked on your player map. I’ve heard that Astrid can be a bit… eccentric. Do your best to humor her if you think it’ll help you learn more about the star and the new dangers confronting us. Good luck!

The players can use their Teleportation Crystals to teleport to Nidavellir. From there, it is only a short journey to Lake Rune Mirror. Snow covers the mountainous lands surrounding the dwarven stronghold. But a well-worn mountain pass has long-since been cleared of monsters by diligent adventurers. The players may journey down this pass, then enter the Winter Wood to the west of Lake Rune Mirror. Players do not encounter difficulty until they come to the Winter Wood. At this point, they must avoid being hunted down by Skoll and Hati.

Wolves Haunting the Winter Wood

Two Winter Wolves Skoll and Hati terrorize travelers through the Winter Wood. Though they are sometimes slain by adventurers, they always respawn — Skoll with the rising sun and Hati with the rising moon. Unlike other monsters, they’ve managed to learn much through each death and battle. They each now have maximum hit points (120), an Armor Class of 15, and their Breath Weapons recharge on a 4-6 rather than a 5-6. They have also learned how to use magic items by devouring them. Presently, Skoll has devoured a Ring of Fire Resistance. Hati has devoured Boots of Striding and Springing, giving her the ability to make extraordinary leaps.

Nidavellir, Winter Wood, Lake Rune Mirror and Astrid’s Hut. Made with Inkarnate.

Skoll and Hati are dreadful foes for first level adventurers. It is highly unlikely that your players can defeat them. If Skoll and Hati are defeated by the party, they gain fame in Nidavellir. In addition, the wolves drop their magic items as treasure when they perish. To impress upon your players how dangerous Skoll and Hati are, read the following:

As you leave the road, the Winter Wood spreads out before you. It is a place made infamous by the two Winter Wolves — Skoll and Hati — who prowl these woods. They’ve slain many adventurers here and are said to revel in terrorizing prey. Even worse, as the game continued, the wolves have grown in both skill and power, learning from each victory and defeat. For they are immortal monsters that respawn the next day after being slain by adventurers. Ruby has advised that you avoid the deadly Wolves and seek safety with Astrid who seems to have a calming influence on them.

Most parties will choose to engage in a skill challenge to avoid the Winter Wolves while making their way to Astrid’s Hut (see map above).

Hunted by Skoll and Hati

If the players attempt to avoid Skoll and Hati, a dangerous skill challenge ensues. Both Winter Wolves know the land well and seem to have a supernatural awareness of their surroundings. It takes more than three hours for the players to cross the Winter Wood. When starting this challenge, set the counter at hour 1. Then, after each skill roll, move the hour counter ahead by 1. When the counter reaches hour 4, the players come to Astrid’s Hut if they’ve succeeded in at least one skill challenge. If not, they are faced with Skoll and Hati (see tricking the wolves below). For each hour, to avoid detection, the players must succeed in a DC 20 party Stealth Check.

If more than half the players fail a stealth check, they are hunted as Skoll and Hati are alerted to their presence. Read the following:

The Winter Wood erupts in howls. The eerie noise echoes off hillsides and nearby mountains. Its sound is enough to freeze your blood. Skoll and Hati are now on your trail!

While they’re hunted the players may try to make a DC 20 party Survival or a DC 20 Deception check. If the party succeeds, they have shaken Skoll and Hati off their trail and return to making Stealth Checks. Move the hour counter ahead by 1.

If more than half the players fail their Survival or Deception checks to shake off Skoll and Hati, they are now in a foot race with wolves hot on their tracks. To beat Skoll and Hati in the foot race for one hour, each party member must succeed in a DC 13 Constitution Ability Check. If a player fails, they start to fall behind. Another player can assist the player who failed by making another Constitution Check at a 16 DC. If the assisting player succeeds, they both catch up. If the assisting player fails, they both fall behind. A player can receive assistance only once. An assisting player cannot receive assistance from another player in this way.

Cornered by Wolves!

If one or more players fails to outrun the wolves, then they are caught. Read the following:

At last, you are cornered. Two large Winter Wolves approach. One is jet black, the other is bright as the winter sun. Their slavering jaws unhinge. Then, one turns to the other and says. “Skoll, what think you? Perhaps we are not so hungry. I think if this food can tell us a good tale, then we will let it go?” The light colored wolf turns to the dark colored one. “Hati, you read my thoughts as well as ever. Yes. Perhaps a good tale will suffice. But if the tale is not good, I may want my food anyway.” Hati, the dark colored wolf, grins. “Then we shall have them lay across our jaws. If the tale is good, we shall let them escape. If not, then we shall have dinner!”

Live Play of Astrid’s Prophecy

The wolves, of course, are toying with their prey (Insight 13 determines that the wolves are lying and still intend to eat their prey). If the players agree, then they will get a good story with their meal. If not, then they will have to kill them in a fight. However, the wolves are not as clever as they think (Insight 15 — active or passive — reveals that there may still be a way out if the players delay long enough by agreeing to tell the wolves a story). Both wolves are tired after the long hunt. If the players agree to lay within their jaws and tell the wolves a decent story, there is still a way to escape. If one player succeeds on a DC 13 Performance Check they may tell a story entertaining enough to catch the wolves attention. If one player fails, another player may try to pick up the story’s thread to improve it with a DC 15 Performance Check. If both of these checks fail, the wolves decide to eat the players immediately. If the wolves are entertained and the story continues, any player with a passive Insight of 10 or higher will notice that the wolves are starting to grow drowsy. The story-telling player then need only succeed in a DC 10 Deception Check to lull the wolves to sleep with their tale. If this check fails, the player needs to again entertain the wolves by making a DC 13 Performance check. If that check fails, the wolves decide to eat the players. If it succeeds, the wolves again grow drowsy and the story telling player may try to lull them to sleep again. Failing a second time results in the wolves eating the players as their bellies grumble from hunger. If the wolves are asleep, the players may then sneak off after making a DC 10 Athletics or Acrobatics check to wriggle out of the wolves’ jaws. Failure of this check by 5 or more results in waking the wolves up and the wolves deciding to eat the party members. A regular failure means the player is still caught, but may try again to wriggle free.

If the players manage to pull off this last ditch escape, they come at last to Astrid’s Hut.

Astrid’s Hut

When the players arrive at Astrid’s Hut they are greeted by a wizened and yet hansom elderly woman. Astrid is a Valkyrie (Planetar statistics) who takes the form of an old woman. The Bullywug near her Hut have fallen under her influence and their alignment has shifted to Nuetral Good. Read the following description:

A small hut appears before you, its lights winking in the darkness like little beacons. Your hurried feet crunch up to its porch as howls from Skoll and Hati echo nearby. Covered in snow, the hut nestles on the shores of a flat, frozen lake. The ice on the lake forms a pane like that of a mirror, perfectly reflecting the sky above. Sun has long since set. The stars above light the sky with their ethereal sparks and glimmers. Hanging in the eastern sky, the strange star glows bluely, its eye-shape back-lighting odd clouds floating in the stellar void surrounding Midgard. As you approach, the front door slams open and out bursts an elderly lady. She springs with surprising spryness toward you. Under one arm is a large, steaming side of beef. She places this beef on a stone slab just outside the Hut, then turns toward you. “That’s for Skoll and Hati. They won’t bother you any more. They always grow tired after a good meal. As for you, I have stew! Come in! Warm yourselves at my fire!”

Astrid welcomes the players, tries to feed them, hands them woven blankets to wrap themselves up in, and allows them to rest. Spending one hour in Astrid’s Hut while wrapped in one of her blankets grants a long rest in game. Eating any of Astrid’s stew grants the benefits of a Short Rest and removes one Diseased, Blinded, Poisoned or Ability Damage related condition. Astrid is friendly to the players while they rest, but won’t speak about the Prophecy until each player has at least tried some of her stew. Once she’s satisfied that the players are cared for, she will speak to them.

Indeed, as Odin saw the Runes reflected while hanging upside down from Yggdrasil, so too have I pierced the Strange Star’s mystery. I can tell you the tale now. But to fully know it, your mind must be opened. And to do that, you’ll need the help of the Blue Bullywugs. They live on the shores of this lake — frolicking and cavorting through the summer. But as the chill winds begin to blow from out of Nidavellir and the Winter Wood, they begin to tire. So, they return to their muddy rest in the shallows. You can find them slumbering there even now, not far from my hut. If you go and lick their skin — just the blue ones — it will prepare your mind for the Prophecy. Go! Do this! Return fast enough and I will tell you the tale of Ragnarok and of the Eye in the Void!”

Venturing outside into the chill night once more, the players find that the beef has already been quietly taken from the slab. Though that is the only sign the players see of Skoll and Hati. The night is still and silent. If the players venture to the lake shore, they find a small dock from which they can easily look into the shallows.

Bullywug Licking and Ritual Combat

At the lake shore and on the docks, the players find scores of bullywugs huddled in their muddy beds, sleeping peacefully beneath the brilliant night sky. The frozen lake surface looks like a mirror from a distance. Closer, it is more like a pane of glass. Bullywugs are either green, yellow, red or blue. Each player can easily find a blue Bullywug by looking through the frozen lake surface.

Once each player has found a blue Bullywug, they must break the ice, lift the Bullywug out of the water, then lick it. Doing so requires characters to succeed in a DC 15 Athletics check. Failure means the player may try again. Failure by 5 or more means a Bullywug has woken up and the player must either succeed on an opposed grapple check with the Bullywug to pull it out of the water or move on to another Blue Bullywug. Regardless, once a Bullywug is licked, it gives a delighted “ribbit!” and wakes up.

These Bullywug are well acquainted with the licking ceremony and do their best to ensure those licking them are worthy of their gift of special sight. Once awakened, each Bullywug spends one round waking up another Bullywug. On the subsequent round, the newly awoken Bullywug wakes another of its fellows. This continues until there are at least 6 awake Bullywugs. At which point the Bullywugs begin to try to beat the players into unconsciousness as they break out in a raucous frog song. Picking up two clubs, they each toss one to a player, then begin to whale on the players with their own clubs.

Licking Bullywugs Battlemap. Made With Inkarnate.

Players with a passive Insight of 10 or more immediately realize the Bullywugs think this is all some strange game and don’t intend to do them lethal harm. If the players pick up the clubs, they may use either Strength or Dexterity while attacking with them. The players are considered proficient with the clubs which are specially magicked to only do 1d4 + ability mod non-lethal damage. The Bullywugs are quite nimble with their clubs and can make two attacks each round. If the players draw actual weapons or employ lethal force of any kind, the Bullwugs flee and their magic fails. Astrid then asks the players to leave. At which point, they may then again be hunted by Skoll and Hati as their Teleportation Crystals shut down for another four hours. If the players accept the clubs and only use magic to incapacitate rather than harm the Bullywugs, then the ritual battle is joined.

If the players render 6 Bullywugs incapacitated, the Bullywugs cheer. They each lay a crown made of dried lake grasses on the players’ heads and give a loud chorus of ribbits as they escort them to Astrid’s Hut. If the Bullywugs defeat the players, they shuffle back to the lake, giving an occasional disconcerted ribbit. If the players fail the first mock battle, they can try again the next night. If they fail a second time, they cannot try again until they reach level 2.

The Prophecy

As the players return to Astrid’s Hut, the wizened old lady beams at them. If they have failed in their test by the Bullywugs, she consoles them and offers to host them for another try tomorrow night. If they’ve passed the Bullywugs’ test, she guides them to sit down by the fire. Then, she begins to sing softly.

Something in the Bullywugs’ skin causes your senses to swoon. You know it’s just a part of the game. But why does it feel so real? The Hut’s walls bend and heave. Then, the individual beams seem to leap up, flying into the sky. All around you is the night sky. Clouds in the void swirl, seeming to open like a great pair of jaws. Within the jaws, the blue eye stares down. Astrid’s song, incomprehensible before, rises loud in your ears.

She then chants her prophecy. It is Odin’s Revelation of Ragnarok:

Whither is Odin’s Eye Hidden?

Sacrificed to take divine wisdom?

In bowels of night,

To plumb the void,

In Ginnungagap,

Ever-watching,

Surtur’s realm of fire and destruction.

Muspell!

Ever Yggdrasil’s roots do grow,

Crossing void,

Reaching out to four worlds,

The roots are deadly bridges.

Each world they reach a doom.

The poisons of Svartalfheim boil.

Dead clamor to rise from Hel.

Jutenhiem brings the Fimbul Winter,

When brother will turn against brother.

Muspell is the last tolling of the bell,

Surtur’s giants march,

Under a meteor-fall in fire.

When shall the jaws of Fenrir close?

Around the Eye of Odin?

Devouring all the sky?

Moon and stars in utter darkness?

Just before the serpent rises,

Devours Svartalfheim to belch forth its poisons,

One thousandfold.

Will all in Valhalla perish?

Choking, burning, freezing?

Only fodder to fill the ranks of Hel?

Is all Valhalla empty?

Are her heroes perished?

Is even Thor defeated?

Whither was Odin’s Eye hidden?

Sacrificed to gain divine wisdom.

It opens to night,

At first doom’s coming.

Piecing Ginnungagap,

Beholding Muspell,

Even as Fenrir’s jaws slaver.

Odin gave his eye,

Cast it into Lake Mímisbrunnr,

Through waters it opened upon the void,

Granting divine revelation,

So others might see Ragnarok’s coming.

Give the above poetic Edda to your characters and allow them to puzzle over its meaning. After chanting the song to them, Astrid falls silent. Her Hut reforms before their vision. The coals are dark. It is morning. Astrid is departed. Her hut is empty. Cold. Her food and blankets are gone.

If the players have witnessed Odin’s Revelation of Ragnarök, they receive the following message: PROPHECY OF THE STRANGE STAR QUEST COMPLETED!!

Quest Experience Reward: This quest contains numerous skill challenges and one mock combat. If the players evade Skoll and Hati, they gain 300 experience points. If they defeat the six Bullywugs in ritual combat, they gain another 300 experience points. In addition, they receive the quest reward of 200 experience points.

Astrid’s Boon: If the players heard Astrid chant her prophecy, they each gain a Charm of Heroism.

Next Steps: Astrid’s Prophecy provides contextual clues about the disasters that are now starting to befall the realms of Battlestorm Online. However, the players are left to their own perceptions, imaginings, and analytical skills to determine what the prophecy might mean. Unlike other game events, NPCs and OPCs are befuddled and offer little help. Likewise, Arcana, Religion, and History checks provide limited information. Arcana (DC 15) reveals that Muspell, Jutenheim, Hel and Svartalfheim are all worlds of BSO that are detached from Yggdrasil. History (DC 15) reveals that Yggdrasil is always growing and is cared for by the three Norns — Memory, Sorrow, and Fate. Religion (DC 15) reveals that the Ginnungagap is the black void surrounding the worlds of BSO.

APPENDIX

1wikEDrayGER — 5e stats

Medium Half-Orc, chaotic evil (red player

Armor Class 16 (scale mail)
Hit Points 23
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)14 (+2)14 (+2)10 (0)10 (0)10 (0)

Saving Throws Con +4, Str +5
Skills  Athletics +5, Survival +2, Intimidation +2, Stealth +4
Damage Resistances Bludgeoning, Piercing and Slashing while raging
Senses passive Perception 10
Languages Common, Orcish

Magic Weapon. 1wikEDrayGER has a Minor Deep Shard Greatsword (attack stats adjusted).

Rage. 1wikEDrayGER may enter a Barbarian’s rage as a bonus action.

Danger Sense. At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

ACTIONS

  • Deep Shard Greatsword. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 12 (2d6+5) magical slashing damage. Critical: +1 necrotic damage.
  • Javelin. Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 8 (1d6+5) piercing damage.

DESCRIPTION

1wikEDrayGER is a Half Orc clad in black scale mail and carrying a wicked serrated greatsword. His hair is died red and his tusks have three nicks in them. Each nick represents a PK.

********

0Gold0Healz — 5e stats

Medium Dwarf, neutral evil

Armor Class 18 (scale mail, shield)
Hit Points 19
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)10 (0)16 (+3)10 (0)16 (+3)10 (0)

Saving Throws Charisma +2, Wisdom +5
Skills Perception +5, Religion +2, Insight +5, Persuasion +2
Damage Resistances poison
Senses passive Perception 15
Languages Common, Dwarven

Magic Weapon. 0Gold0Healz has a Minor Deep Shard Morningstar (attack stats adjusted).

Order’s Wrath. Whenever 0Gold0Healz heals an ally, they may use their reaction to make a weapon attack.

Spellcasting. 0Gold0Healz is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following Cleric spells prepared:

ACTIONS

  • Toll of the Dead Spell: +5 to hit, one creature in 60 feet, DC 13 Wisdom Save. 5 (1d8) or 7 (1d12) necrotic damage.
  • Deep Shard Morning Star. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) magical piercing damage. Critical: +1 necrotic damage.
  • Order’s Demand. Channel Divinity: creatures of your choice within 30 foot radius. DC 13 Wis save. Creatures are charmed and drop their weapons. Once per short of long rest.

DESCRIPTION

0Gold0Healz is a dwarf clad in chainmail wearing a shield and carrying a wicked morningstar made of Deep Shard. His hands are bedecked with fine rings that he’s extorted from those he’s healed while on the verge of death.

*********

THaSHoCKER — 5e stats

Medium Half Elf, neutral evil

Armor Class 13 (16) (mage armor)
Hit Points 14
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)10 (0)10 (0)16 (+3)

Saving Throws Con +4, Cha +5
Skills Persuasion +5, Arcana +2, Insight +2, Religion +2
Senses passive Perception 10
Languages Common, Elven, Primordial

Magic Weapon. THaSHoCKER has a Minor Deep Shard Dagger (attack stats adjusted).

Font of Magic. THaSHoCKER has 2 sorcery points (See Sorcerer Class).

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

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Shocking Grasp. Spell Attack: +5 to hit, range 5 feet, one target. Hit: 5 (1d8) lightning damage and target cannot take reactions.
  • Deep Shard Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+2) magical piercing damage. Critical: +1 necrotic damage.
  • Thunderwave. Spell: creatures in a 15 foot cube. DC 13 Con save. 9 (2d8) thunder damage and knocked prone. Save for half, no prone.
  • Tempestuous Magic. Sorcerer Ability: you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

DESCRIPTION

THaSHoCKER is a Half Elf with silver hair who wears flowing blue robes. His eyes flash with sparks when he is angry — which is often.

BSO Ragnarök 1.20 — Ominous Signs Before the Breach Part 1

Dark shadows bring ominous signs…

This is The Deep Dark of Svartalfheim adventure module’s first chapter for the larger BSO Ragnarök campaign. You can find all chapters for The Deep Dark of Svartalfheim in the Gaming Studio under the Battlestorm Online Ragnarök header. These adventures are original, unofficial, and unaffiliated Open Gaming License content for Dungeons and Dragons 5th Edition and they are provided to you, written by your scribbler here free of charge, in this format, on this blog. Please feel free to use this material for your own Dungeons and Dragons games as you see fit.

In this first chapter, the PCs begin their journey as unlikely heroes in the BSO Ragnarök setting. To make this chapter less cumbersome as a blog post, it is broken into two parts. Part 1 deals with major campaign events. Part 2 covers quests the players may wish or need to undertake.

Part 1 is below.

A game master collaboration…

The larger Battlestrom Ragnarök campaign is run in the Battlestorm Online Campaign Setting. This setting is being designed as a collaborative effort between myself and Ted Burgess. Ted is running his own Battlestorm Online game, which is the original game in this setting. You may find Ted on Twitch and you can find the campaign archive for Ted’s Battlestorm Online game here.

Live Play of Ominous Signs Before the Breach, Part 1

This module was run by me on January 7th and streamed on Ted’s Twitch feed. I will be posting the video archive of the first game along with player profiles in the Gaming Studio soon. The next BSO Ragnarok game is scheduled to stream from Ted’s Twitch feed on January 21st, 2022 and games will run once every 2-4 weeks on a regular basis. Please feel free to join us at 9 PM EST on these Fridays. I’ll work with Ted to post more frequent gaming schedule announcements. These announcements will be posted from my Twitter Feed and set up on my Twitch page. Games, though, are sometimes canceled at the last minute. In any case, they can be viewed later here in the BSO gaming archive and on my YouTube page.

(If you are a player in the Battlestorm Online, Ragnarök campaign. WARNING: SPOILER ALERT. Do not read further.)

CAUGHT IN A VIRTUAL DEATH TRAP

After the players create their characters read the following descriptive text to kick off the adventure:

“The widely-publicized global launch of Battlestorm Online was a heady affair that captured the attention of millions of gamers across the world. One of the world’s foremost gaming geniuses — Gemu Masuta –had birthed a virtual reality masterpiece. A Dungeons and Dragons game in which players could use special equipment called Ghost Gear to fully dive into a fantasy VR environment. Now the dreams of gamers everywhere had been realized. They could experience their favorite game not at tabletops or consoles but with their senses and body fully immersed.

“You were one of these gamers. Dynamic swordplay, magic, and the amazing mobility of fantasy characters was no longer just at your fingertips — it had full mind and body. It was another life outside of real life.

“Millions clamored for access to the beta-test version of this full-dive Dungeons and Dragons extravaganza — open to only ten thousand lucky players. Perhaps you waited in line or a relative with connections snagged you a copy. Whatever the case, you logged in to BSO, took the vertigo-inducing dive generated by the Ghost Gear, and landed on the world layer of Midgard. At first, you were captivated by this amazing setting and its host of wonders. You took time to familiarize yourself with your skills and powers. Perhaps you even fought a few monsters. You had a blast.

“But your joy of new discovery was short-lived. If you tried to log out, you received the following alert — WARNING LOGOUT WILL RESULT IN PLAYER DEATH, CLICK YES TO CONTINUE. If you saw this message, you were wise enough not to click ‘yes.’ Many were not. You may have also heard the ghostly cries of a player dying in game — their avatar consumed in a burst of blood-red pixels, their eyes flashing with a freakish strobe like a pair of twin flashlights rapidly turning on and off.

“These events only hinted at a much larger horror of which you would soon become aware. After only an hour logged in, a wind began to blow. It carried the sound of a wolf’s howl across the land of Midgard. Tattered clouds raced across the sky which took on a crimson hue. Your teleportation crystal flashed with blue light and you were instantly transported to an arena carved from the heart of the mountain fastness of Nidavellir. Your arrival at the stadium was accompanied by thousands of similar blue flares as your fellow players instantly materialized.

*********

Odin Wotan by Herman Hendrick

“All the game’s remaining players turned eyes toward a titanic figure arising from the area floor in the form of a forty-foot tall shadow roughly taking the shape of man. He glared down at you with his single massive blue eye. The eye was offset, hinting that the other eye was closed or lost. Two large shadows in bird form sat on his shoulders. ‘Welcome to Battlestorm Online. I am Odin. But you may also know me as Gemu Masuta. I’ve summoned you here into the great arena of Nidavellir to deliver this warning. You are trapped here. Not in Nidavellir, but in the game. There are now only two ways out for you — death, or winning the game. You may have noticed that your logout screen now contains this alert.’ The figure waves its shadowy hand and you again see the logout warning message. ‘If you logout, the Ghost Gear will send a strobe light pattern to your eyes that will cause a brain aneurism. This is no accident. It is intended. Also, if you die in-game, your Ghost Gear will send the same signal. Similarly, if the gear is tampered with in the real world, it will kill your body and you will die both there and in-game.

“‘Already, 321 players have perished due to death by monsters, due to accidental tampering with the head gear, and due to suicide by voluntary logout.’

“The 9,679 remaining players stared in stunned astonishment. Cries of outrage and anguish echoed through your fellow players. Terror rooted you to your hard, virtual-stone bench. You came here to enjoy your favorite game up-close and in-person. Not to die at the hands of a terrorist madman in a death trap. Disbelief and denial washed through your fellow players. But somehow, what Gema Masuta as Odin said rang true. He did strike you as the type who was capable of carrying out such a murderous, if creative, coup.

“‘You have now been granted a gift beyond compare,’ Gema Masuta as Odin continued. ‘Another life. For without death, there is no life. And in this life you have the real opportunity to be the heroes of a magical world. Whether or not you choose to take that opportunity is up to you.’

“The shadowy figure continued to speak for a few more minutes. But its dark philosophical assertions only deepened your terror. Gema was clearly a fanatic — willing to carry his twisted vision through to the bitter end. When the cries of disbelief rose up, you’d already grown numb with shock. The tense words of outrage bleeding into the background of your racing thoughts. You had to focus. Your first goal — survive and return to your life. You had things to accomplish. Loved ones waited for you. Important business and work was delayed that must be returned to. Others could fight through the game while you decided to wait in safety.

“For weeks after your capture, after that fateful announcement by a virtual god of monsters, this was your plan. And, for weeks, it worked. Heroes rose, formed adventuring parties. They scoured the surrounding lands of monsters and began to delve into dungeons. Some died. Others rapidly gained power. The adventuring parties coalesced into organized guilds. And, for a time, it seemed to you that your plan had worked.

“Seemed, because events have taken an odd turn of late… You’ve heard rumors of shrinking safe zones. Frantic quests have been issued by the game’s most prominent guilds. Quests not related to typical game-clearing activity. And last of all an annoying guild representative — a Warlock named RubyNight — keeps following hold-outs like yourself into local bars and inns. She keeps asking for help. Keeps calling for a second line of adventurers to confront the new troubles. She’s persistent. But sometimes you detect a note of pleading in her voice.

“This new turn of events makes you worried. Perhaps your plan to stay safe while others take the risks for you won’t work out after all. Maybe this death trap you’re presently caught in is about to spit out a new set of surprises. If so, resting on your laurels will only make you more vulnerable, will just result in more slaughter. Now might be the time for you to step up. To take on the role of a hero. “

********

Discuss with your players what connections they might have with each other — IRL or in-game. For example, players might have worked together, gone to school together, or shared a favorite hobby IRL. In-game, all the players also had a reason to hang back from the initial wave of gameplay. This may have thrown them together in various non-adventuring activities as they passed the time waiting for the front liners to win the game. Also have the players agree on a hometown as the adventure starting point. When they do, proceed to the next section.

ODD EVENTS, ODD QUESTS, AND AN ANNOYING GUILD REPRESENTATIVE

The following is a series of quests and in-game events designed for 4-6 level 1 characters. The events, listed first, happen to the players and the world of BSO on a timetable regardless of which quests they choose. The quests are voluntary and happen between the events. In this section, run game events 1 and 2 first. You may then decide to proceed to game event 3 or to then proceed on to the quests. Once players gain enough experience to reach level 2, a new series of quests and events will open up, leading to the next chapter — The Mystery of Yggdrasil’s Roots. However, you may wish to allow players to complete the quests listed here before proceeding. If you do so, player advancement to level 3 is locked until at least one quest from The Mystery of Yggdrasil’s Roots is completed.

Event 1 — A Strange Star Occluded By Darkness

The first night of this adventure begins with a strange celestial event.

“As the sun sets on Midgard and a darkness jeweled by millions of twinkling lights rises to cover the night, a strange star begins to blossom. Its light first appears as an orange glow that back-lights what appears to be black clouds of dust — casting gargantuan shadows covering what must be thousands upon thousands of stars. The glow intensifies until a star roughly the size of a full moon and bright enough to cast shadows bulges into a shape like a large blue eye. The eye looks down on Midgard, shining its light on all who walk there.”

Whether the strange star’s coming is a herald to further events or simply a stunning, if ominous, outgrowth of the vivid yet striking Battlestorm setting remains a mystery.

Event 2 — A PC Quest Giver is Born in Thunderale Tavern

Thunderale Tavern is a popular haunt for adventurers and non-adventurers alike. It exists as a storefront in all Home Towns in Midgard. However, it opens to one common internal space. The same tavern thus opens to all Home Towns simultaneously. Its proprietor — a lively NPC named Abigail Barnwallow — regales customers with tales of recent heroics on the front lines, rumors about local happenings, and gossip over famous persons in-game. The setting is warm, bright, and comforting. A roaring fire blazes in a large hearth above which two golden flankards of ale collide in front of a pair of crossed silver lightning bolts.

The players, still reluctant to join the ranks of adventurers, have gathered in Thunderale Tavern to collect gossip about the strange star now shining high above Midgard. They’ve all seen the new star and decided to drop by Thunderale Tavern to try to learn more.

(An Inkarnate Tavern Map that we are using for Thunder Ale Tavern gameplay provided by patreon.com/talemaps)

While talking with other tavern patrons or with Abigail, each player learns one rumor about the strange star or hears of an odd happening that someone speculates may be related to the star. Choose one rumor or speculation that each player learns from the table below.

D8 Rumor/Speculation

  1. “The ground beneath Yggdrasil has made strange groans and rumblings lately. Perhaps the star is somehow related to the tree’s odd noises.” The player hears this rumor from #GinSing7 an elven bard/rogue.
  2. “People in Mio Elise have been disappearing near a lamp post in a back ally that emits darkness instead of light. Why is this happening at the same time a new star appears?” Question asked by a daughter gamer with an elf Divine Soul Sorcerer avatar named Thalia who lost her mother in Mio Elise and is looking for her still.
  3. “The star is just a bright light in the sky. It’s a fantasy game. Why are we surprised about it?” This from BiGdumBfighteR.
  4. “I suspect this star signals some major new game event. More adventure is afoot.” From Maven Silverstream a Dwarf Ranger.
  5. “When the star appears, we should take the opportunity to drink and sing praises to the gods of battle as our lord Odin would want.” From a Tempest Cleric of Odin named ChiefThunderPants09.
  6. “Fear! Fear! For doom is on us all. The star is a harbinger of Ragnarök, the The Twilight of the Gods! The end is near!” A non-adventurer doomer named BlackDaze who jumps up on a table next to one of the players shouts this.
  7. “Take comfort and companionship, good friend. We may not know what this star will bring, but we can sing, eat, and drink tonight without fear.” From Abigail Barnwallow to a player sitting at the barn. The player who hears this gains the benefits of a free long rest the next time they come to Thunderale Tavern.
  8. “My bet is it has something to do with all the monsters wandering around outside of their typical spawning grounds. If I had more time off the front lines, I’d definitely go to investigate.” Morgen Schnee an Aasimar Paladin who’s a well known front liner.

Allow the players to circulate through the bar while describing each new rumor and speculation to the group. After you feel satisfied that you’ve sprinkled enough story hooks and related game flavor, read the following to the players:

“Concerned about the new star and all the odd happenings in Midgard, your information gathering in Thunderale has only added to your apprehension. You’ve retreated, drink in hand, to ruminate on your findings when a commotion in front of the fireplace draws your attention. RubyNight — a Genie Warlock with a puffy mane of red hair — begins to lurch back and forth grabbing patrons as she stumbles. Falling to the floor, Ruby’s avatar flickers. Bright strobes of light flash from her, causing those near her to shout and cover their eyes. A garbled electronic wail rises from her as her body jolts back and forth. Finally, the ordeal ends. Ruby lurches up, grabbing hands offered to help her stand.

“‘Steady lass,’ JenPak a Dwarf Barbarian says to Ruby. ‘Thought you’d suicided there for a second.’

“Ruby shakes herself off, then begins to make for the bar. She’s heading toward your table when you notice something odd about the icons floating above her head. One of them is the diamond symbol usually reserved for Quest Givers. Just as she comes abreast of your table, Ruby seems to notice the symbol too. Without asking, she pulls up a chair at your table, then waves her hands, briefly obscuring her new icons.

“‘It’s OK! I’m all right. Just a glitch!’ she shouts. ‘I’ll be fine. Just going to take a drink here with my friends!'”

*****

The players have run into RubyNight (typically shortened to Ruby) before at Thunderale Tavern. She’s a member of the Guild called Stella Requiem. Lately, she’s been trying to get players who are reluctant to adventure to help take part in fighting monsters or investigating recent strange events. She’s become a bit of a pest and non-adventurers have taken to avoiding her. Her sitting at the players’ table should be a somewhat awkward affair.

Ruby’s demeanor, however, is friendly. She genuinely likes most other players and this attitude is infectious. Ruby’s recent cajoling of non-adventurers is more out of a fear that those currently engaged on the front line won’t be enough. She’s also seen some odd things lately — having recently witnessed monsters wandering from place-to-place in small but organized bands. She also has more knowledge about so-called safe zone glitches. She’s seen and investigated weakening safe zones in all five Home Towns.

Ruby also now has a new set of items listed in her menu. These are quests. Apparently, she has just become the first PC quest giver. Even more strange, her quests are related to the recent strange events. You can now have Ruby give the three new quests to the players — imploring them to act. These quests are provided in part 2 of Ominous Signs Before the Breach.

Event 3 — Safe Zone Failure in a Dark Back Alley

As the players leave Thunderale Tavern, when a player receives Rumor/Speculation #2 on the rumor table in the last event, or at any time of your choosing, have the players meet and talk with Thalia about the disappearance of her mother in Mio Elysse (See Midgard Campaign Map). This event is a mini-adventure that is pivotal to the main story line.

Thalia Winterclaw is a Silver Dragonborn Divine Soul Sorcerer 2 (see stats in the Appendix). She dabbled in adventuring with her mother Raven Blackhorn a Tiefling Whispers Bard 2. Her mother disappeared two days ago after meeting with her class trainer. Thalia has learned that her mother walked near a back-alley in Mio Elysse where other players have also recently disappeared. In the alley is a single lamp-post that emits a shroud of glooming shade which seems to obscure a section of the back alley. Thalia investigated this far, but was too afraid to venture further.

Clues of a Kidnapping

When the players talk with Thalia they can learn the following clues by asking questions or making the appropriate Persuasion, Perception, and Insight skill rolls:

  1. Raven Blackhorn was a smith of no small skill.
  2. Raven had frequented the black market to gain access to special materials (Persuasion 14).
  3. If asked what the materials are, Thalia lies saying she doesn’t know (Insight 14).
  4. If asked nicely, Thalia reveals the name of Raven’s black market contact — Bresson Squint Eye.
  5. Thalia wears a dagger made of a strange black crystal material (Perception 15).
  6. When scanned with Arcana, the dagger radiates an aura of necromancy (Arcana 15).

Thalia is conflicted. She knows that some of the information she holds will help find her mother. But she also innately senses that what her mother has done may be seen in a negative light. Deep Shard is a substance that NPCs refuse to forge into weapons and armor, claiming it is cursed but providing no further explanation. Thalia worries more and more that this is true. She knows her mother was collecting Deep Shard near Yggdrasil and more recently near the alley where players disappeared in Mio Elysse. She has not witnessed its formation directly and does not know it forms when players die.

Thalia’s Dagger is a Major Deep Shard Weapon — an uncommon magic item forged by Raven Blackhorn of Deep Shard. Deep Shard are dark crystals that form when adventurers die in or near Svartalfheim. The slain adventurer’s pixels resolve to form a block of material that a PC smith can then forge using smith’s tools proficiency and rolling a 17 or higher on the dice. See Deep Shard Items and Thalia’s Dagger in the Appendix for more information.

Investigation in Mio Elysse

Whether or not the players question her, Thalia begs them to accompany her to Mio Elysse and to find her mother. If the players decide to help Thalia, they can use their Teleportation Crystals (see the BSO Player’s Guide) to teleport to Mio Elysse or they can simply take the Mio Elysse doorway out of Thunderale Tavern.

When the players journey to Mio Elysse, they can follow one of two leads. The first and less obvious lead is to meet with Bresson Squint Eye. The second, more obvious, lead is to investigate the Dim Alley and its dark damp post.

Bresson Squint Eye at Hot Perks

If the players learn about Bresson Squint Eye from Thalia, they may wish to try to find him in Mio Elysse’s black market. Having followed Raven to his illicit store and workshop on numerous occasions, Thalia knows exactly where to go. She swiftly leads the players through Mio Elysse to a small coffee shop called Hot Perks.

Hot Perks Coffee House made with Inkarnate

The owner, Bresson Squint Eye, a Gnome Artificer 2, bought the shop with money gained from selling items he forged using his blacksmith skill early in game. A cook, Bresson also brews delicious coffee and bakes delectable scones. Hot Perks serves as a front for an illicit trade in magic items crafted from Deep Shard. These items are made in a basement workshop beneath the coffee shop. These items are sold from Hot Perks as special ‘black mugs.’ The mugs are actually skins that when smashed on the ground reveal the contained items forged from Deep Shard.

Bresson was the first to discover Deep Shard as special material drops near Yggdrasil. The material had a smith tools proficiency icon over it and when he used his smith tools skill he was able to create a magical axe. He soon enlisted the help of other PC smiths, including Raven Blackhorn and another smith by the name of Giles Gilfeather, to work the material. As Deep Shard was banned by NPC smiths and had the cursed alert icon on it, Bresson was forced to sell items forged from it through the Black Market. Bresson considered the cursed icon to be questionable at first as Deep Shard items produced no obvious ill effect.

When Giles disappeared, Bresson was alarmed. But he didn’t immediately suspect a connection with Deep Shard. He and Raven kept working the profitable and seemingly-helpful Deep Shard. They were also delighted to discover a new nearby source in the Dark Alley behind Driftglobe Inn. Why ingots of Deep Shard began to appear in the alley remained uncertain. Though Bresson’s alarm grew when he learned that players were starting to disappear behind Driftglobe and that one of the lamp posts there had begun to emit darkness rather than light.

Then Raven disappeared and Bresson began to panic.

When the players arrive, they find Bresson packing his things. If questioned about why he’s packing, Bresson says that ‘business has gone sour, becoming too risky.’ If pressed or persuaded (Intimidation 15 or Persuasion 15), Bresson reveals that he’s ‘been selling special items made from Deep Shard and forged in a workshop beneath his coffee house but that his fellow smiths have gone missing near the Driftglobe Inn.’ If questioned further, Bresson says he’s going to leave town because he fears for his safety.

Bresson has two magic items made from Deep Shard that he’s willing to give to characters who treat him well — a short sword and a spear. Both are minor items. If the players ask to have them, he reluctantly gives them away saying — ‘The NPC smiths say they’re cursed. I didn’t believe them at first. Now, with everyone disappearing, I wonder.’

Bresson knows little else. Though he can guess quite a lot, he’s not willing to share his speculations with the players.

Treasure: Minor Deep Shard Shortsword, Minor Deep Shard Spear (see Appendix).

The Dim Alley and the Dark Lamp Post

Regardless of whether the players talk to Bresson, Thalia ultimately leads them to the Dim Alley behind the Driftglobe Inn. The Inn itself has a bright front. Its namesake Driftglobe floats in the air out front, casting bright light into the street and over passersby as it languidly floats back and forth on its silver chain.

The shadow-filled alley to the left of the Inn is another story. Most residents avoid it. Now and then, an adventurer may enter the Alley in search of a lost companion or to investigate a rumor. Most emerge with little to show. Some disappear. Since this is a safe zone, folk aren’t don’t voice their concern. But its presence provokes fears many are not willing to name.

“Shadows seem to bend and twist in odd fashion, spilling out from the alley like a pool of unlight. Passersby on the street give Dim Alley a wide berth. For you and for these residents, Dim Alley creates a kind of dissonance — seeming to contradict the safety that the Home Town of Mio Elysse represents.”

When the players enter Dim Alley, all light sources are considered one category dimmer. Bright light becomes dim light, dim light becomes darkness and so on. Upon entering, the players immediately notice the source of the darkness — a lamp post with a globe of pitch black atop it in the place where its lamp light should be. They also see the following message in their Head’s Up DisplayWARNING: LEAVING SAFE ZONE. The cobblestones around the lamp are buckled. In cracks between them, the players can see tree roots. These roots are outrunners from Yggdrasil. A DC 20 Nature or a DC 20 Arcana check can reveal to the players that the roots are from Yggdrasil.

If the players search the Alley, they are able to find two ingots of Deep Shard if they succeed in a DC 15 Perception check. One rests directly beneath the Dark Lamp Post. The other sits atop a pile of broken cobble stones stacked near the Alley’s west wall. If the players Investigate (DC 15) the areas near these shards, they notice small disturbances that indicate signs of struggle. The Duergar Flinderflick, his Death Dog Render, Benderfleck the Drow and Flinderflick’s Goblin slaves recently leapt out of their lair in the Yggdrasil Root Pocket behind the Dark Lamp Post then ambushed and killed two low level players in the Dim Alley. When the players died in the darkened rift area between Midgard and Svartalfheim, their pixels coalesced to form Deep Shard ingots.

If a character holds a Deep Shard or an item crafted from Deep Shard and approaches to within ten feet of the Dark Lamp Post, they can see space bend and shift around the Lamp Post — forming an open entryway. Read the following:

“Holding the ingot of black crystal before you, space bends as you approach the lamp post capped in darkness. The distortion forms an opening into a chamber of expertly worked stone. Precise blocks neatly fitted form a floor that leads through an archway formed by expert hands. As within the Alley, the light is dim and cold. Your vision quickly terminates. Although you can see clearly enough to make out runes on the archway.”

The runes are dwarven and read — Stranger Beware.

Svartalfheim Node

A player holding a Deep Shard or an item forged from Deep Shard may pass through the archway. They can also hold hands with one additional player to cross under the archway. Thalia, having possess the Dagger Raven forged from Deep Shard, has been exposed to the magical energy of Svartalfheim long enough to pass through the archway as well.

Dim Alley, Dark Lampost, and Svartalfheim Node. Map made with Inkarnate.

1. Node Entry

“Passing through the archway, you enter a chill, shadowy chamber. Where you stand, roots curl around the distortion in space leading to the alleyway behind you. Shadows from the dark lamp post pool around you. Stepping from the pool of shadows, you notice the light of two braziers at the end of a narrow well-worked hallway ahead.”

The first ten feet of this hallway is under the same darkness effect as the Dim Alley. But when the characters step out, the lighting conditions return to normal. The players are now within a node broken off from the dungeon realm of Svartalfheim that exists in a space between it and Midgard caught up in Yggdrasil’s roots.

The braziers at the end of the hallway have had the Magic Mouth ritual cast on them by the Drow Benderflek. If anyone but Flinderflick (Area 5), Benderflek, or the Death Dog Render (Area 2) pass between the braziers, the Magic Mouth triggers and utters the words “Naughty, naughty!” loudly in elfish and then in dwarven. A Detect Magic spell focused on the braziers reveals an aura of illusion magic. Close examination by someone trained in Arcana (DC 20) will also reveal traces of illusion magic.

2. Death Dog Foyer

This foyer has been scoured clean by the Goblin (Area 3) slaves under the meticulous eye of Flinderflick. Light flickers from braziers near the walls. A Death Dog (Render) contentedly grinds a thigh bone down to pixels. After a minute, it reforms only to be ground down again. Render immediately attacks anyone he doesn’t recognize who enters this chamber. He also terrorizes the Goblins and Raven by continuously growling and snapping at them when intruders are not present.

3. Goblin Barracks

Each of these barracks is occupied by four Goblins. Flinderflick has instructed them to rally to the foyer if the Magic Mouth alarm sounds. That said, the Goblins are reluctant, ill-treated, and have low morale. If the alarm does sound, one group of four delays, not arriving until round 3. If the alarm does not sound, the Goblins ignore noises in the foyer and stay in their barracks. If a character enters their room, they attack. If a character speaks to them in Goblin, they listen with weapons ready, then ask to be set free.

Treasure: Each Goblin holds a Minor Deep Shard dagger.

4. Forge, Workbench and Gateway to Svartalfheim

This chamber contains a forge (A), a table with smiths’ tools arranged across it, and an archway veiled in mist surrounded by Yggdrasil roots (B).

The forge is used by Raven, under the tyrannical eye of Flinderflik, to craft Deep Shard weapons and other items. With Giles and Raven (Area 6) as his slaves, he’s managed to equip his entire force in the Svartalfheim Node with these dangerous items. He sets ambushes in the Dim Alley for unwary adventures. He also uses the Drow Benderflek, who can roam freely about in Mio Elysse, to collect information about smiths as targets for possible kidnapping. The Goblins can also pass into Midgard. But they are too untrustworthy to let loose in Mio Elysse. Flinderflik is, so far, unable to pass beyond the Dim Alley. But he knows that this situation will soon change.

The archway is a gate leading to Svartalfheim. But it presently is not passable by anyone except natives of Svartalfheim and by those who’ve possessed a Deep Shard item for more than ten days. Flinderflik intends to use the gateway to send captives back to Svartalfheim as gifts to his King Doomshallow. He has already sent Giles Gilfeather as a slave gift. He intends to send Raven as soon as he can find a suitable replacement smith.

The Drow Benderflek occupies this area when the players arrive. He responds immediately to any commotion. Benderfleck possesses a Minor Deep Shard rapier which he uses in melee instead of shortsword (+4 to hit, 1d8+2 damage, critical 2d8+2+1 necrotic damage). His statistics are those of a Drow (Monster Manual, 128). He has also managed to learn the Magic Mouth ritual.

Benderflek serves as Flinderflick’s spy and scout. As a Drow in possession of a Deep Shard item, he can move freely about in Midgard. Flinderflick thinks this is a special talent of Benderflek alone and has not yet discovered that this is a Drow trait.

Treasure: Smith’s Tools are arranged on the work table. Benderfleck’s purse contains 5 platinum, 15 gold, 20 silver and 21 copper. He also holds a Minor Deep Shard rapier.

5. Flinderflick’s Chamber

This chamber is occupied by Flinderflick’s bed, a small desk, and a dresser. His Deep Shard battle axe hangs from pegs on the wall or is strapped to Flinderflick’s back.

Flinderflick the Duergar occupies his chamber when the characters arrive. He was separated from Svartalfheim when a portion of his fortress was ripped away by Yggdrasil’s roots and cast into the gap between it and Midgard two weeks ago. When first separated, Flinderflick could only occupy the Node or venture out into the Dim Alley. Eventually the roots ripped a second gate into the forge area which now allows him to pass back and forth between the Node and Svartalfheim. Though other residents of Svartalfheim are not yet able to cross into the Node.

Flinderflick believes the Deep Shard materials and weapons can help the Duergar and Drow of Svartalfheim invade Midgard. He has already gained the attention of King Doomshallow who is plotting to conquer the unsuspecting inhabitants of BSO’s first level. Neither Doomshallow, nor Flinderflick realize that this breach into Midgard from Svartalfheim through Yggdrasil’s roots is but the first of many. That said, Benderflek does. For his people, the Drow, have been finding paths through darkness to areas around Yggdrasil for some time now. The Drow have kept this secret from their Duergar allies for now. Their leaders rightly believe Doomshallow would act on this information too-soon.

Flinderflick is meticulous in the extreme and burns all communications between himself and his King. He is also loyal and will take his secrets with him to his death.

If the alarm sounds or Flinderflick hears a commotion, he readies his weapons and ventures out — ready to do battle.

Treasure: A hidden compartment in Flinderflick’s desk (DC 15 Perception, DC 14 Investigation) contains a pouch with 2 black onyx (25 gold each), 1 garnet (25 gold), 5 platinum, 40 gold, and 100 silver. Flinderflick keeps his Major Deep Shard battle axe on his person or on the wall pegs. He also possesses the key for room 6 which hangs from a cord around his neck.

6. Prisoner

The door to this room is locked. It is a reinforced door. A character with Thieves’ Tools proficiency can open the door by picking the lock with a successful check (DC 17).

Inside is Raven Blackhorn. She is Thalia’s real life mother. In game, she’s a highly skilled smith and a level 2 Tiefling Whispers Bard. As a captive slave of Flinderflick, Raven has been forced under threat of death to forge items made of Deep Shard.

Raven is overwhelmed with gratitude if she’s rescued and reunited with her daughter. Even though she knows it’s a game, she now harbors a deep hatred for the slaver race of Duergar and their allies the Drow. Raven knows the magical gate in room 4 leads to a place called Svartalfheim — a subterranean dungeon realm ruled by Drow and Duergar. She also knows Flinderflick intended to send her there to be a slave to the King Doomshallow. Raven, though terrified by her close brush with death and slavery, seeks to do all she can to prevent others from becoming enslaved and to free Giles Gilfeather whom she knows is now a slave in Svartalfheim.

Combat Tactics

The monsters’ combat tactics largely depend on whether or not the players set off the Magic Mouth alarm. This alarm is loud enough to immediately alert everyone in the Node and compel them to act on Flinderflick’s previously issued commands. If the players do not set off the Magic Mouth, the barks and growls of Render along with sounds of fighting ultimately alert those in the Node but their actions may be delayed for various reasons.

Magic Mouth alerts the Node:

Round 1: Render the Death Dog begins barking and rushes out to attack any intruders it can see in area 1 and 2.

Round 2: Four Goblins pour out of one barracks room (area 3). They attempt to flank enemies — focus firing to take the players down one at a time. They start with the apparently weakest player unless they are threatened by a more serious danger (like a tank-type swinging a massive weapon in their face).

Round 3: The Four Goblins from the second barracks rush out. Benderflek the Drow arrives. He casts Faerie Fire on his first round of combat, then engages players who are illuminated with his hand crossbow from a distance. If a player threatens him in melee, he draws his rapier. If Flinderflick falls and more than half his allies have been defeated, Benderfleck uses his next action to cast Darkness and then attempts to flee through the Gate in area 4. Flinderflick moves into area 4 and Enlarges himself using his special Duergar ability.

Round 4: Flinderflick arrives. He attacks whichever player appears to be the greatest threat or a player under the effect of Benderflek’s Faire Fire. Flinderflick is a fanatic who believes in his superiority. He fights to the death.

Render alerts the Node:

Round 1: Render attacks intruders he can see.

Round 2: The Goblins in area 3 cower.

Round 3: Benderflek’s actions are the same. Flinderflick’s actions are the same except that he shouts furiously for the Goblins to attack.

Round 4: Four Goblins from one room in area 3 burst out and attack. Flinderflick’s actions are the same.

Round 5: Four more Goblins creep out and reluctantly attack so long as their morale isn’t ruined.

Goblin morale: If four Goblins are killed or incapacitated, the rest surrender. If Flinderflick is killed or incapacitated, four Goblins surrender the round this happens and any remaining Goblins surrender the following round. If the players kill Render, the Goblins cheer as the Death Dog breaks into pixels but keep fighting.

Deep Shard Weapons: The Goblins and Benderflek possess Minor Deep Shard Weapons (see Appendix) and deal +1 Necrotic Damage on a critical hit. Flinderflick possesses a Major Deep Shard Weapon and is +1 to hit and damage for all his attacks while also dealing +1 Necrotic Damage on a critical hit.

APPENDIX

This module includes new magic items in the form of Deep Shard Crystals — cursed magical items that link Midgard to the dungeon realm of Svartalfheim and to the shadowy gap-world in between. In addition, the stats for a key O(PC) — Thalia Winterclaw — are included here.

Magic Items

Deep Shard Crystals (Common, Magical Material, Cursed)

A Deep Shard Crystal forms when a player character (PC) dies while within 1,000 feet of Yggdrasil or in the Dim Alley in Mio Elysse. These crystals are linked to Svartalfheim — the dark dungeon realm now being breached by the growing roots of Yggdrasil. They are also empowered by the shadowy gap between those two worlds. A PC who possesses a Deep Shard or an item forged from Deep Shard for ten days may pass from Midgard and into Svartalfheim through a Node Gate. An elf (of any type) from Midgard who possesses a Deep Shard item may move freely between and within these two realms immediately. A monster or NPC from Svartalfheim may only move into Nodes, the Dim Alley, or emerge in areas within 1,000 feet of Yggdrasil. If they possess a Deep Shard or an item forged from it for ten days, they can then move freely about Midgard. A Drow who possesses a Deep Shard item can move freely between and within these two realms immediately.

Cursed — Anyone possessing a Deep Shard or an item made from it for more than ten days receives the following status alert: WARNING: SAFE ZONE SETTING TURNED OFF. Thereafter, the player can now be attacked by other players, NPCs, or monsters who have their safe zone setting turned off. This effect is cumulative. So if a Deep Shard or an item made from it is held for one day, then set aside only to be picked up again later, the count continues on to two days and so on.

Deep Shard may be forged into magical weapons by those proficient in Smith’s Tools and having access to Smith’s Tools and Forge. Roll a Smith’s Tools proficiency check to determine the outcome.

Modified Proficiency Check Result:

1-10 Failure. Deep Shard Crystal is destroyed.

10-15 Failure, no result.

15-19 Produces a Minor Deep Shard Weapon.

20+ Produces a Major Deep Shard Weapon.

If a Deep Shard Crystal or a weapon made from it is exposed to daylight in Asgard, Alfheim, or Vanaheim, it is destroyed and all its effects are removed.

Minor Deep Shard Weapon (Common, Weapon, Cursed)

A Minor Deep Shard Weapon can be any melee weapon, a javelin, or 20 pieces of ammunition (arrows, bolts, sling stones, darts). They possess the same properties of the Deep Shard Crystal from which they are forged. In addition, they are considered Magical Weapons. When a critical hit is scored with a Minor Deep Shard Weapon, it deals an additional 1 point of Necrotic Damage.

Major Deep Shard Weapon (Uncommon, Weapon, Cursed)

The rules for a Major Deep Shard Weapon are the same as those for a Minor Deep Shard Weapon and a Deep Shard Crystal. In addition, these weapons are +1 to hit and and +1 to damage.

Companion OPC Game Statistics

Thalia will join the PCs if they welcome her. She is desperate to find her mother and will use her abilities and powers to help the PCs. Technically a Player in BSO, Thalia fulfills the traditional role of NPC. For our purposes, we’ll label Thalia an (other player character) OPC. An OPC is thus technically a player in Battlestorm for story purposes.

Thalia uses her powers to support and heal the players. She casts Mage Armor at the start of an adventuring day, then immediately burns her two sorcery points to regain a spell slot. She casts Bless on her allies during round 1, then uses Cure Wounds to heal anyone who looks like they’re in trouble. If anyone is down, she casts Spare the Dying. If no other option is available, she casts Firebolt on her foes. Thalia will use her dragon breath only as a last resort.

*********

THALIA WINTERCLAW — 5e stats

Medium Silver Dragonborn, neutral good

Armor Class 13 (16) (mage armor)
Hit Points 14
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)10 (0)16 (0)16 (+3)

Saving Throws Con +4, Cha +5
Skills Persuasion +5, Arcana +2, Insight +2, Religion +2
Damage Resistances cold
Senses passive Perception 10
Languages Common, Draconic

Magic Weapon. Thalia has a Major Deep Shard Dagger (attack stats adjusted).

Font of Magic. Thalia has 2 sorcery points (See Sorcerer Class).

Spellcasting. Thalia is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following Sorcerer and Cleric spells prepared:

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Deep Shard Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) magical piercing damage. Critical: +1 necrotic damage.
  • White Dragon Breath. Breath Weapon: creatures in a15 foot cone. DC 12 Con save. 7 (2d6) cold damage. Save for half.

DESCRIPTION

Thalia is a dragonborn bedecked in glistening silver scales. An iridescent frill runs from the top of her head to her tail, casting rainbow hues in direct sunlight. Though ready with a smile, she is sad at the loss of her mother and is desperate to find her.

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