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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Quest Alert: Infiltrate Goblin Town and Slay Shadow Maw

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

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

Objective: Infiltrate Goblin Town and slay Shadow Maw.

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

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

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

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

Hobgoblin Raiders and Sneaking into Goblin Town

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

Hobgoblin Raiders

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

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

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

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

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

Entering Goblin Town

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

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

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

A Tough Fight

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

Sneaking Into Goblin Town

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

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

Bluffing Your Way into Goblin Town

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

Facilitating Challenges For Creative Players

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

A Dungeon Town of Goblins and Hobgoblins

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

General Features

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

Dungeon Maps

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

Gridded version of Goblin Town and the Hollow of Horrors

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

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

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

The Three Monster Factions

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

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

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

1. The Entrance to Goblin Town

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

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

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

2. Goblin Fanatics Camp

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

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

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

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

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

3. Ogre’s Bridge

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

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

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

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

4. Regular Goblin and Hobgoblin Camp

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

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

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

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

5. Mila Gloomflower and the Fearful Goblins

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

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

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

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

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

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

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

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

6. Shrine to Shadow Maw

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

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

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

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

7. Pristine Middens

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

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

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

8. Waterfall and Ooze

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

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

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

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

9. Rayvol the Goblin Alchemist

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

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

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

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

10. Hollow of Horrors Guard Posts

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

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

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

The Hollow of Horrors

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

Lighting

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

Ceilings

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

No Teleportation Crystals

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

Reaching Level 3

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

11. Cavorting Wolf Riders

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

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

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

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

12. Goblin Skeletons

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

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

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

13. Ogre Zombie

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

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

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

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

14. Roper Bait

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

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

15. & 16. Ghoul and Ghast Giant Spiders

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

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

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

Undead Spiders battle map

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

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

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

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

If the players defeat the spiders, read the following.

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

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

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

17. Roper

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

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

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

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

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

18. Captain Chumrod & Zombie Hobgoblins

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

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

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

19. Giant Ghoulish Rats

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

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

20. Cowering Victim

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

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

21. & 22. Captain Shraevok and the Shadows

A deathly quiet hangs about these open caverns.

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

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

Doomshallow’s Hound — The Barghest Shadow Maw

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

Shadow Maw’s Throne

23. 24. & 25. Throne Entry

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

APPENDIX

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

Magic Items

Phoenix Tear (Legendary, Weapon, Dormant)

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

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

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

OPC and Monster Stats

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

Mila Gloomflower — 5e stats

Small Goblin, neutral

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

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

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

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

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

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

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

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

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

ACTIONS

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

DESCRIPTION

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

**********

Goblin Shaman

Small humanoid (goblinoid), neutral evil

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

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WhiteCat69 — 5e stats

Medium Elf, neutral good

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

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

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

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

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

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

ACTIONS

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

DESCRIPTION

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

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