This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“Strength is not in the might of our arms, but in the endurance of our spirit. In the heart of the desert, reflected in the sand, we shall find our true selves.”
Minsteth, the Bold
The Scalding Duchy, a vast expanse of parched land ruled by goblins, is a territory known for its relentless sun and shifting sands. This immense desert, stretching endlessly to the east, is dotted with ancient and forgotten temples buried deep beneath the ever-shifting dunes. The western border of the duchy is lapped by the Yellow Sea, while the Tourmaline River snakes through the land, bringing life to the scattered goblin towns and cities clinging to its banks. These settlements, resilient and resourceful, thrive despite the harsh conditions, their very survival tied intrinsically to the river’s precious waters.
The Will of the Desert Gods
The Scalding Duchy faces a dire crisis. The already brutal temperatures of the desert threaten to rise to levels that even the local hardy goblins cannot endure. The duchy’s existence hinges on maintaining the delicate balance of their harsh environment, a balance that is regulated by ancient rituals performed at four sacred temples: the Coppersand Hold, the Silver Bastion, the House of Gold, and the Radiant Sepulcher. These temples, steeped in mystery and power, are the key to appeasing the gods of the sand and ensuring the desert remains survivable. Alas, reaching them is no easy task.
The Rituals
Performing the ancientrituals at all four temples shall restore the balance, or so the goblins hope. The rituals, shrouded in mystery and lost to time, are meant to prevent their beloved desert from becoming an uninhabitable furnace. For this, the goblins welcome the help of outsiders and offer hefty bounties for this job.
Adventure Hook
- The Quest. The Scalding Duchy is in turmoil as rising temperatures threaten to render the territory uninhabitable. The goblin duke, Grix, the Cunning, looks for heroes who can reach the temples and perform the rituals. The fate of the desert rests in their hands. The reward offered is 750 gp per ritual performed (5 XP each).
Level 1-4 Region
- Temperature. Non-desert creatures in the Scalding Duchy without the proper clothes or equipment perish in less than a week. Carrying the right desert gear does not guarantee anything. Besides the heat and the burning sands, traveling through this inhospitable desert consumes 50% more rations of food and water.
- Danger. There are tribes of barbarian goblins and emu-rider outlaws in the Scalding Duchy. It is not uncommon to stumble upon these desert dwellers. These encounters are not always friendly and often end up with violence. Furthermore, travelers must also deal with, or avoid, the wild beasts and monsters that inhabit the barren dunes (see Exploration Encounters below).
The Scalding Sun
Until the rituals are performed at the temples, the duchy experiences something its people call the scalding sun. These are viewed as sandstorms; a natural disaster with a skin-melting sun that must be withstood. Days with scalding suns can be somewhat predicted and all desert dwellers seek refuge when this happens. Scalding suns only occur during the day and last a few hours.
RUMORS d6 | Details |
1 | Legends speak of immense treasures hidden within the four buried temples, guarded by immortal guardians of the past. |
2 | It’s rumored that the Silver Bastion offers a safe haven from the desert’s heat, but no one knows what it is exactly. |
3 | The sands around the Radiant Sepulcher are said to be cursed, causing those who venture too close to be driven mad by whispers from the past. These rumors are also filled with talks of glowing sands and otherworldly crystals. |
4 | Tales tell of mirage pools appearing in the desert, offering a brief respite of cool water, but these stories end with more sand. |
5 | The Scalding Duchy goblins, the ones that live in barbaric tribes, believe the fiercest sandstorms are caused by the gods’ anger and can only be calmed by offerings at the House of Gold. Some of their tribes are located close to the golden temple. |
6 | Some claim the statues within the Coppersand Hold are alive, but no one knows who said this first, or where the rumor began. |
Exploration Encounters
Roll 1d6 when the characters travel to a new location. Roll twice if they travel during the night, or if they fail to spot monsters and danger (DC 11 Survival check).
- Four scalding duchy goblins, two ride emu mounts, demand 25 gp each for safe passage.
- The heroes find a small oasis. They disturb a wasp hive if they approach. Fifteen desert wasps
- Two desert worms fight the heroes until slain.
- The heroes find six scalding duchy goblins cooking on a pot under the shadow of a tent.
- The heroes stumble upon a flock of fifteen wild emu mounts. The birds are in season, they are territorial, and they do not take intrusions lightly.
- The heroes get lost. It takes twice as long to reach their destination and twice the resources. Getting lost drains their energy; the heroes make their next check with disadvantage if this occurs.
Minsteth Sand, the Golden City
This is the most illustrious goblin settlement in the duchy. Founded by the legendary chieftain Minsteth, the Bold along the Tourmaline River, it gleams under the sun with golden-hued buildings surrounded by lustrous, concentric farmlands. Set by the Tourmaline River delta, the goblins’ ingenuity has crafted a marvel of engineering in the form of complex irrigation systems for their lands. The large town is spread out in roughly circular arrangements of farmsteads and arable land. At the town’s center is Crownhold, a fortress of polished stone that shines like gold under the son; home of Duke Grix, the Cunning.
Darkmoor
Nestled between the Tourmaline River and one of its tributaries, Darkmoor goblins are known for their expertise in shadow magic and stealth. The settlement houses a shrine where the goblins perform nightly rituals. Despite its size, Darkmoor plays a crucial role in the duchy’s defense, its inhabitants adept at navigating both the physical and mystical aspects of their harsh environment.
Deadly Mirage
This oasis is fraught with unpredictable dangers: sudden sandstorms that can bury wanderers alive, venomous creatures lurking in the undergrowth, and the mirage-ridden terrain that shifts without warning. Only the most experienced adventurers can survive an encounter in this treacherous haven, where the line between life-saving refuge and a fatal trap is perilously thin.
The Voidwalker’s Abode
Four hornlike stone formations flank a mysterious opening on the sands. Little is known about this dungeon. The goblins of the duchy shun this place; rumors of evil ghosts and spirits are all the information available. For the curious, it would be a thrilling journey to dig a little and discover the secrets of this interesting location.
Coppersand Hold
The first of the four sacred temples of the Scalding Duchy rises majestically from the golden sands, its copper-plated walls glinting under the desert sun. This fortress is a marvel of goblin engineering, with intricate carvings and towering spires that reflect their rich cultural heritage. The temple has immense spiritual significance. Goblins seek strength and resilience from the gods here.
The Silver Bastion
The second key temple in the duchy gleams with its silver-coated walls, a beacon of hope amidst the desert’s harshness. Renowned for its protective enchantments, this temple is where goblins seek wisdom and sanctuary. Within its shimmering halls, intricate mosaics depict tales of ancient heroes and divine interventions. The central sanctuary houses a grand silvery altar, where rituals are performed to invoke the gods’ protection.
The House of Gold
The third temple stands resplendent with gilded walls that sparkle under the desert sun. This opulent temple is the heart of goblin wealth and sacrifice, where offerings of gold and precious gems are made to appease the gods. Inside, the chambers are adorned with elaborate gilded statues and tapestries. The altar is the focal point for ceremonies that seek to ensure the duchy’s fortune.
The Radiant Sepulcher
The fourth temple is a mysterious and revered dungeon nestled deep within the desert. Its walls are veined with a peculiar green material that emits an eerie, otherworldly glow, illuminating areas with an unsettling light. This glowing substance is both a source of power and danger, revered by the goblins for its divine properties. The inner sanctum, where the most solemn rituals are performed, is bathed in this green luminescence, casting a deadly, ethereal glow on the ancient runes etched into the stone.
Other Locations
Manorialde. This is a town of goblin pirates and misfits. Their maritime power is undisputed and they have complete control of the Yellow Sea waters.
The Barren Dunes. Many a traveler has gone lost, never to return, in the tricky sands of the Barren Dunes. This is the territory of the goblin barbarian tribes. They have adapted to life with inclement weather and little moisture. But that is not the case for unwary travelers…
Brass Hold. This place is the eyes of the goblins for unwanted presences from the south. But today, this fort is more an outpost than anything else; entire families of emu ranchers and miners live here after decades of peace. Still, many armed goblins fulfill their duties.