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.
“It is essential to perform the Sun-Binding Rituals soon. The harvests shall fail unless the implacable, scalding sun is appeased. May the gods help you.”
Duke Gryx, the Cunning
This large town was settled by the legendary chieftain Minsteth, the Bold. His host came from the south and stripped the desert lands away from nomadic human tribes who eventually settled in the east. Minsteth Sand was first a war camp, then a fort, and later on, when the war subsided, it became a farming settlement and the house of the ruling family, Minsteth’s descendants. The ruler’s title, duke, is equivalent to a king; the current Duke, Gryx, the Cunning, does not owe fealty to anyone but his family.
Life in the desert is never easy but Minsteth Sand’s position in the river delta makes farming feasible and allows settlers access to water. Most other settlements in the Scalding Duchy follow the meandering pass of the Tourmaline River too. The town’s pride is Crownhold, the duke’s fortress. Its stones, polished to silky softness, shine under the inclement sun like solid gold.
Level 1-2 Settlement
- Special Events. Check for a Random Event in every other area the characters visit (3-in-6 chance).
- Farmlands. Minsteth Sand’s plantations are irrigated with river water that moves throughout the town on wooden canals. The farms are arranged in roughly circular patterns; water canals distribute water from the center where farmsteads and other buildings reside. With proper watering, fertilization, and care, the soil in the Tourmaline River delta is lush with vibrant greenery.
- Scalding Sun. If a scalding sun event occurs while in town, the characters automatically succeed in finding shelter as the locals willingly offer their homes.
RANDOM EVENT d6 | Details |
1 | A scalding sun event begins, it lasts for 1d6 hours. A goblin farmhand named Fagu invites the characters into his home to shelter. Fagu owns an armor set fashioned from a scalding worm carapace. It belonged to his grandfather who was a warrior. |
2 | A raiding party of four Scalding Duchy goblins approach on emu mounts and try to rob the people near Mud Pass. |
3 | The Tourmaline River experiences a flash flood that threatens the farms. All hands are called to reinforce the river bed. |
4 | A dozen refugees from Manorialde arrive at the city. The scalding sun destroyed their crops and burnt their homes. |
5 | A scalding sun event begins, it lasts for 1d4 hours. If the characters are close to Crownhold, they are invited to enter the fortress’ cool chambers. The duchess’ handmaiden, Gara, claims her nephew is still in the field. She worries deeply for him. |
6 | A merchant caravan wants to travel to Darkmoor. No escort dares accompany them though they offer 200 gp as payment. |
The Dirty Fangs
The largest edifice in Minsteth Sand’s docks features a wooden sign with a sharp-toothed desert worm. The sound of laughter and petty squabbles fills the air, as does the scent of spiced wine and ale.
Characters looking for lodging and rumors find what they need in the Dirty Fangs. The inn and tavern are owned by a retired goblin farmer named Blukk. The characters soon learn of Blukk’s reputation for loving the nomadic goblin tribes that inhabit the deep desert.
- Spiced Wine. The tavern’s signature drink is tough for non-goblins (DC 15 Constitution). Foreigners who gulp their first spiced-wine glass without coughing earn the locals’ respect and even a decorative wooden plaque.
- Adornment. Blukk is fond of adventurers; he shares his desire to decorate the wall behind the bar with a traditional priest headpiece from one of the desert nomadic tribes. Blukk offers 100 gp for it.
Mud Pass
A faded, wooden sign reads “Welcome to Mud Pass, rest before you venture into the duke’s lands.” The dilapidated barracks around it have seen better times.
Long ago, when Crownhold had just been built, Mud Pass was a small thorp close to the duke’s land border. Minsteth Sand plantations grow steadily outward and threaten to overtake this area soon. Mud Pass has now become the stepping stone into the capital and the only defense from ill-adventured travelers. A small garrison of ten goblin guards always looks to the east.
- Dream of Glory. A goblin guard named Luki aspires to become an adventurer. The current state of affairs poses an opportunity; he introduces himself to adventurers as a guide and guard with hopes of joining an adventuring expedition. He only owns a shortsword.
- The Letter. The garrison commander, Jakl asks the characters to deliver a letter to his son, Manji, for 80 gp. He is located in a camp outside of the Silver Bastion. The letter is a military promotion for Manji.
Ord’s Cathedral
Almost as tall as Crownhold Fortress, the cathedral of the Secret-Keeper is built from basalt bricks that give the edifice an air of solitude and resilience.
Obeyance to Ord’s teachings is a relatively new thing in the Scalding Duchy as this current of beliefs dates back only 80 years. Alas, it is the only religion with a foothold in goblin culture. The priests in this house of worship are all human but three goblins are studying to become religious leaders and shall be ordained priests in a few years; a success in acceptance.
- Sacred Water. High Priest Arne Vallagen summons the characters to make a most curious request. The priest claims that a mirage-filled oasis lies to the southwest of Darkmoor, before the Silver Bastion. Water from this oasis is deemed sacred and used in the cathedral’s stoups. The priest lends the party a cart with ten empty barrels and two emu mounts. For 400 gp, the characters must travel to the oasis, fill the wooden barrels, and bring the cartload back to Ord’s cathedral.
Art’s Alchemy Shop
This alchemy lab is owned and worked by a motley band of six goblins. Their instruments are in disarray, ingredient spillage covers the floor, and they all argue constantly. Still, their concoctions have a good reputation. The characters can purchase potions of healing for 135 gp.
- Potion of Moisture. A vial of glowing blue liquid that costs 80 gp. Imbibing this potion allows a creature to go without water for 1d6 days and gives advantage on any checks relating to the harshness of desert traveling.
The Granary
A small fortified hold; the granary used to have a garrison of its own as it was a priority target in times of war. Now, it is managed by farmers and merchants.
Adventurer’s Guild
For 5 gp per person, the characters can join this guild. The goblin-owned organization only just started and has a single mission available for the taking.
- Strange Metal. A scholar offers 400 gp for 2 pounds of the elusive metal that lines the walls of the Radiant Sepulcher. He claims its glimmer is beautiful.
Red Vest Brothel
Characters seeking company and entertainment are welcomed in the Red Vest Brothel. Companions of varied ancestries can be found here. Many of them are also privy to dark secrets and strange rumors.
Crownhold
A tall spire of polished, glimmering stone stands tall above Duke Gryx’s formidable fortress. It is a beacon of civilization and opulence, a testament to the engineering skills of goblinkind in the Scalding Duchy.
When the characters approach Crownhold, Ouma, the chamberlain beckons them to enter. The town-wide summons for mercenaries and adventurers to present themselves before the duke were issued mere hours ago.
The characters are admitted to Crownhold along with four other mercenaries (thugs) for a private audience with Duke Gryx, the Cunning, in the throne room.
- Friends or Foes. The mercenaries, Darlen, Mick, and Fanna, work together and may consider joining the party in the upcoming quests as they own two emu mounts but lack spellcasters in their group (DC 14 Persuasion).
- Saving the Desert. In the audience, the Duke reveals the grim situation of the Scalding Duchy (see The Duke’s Message). The duke offers 1,500 gp for acting on his behalf to save the duchy from the scalding sun. The heroes are instrumental in this desert campaign!
The Duke’s Message
Duke Gryx, who wears an iron crown fashioned after a mining cap explains that ancient city records describe the scalding sun phenomenon. According to these tomes, the weather shall become gradually harsher until life in the desert becomes impossible. The cycle can be reset by performing the Pact of the Sun in four ancient temples in the desert. The duke has already dispatched goblin detachments to each temple to investigate but none have been heard back from. This is expected as communication across the dunes is not easy. The duke also mentions that the goblin tribes in the desert believe that the scalding sun is a natural process and, according to the records, these tribes always oppose the celebration of the Pact of the Sun. Duke Gryx gives the party a gilded lotus flower; it must be used as the focus for the Pact of the Sun. The temples’ location is marked on a map but little else is known:
- Coppersand Hold. Its halls are decorated with effigies of the elusive scalding worm creatures.
- The Silver Bastion. A challenge to the characters’ resolve shall occur in this fabled place.
- House of Gold. Goblins perform sacred offerings to the old gods here. Appeasing the gods with these gifts ensures the duchy’s fortune.
- The Radiant Sepulcher. A place of death; the very glow of this dungeon’s walls can blight life.