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.
“Be careful when moving through the dunes. Even following the sacred river does not guarantee a safe passage. The Barren Dunes claim lives all the time…”
Desert Guide
Most settlements in the Scalding Duchy follow the fertile path of the Tourmaline River. Its moisture is a welcome respite from the harsh desert environment. The lands near the river are the only arable land in the realm. With careful irrigation and fertilization, the goblinkind of the Scalding Duchy has managed to create a way of life.
Into the East
The characters begin their adventure in Minsteth Sand, the Golden City. It is located on the duchy’s western shores. The characters’ main quest shall bring them to four ancient temples and many perilous locations across the Scalding Duchy. A desert road follows the Tourmaline River from the capital. It connects all settlements and is the only path across the desert. Merchant barges can be seen sailing downstream while caravans and riders move slowly eastward toward their destinies.
The road has become dangerous because of the scalding suns that increase in frequency and become less predictable. With passage so restricted by the inclement weather and the desert goblin tribes that become ever more daring, people gather in groups to reach the eastern destinations. Most merchants seek to reach Darkmoor, the second-largest settlement in the Scalding Duchy. When the characters are ready to set out to find the temples, there shall be others looking for protection, passage, or escorts (see Adventure Hooks).
But even with the heroes present, the journey to Darkmoor turns into a race for survival as three scalding sun events occur (see map); something never witnessed before. How will the characters face this challenge?
Adventure Hooks
Several quests and jobs come up in Minsteth Sand as the characters prepare for their trip. It is assumed that they are part of a larger caravan of travelers. The heroes have the option to do all of the following:
- Main Mission. The heroes are called forth by Duke Gryx, the Cunning, to visit four ancient temples and use a gilded lotus to perform the Pact of the Sun. The characters must follow the Tourmaline River road to cross the desert and reach these places (1,500 gp).
- The heroes are hired to escort a merchant caravan from Minsteth Sand to Darkmoor. A goblin named Vallik owns four fully loaded carts. He travels with seven goblins, and four cargo mules (100 gp).
- Spice Business. A goblin merchant named Harla travels with three coffers of sea salt and spices on a mule cart. Harla claims the desert tribes crave the salt and she expects trouble from the barbarian goblin tribes. Harla offers the characters a life-long 5% share of her spice business if they escort her to Darkmoor, where she wants to make a living (50 gp monthly).
- Emu Breeders. Three goblins transport a pack of twenty emu mounts to Darkmoor. They are afraid of scalding worms and desert wasps attacking the herd. The characters are hired for protection (200 gp).
- Each area the characters visit features more NPCs and people in need. The heroes may make new allies, obtain more gold, and earn a greater reputation. Some people happily offer the little gold they have for a chance of survival against the scalding suns. Many also welcome the opportunity of safe passage to Darkmoor.
RANDOM EVENT d6 | Details |
1 | As the sun rises, the heroes are ambushed by four Scalding Duchy goblins on the road. The tribesmen fight bravely. |
2 | A cloaked woman named Mara (acolyte) approaches the group at night. She wishes to travel with the group and offers her help. |
3 | The heroes stumble upon a wrecked caravan by the road, its goods scattered and the few survivors in hiding, greatly needing an escort to safety. It takes 1d4 hours to repair the carts so they can travel again. Ten commoners join the eastbound expedition. |
4 | While resting by the river, a sinking skiff approaches. The merchant was attacked by brigands and seeks passage to Darkmoor. |
5 | An additional scalding sun event begins, it lasts for 1 hour and has the increased potency described in the Scalding Sun Procedure. Carts and animals must be sheltered or they catch on fire under the merciless desert sun. |
6 | A desperate, thirsty guard walks by the road; the only survivor of a scouting party. He can help and fight but requires water. |
Level 2 Region
- Tourmaline River. The duchy’s artery of commerce links Minsteth Sand to Darkmoor and the four ancient temples. The river splits the Scalding Duchy in two, with the Barren Dunes to the south and the Coppersand Desert to the north. Land near the river is fertile enough for farming operations near the many riverfront settlements.
- Events. Traversing the desert is perilous; the decrease in travelers has caused the desert goblin tribes to become more aggressive. They ambush and rob all they can. If the tribes find out about the characters’ quest to perform the Pact of the Sun, they become targets as the locals believe that the sun cycles should be left alone. Travelers face constant threats from goblin scouts, wildlife, and the scalding suns. Check for a Random Event each time the heroes travel from one place to another, or if they are imprudent in their journey (4-in-6 chance).
Endangered Settlements
Limestone Fortress
A squat, stone fortress overlooks the territory from a lush hill. It is surrounded by a dozen clay-brick houses and a few patches of farmed land by the river.
Once the second largest fort in the realm, next to Crownhold, the Limestone Fortress is now little more than a granary and a shelter for goat herds and emu mounts.
- Refugees. Sheltered by the locals, refugees from the sun-blasted town of Manorialde seek to travel to the capital or Darkmoor. They offer what little they have in exchange for safe passage. If the party accepts, twelve peasants join the traveling caravan (138 gp).
- Edifices. Both the fortress and the clay-brick houses can withstand the scalding suns. The interiors remain barely cool enough to allow the locals to wait it out.
- Marauders. As the characters leave Limestone Fortress, six Scalding Duchy goblins approach on the road. They demand a toll payment of 5 gp per person.
Murkpoint
Concentric farms, mimicking the capital’s, surround a town square. The wooden buildings are dry and in need of repair. Locals haul water to moisten them.
- Edifices. Fearing the Manorialde’s fate, the townsfolk keep wooden structures wet to avoid fire. It is a losing battle as the next scalding sun shall dry them all again and cause a terrible fire (see Scalding Sun Procedure).
- Refugees. After the town and farmlands burn, a crowd of eighty-six goblin peasants become homeless. Half stay to rebuild while children and the injured seek safe passage toward Darkmoor. They offer 75 gp.
Murkpass Tavern
This watchtower is built with the same clay-bricks as Limestone Fortress’s buildings. It is now a tavern and inn. The tavern resists the scalding sun event that destroys Murkpoint and serves as a temporary shelter for the homeless goblins as the town is rebuilt.
- The Seeders. Two farmers managed to save sacks of seeds from the granary before the fire. They offer 5 gp for allowing them to join the trip to Darkmoor.
Ancient Bridges
The bridges along the Tourmaline River date back to the reign of Minsteth, the Bold. Their pillars and arches are inscribed with goblin runes that exalt the mandate of the goblin chieftain. Their architecture is envy-provoking.
Oracle of Stones
Defying logic, a stone basin filled with crystalline water exists among the dunes. It is surrounded by seven thick pillars. Local goblins shun this place as it is tied to the old draconic deity that the desert tribes still revere.
- Knowledge from Beyond. Meditating by the pond for 1 hour summons the spirit of the old goblin gods and grants a spellcaster the ability to ask 1d4 direct questions to the entities beyond in the form of a commune The questions are answered truthfully.
Scalding Sun Procedure
Three scalding suns occur during the characters’ journey from Limestone Fortress to Darkmoor. This frequency has not been witnessed before. It is a rare occurrence that foreshadows how life in the Scalding Duchy shall be if the Pact of the Sun is not performed.
The scalding suns occur when the characters leave Limestone Fortress, when they reach Murkpoint, and right before reaching Darkmoor (see sun seals on map). The following procedures take place during each event:
- A scalding sun unleashes its energy when the characters leave Limestone Fortress. It is too late to turn back; the best course of action is to push through and seek shelter in Murkpoint. Characters’ total HP is reduced by half until they reach Darkmoor and rest (DC 12 Constitution).
- A second scalding sun reaches its apex when the characters reach Murkpoint. Its strength is such that most buildings and plantations ignite, creating a terrible conflagration. The same fate that the town of Manorialde suffered. The characters and peasants can hide in Murkpass Tavern and under Minsteth Bridge, the only structure large enough to protect caravan carts and large animals.
- Before reaching Darkmoor, a scalding sun scourges the terrain between the Oracle of Stones and Grynek Bridge. The characters can proceed at the risk of having their HP reduced by half until they reach Darkmoor and rest (DC 12 Constitution), HP reduced to 0 causes the character to faint from a heatstroke. Otherwise, they can wait for the scalding sun to subside. They can visit the Oracle of Stone while the weather event times out.
Darkmoor
The heroes reach their destination at last. They either arrive as valorous heroes or as traumatized survivors. Earl Battoni welcomes the large caravan and allows all refugees to settle in the town. The earl shall do his best to aid the characters in his current quest…