792 Darkmoor

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.

“Where the light fades, our power begins. In the depths of shadow, we forge our destiny. Darkmoor stands eternal, hidden but unyielding.”

Earl Battoni

One of the main goblin settlements in the Scalding Duchy is made from limestone and granite recovered from a canyon where the sun’s rays rarely penetrate. Unlike the gleam­ing dunes of Minsteth Sand, Darkmoor thrives in the cool embrace of the Tourmaline River. The city’s archi­tecture shows the skills of goblin craftsmanship, illumi­nated by glowing fungi and faintly lit crystals.

The city is ruled by Earl Battoni, a calculating and enigmatic goblin leader known for his sharp intellect and iron will. Earl Battoni has transformed Darkmoor into a stronghold of strategy and cunning, positioning it as a critical player in the duchy’s intricate web of power. Under his leadership, Darkmoor has become the center of espionage and covert operations within the Scalding Duchy, with its network of spies, informants, and assas­sins extending far beyond the town’s borders.

Cultural Details

The city is steeped in tradition and secrecy. Here, goblins revere the shadows, believing them to be ancient spirits that protect their city. And more so today, with the blast­ing sun rays burning everything they touch. The city’s festivals are quiet, introspective affairs, featuring shad­ow plays and dances that tell the tales of Darkmoor’s founding and the deeds of its greatest leaders. Despite the city’s ominous atmosphere, the goblins are united in their purpose, living and working together to preserve the secrets and power of their shadowy home.

Adventure Hook

The heroes leave the capital tasked with escorting a di­verse group of goblin merchants and peasants across the unforgiving desert. The characters could be working for the following NPCs: the merchant Vallik and his loaded carts (100 gp), Harla and her cart to start her business (5% share of future gains, 50 gp), the goblin riders and their flock of twenty emus (200 gp), and any other NPC the heroes meet or find on the way to Darkmoor.

Level 2-3 Settlement

  • Special Events. Check for a Random Event in every other area the characters visit (4-in-6 chance).
  • Shadow Veil. The dark artisans of the House of Shad­ow have blessed Darkmoor with an arcane veil against the scalding sun. This curtain protects the city and the surrounding fields from the harshness of the sun.
  • Boats. For a small fee (3 gp/person), barges make the hour-long trip back to the capital every day.
 RANDOM EVENT d6 Details
1 Korrin (area 4) is attacked by a scalding worm that escaped the hatchery! The heroes arrive just in time to save the day.
2 Mistress Veshara of the House of Shadows approaches the heroes with a cryptic warning about the four temples they seek to explore. She emphasizes the green glowing crystals of the Radiant Sepulcher, foreshadowing a great sickness.
3 The heroes are asked to remove a drunken goblin from the Emu Dung Inn. They must do so with non-lethal methods.
4 A giant scorpion finds its way into town while the heroes walk from one area to another. Goblins beg them to help.
5 Earl Battoni asks the heroes to investigate the river’s flow which has mysteriously deteriorated. The heroes find a hill giant blocking the river. The giant sleeps, bathes, and eats while sitting on the water. The heroes can persuade it to leave or force it.
6 A group of six Scalding Duchy goblins took over Grynek Bridge. They demand 5 gp per person to be allowed passage.

1. Tourmaline Road

The road winds alongside the glittering waters of the Tourmaline River. Travelers use the bridge to enter the city. This road leads directly into the city’s heart.

2. Grynek Bridge

The bridge is a masterpiece of goblin engineering that arches gracefully over the Tourmaline River; its sturdy stonework is adorned with intricate carvings. It was de­signed by the legendary architect Grynek, who gets the merit for most of the city’s structures as well. Lanterns crafted from glowing crystals line the bridge, casting a soft, eerie light on those who cross it.

3. Darkmoor Piers

The piers are run by the shrewd goblin guild master Vrekka. Besides boarding boats to the capital, travelers can trade rare goods, commission custom-crafted tools, or seek passage to other spots of the desert. Vrekka’s net­work ensures the piers remain well-guarded and lucra­tive, catering to both merchants and adventurers alike.

4. Obsidian Jewels

This establishment is a dimly lit, underground empo­rium nestled in the outskirts of Darkmoor, where rare gemstones and enchanted artifacts are traded. Run by the enigmatic goblin jeweler Korrin Blackeye, this estab­lishment is renowned for its exquisite craftsmanship and the ability to imbue jewelry with potent magical proper­ties. The shop is also known for its discreet dealings, where secrets are traded just as easily as gold.

  • Quest. Korrin needs a group of heroes to recover a rare and powerful gemstone known as the Shadow Opal, which can only be retrieved from the underground desert tunnels. The opal is essential for completing high-profile commissions that could solidify Korrin’s dominance in the city’s gem trade. For this mission, the heroes need to take a whole day to delve into the city’s underground net­work. Before they find the opal, the heroes stumble upon a scarab swarm. An hour later, they find two scalding worms. It is only after these challenges that they are re­warded with one shadow opal. If the heroes bring it to Korrin, he rewards them with 300 gp.

5. Tanner’s Ford

The local tannery is an open-air workshop located at the edge of Darkmoor, where the smell of treated leath­er and curing hides fills the air. Grulka Ironhide, a stern and skilled goblin tanner, produces some of the finest, emu leather armor and goods in the duchy.

  • Quest. Grulka challenges the heroes to bring her the hide of three desert worms (100 gp). They can spend a whole day outside the city and look for worm nests (DC 9 Survival). One check is enough to find the three. On a fail, the heroes stumble upon a group of four Scald­ing Duchy goblins, two ride emu mounts, and a goblin boss. The worms appear after fighting the goblins.

6. Worm Hatchery

A cavernous chamber where the goblins breed and train the fearsome scalding worms. Managed by the eccentric goblin wrangler Zarra Quickfang, the hatchery is filled with the low hum of the giant, fire-spitting creatures as they slither through heated sand pits. Heroes visiting can learn more about these creatures. They cannot be trained as mounts, but their saliva, skin shedding, and even their dung are useful resources for the goblins.

  • Zarra hires the heroes to retrieve a scalding worm specimen. However, the breeder needs the worm alive and healthy. The heroes must employ ropes, sheets, and perhaps even some somniferous (DC 12 Survival and DC 12 Athletics). Two successes mean the worm is caught, safe and sound (250 gp). One success translates into the worm being caught, but it is hurt in the process (150 gp). Two failures mean the heroes go too far and kill the specimen. This outcome yields no reward.

7. House of Shadows

A dimly lit, labyrinthine structure woven into the sands of the city of shadows. The organization’s en­trance is obscured by thick obsidian-black curtains.

The clandestine guild, hidden in plain, sight where the city’s most skilled assassins and spies gather. However, swift, agile goblins dressed in dark clothes are all there is. Led by the elusive and calculating Mistress Veshara, the house offers training in the arts of stealth, espionage, and lethal precision. However, all members are expert dancers, performers, and entertainers of some kind.

The guild does not teach their arts to other ancestries. But in exchange, the House of Shadows is the perfect spot to trade secrets for favors; those who walk in must be careful not to reveal too much. Veshara’s influence ex­tends throughout Darkmoor, making this a place of pow­er and danger for those who dare to walk its shadowed halls. The characters may use this as a source of infor­mation as long as they have the means to pay for it.

8. Emu Dung Inn

A rowdy and lively tavern, named after the distinct smell that wafts from the nearby emu stables.

Run by the jovial and quick-witted goblin innkeeper, Old Grizz, the inn is a popular gathering spot for travelers, mercenaries, and locals alike. Heroes can rent modest rooms and enjoy hearty meals. Old Grizz sends them to Korrin, Grulka, and Zarra if they ask for employment.

9. Darkmoor Archives

This building is a vast library that features underground levels. It houses ancient scrolls, forbidden texts, and de­tailed maps of the Scalding Duchy. Overseen by the re­clusive goblin scholar, Archivist Malgath, the archives of­fer the heroes detailed maps that shall help them find the four temples hidden among the inclement dunes.

10. Earl’s Manor

A grand and imposing structure surrounded by a tall stone wall. Within its dark halls, Earl Battoni resides in opulent chambers. The earl receives the heroes in his private study, knowing about the ordeal of their jour­ney here. Impressed by their mission to visit the four sa­cred goblin temples, the earl offers his support, believing their success to be vital for the duchy’s future. He advis­es them to consult Malgath at the Darkmoor Archives for detailed maps of the treacherous desert paths. He also provides emu mounts, carts, and enough food and water for a week of travel once they decide to leave.

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