794 Coppersand Hold

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.

Within these sacred copper walls, the omniscient scalding gods reside. Disturb not their eternal slumber, lest the mighty desert itself awaken.

Dungeon’s Inscription

The Coppersand Hold is a sacred goblin tem­ple. They were built by the desert goblin founders. This location is considered a holy temple to the people of the Scalding Duchy.

Goblins in the Scalding Duchy visit the Coppersand Hold often to pray and pay respect to the old gods. How­ever, since the scalding suns strike the desert, not many people make the journey here. However, the capital’s duke, Grix, the Cunning, knows that performing the Pact of the Sun ritual in the temples is crucial. He sent a scouting party to this temple to investigate the place and to facilitate the heroes’ job; the ones with the gilded lotus. The goblin expedition’s leader camps outside the Coppersand Hold. His group made it to the main copper chamber but had to leave. The goblins are scared and talk of statues coming to life. They welded the doors to­gether and decided to wait for the duke’s envoys.

Current Situation

The explorers welded the copper doors of the main chamber, sealing the temple and its secrets away from the world. They have been camping outside for the past two weeks. They are confident that the duke will send help but their patience runs low as their location is a lit­tle vulnerable to the weather and local monsters. But the time for a new Pact of the Sun has arrived. The heroes must delve inside the dungeon and face the moving stat­ues. Only after this challenge can they perform the ritual.

Adventure Hook

  • The Quest. Grix, the Cunning, the goblin duke of Minsteth Sand hired the heroes to use the gilded lotus and perform the Pact of the Sun The reward is 750 gp per ritual performed at each of the four temples. The Coppersand Hold is the first of the four temples, lo­cated deep within the Coppersand Desert.

Level 2 Dungeon

  • Events. Check for a Random Event every 20 minutes and after loud noises (4-in-6 chance).
  • Welded Doors. The heroes must find a way to bypass the blocked, welded, double doors (see area 2).
  • Light. The areas of the dungeon that feature bra­ziers are well-illuminated. Copper inlays encrusted on the floor traverse most of the dungeon (see map). These ground copper inlays faintly glow but provide little light.
  • Secret Passages. Hidden corridors are marked by an ‘S’ (see map). A perceptive hero finds the pushable bricks or buttons to reveal them (DC 12 Perception check).
 RANDOM EVENTS d6 Details
1 A plate is triggered and molten copper pours from the ceiling. A random hero takes 1d10 damage (DC 13 Dexterity/half).
2 The heroes hear faint whispers in Goblin. The spectral voices give a cryptic warning, describing worms made of copper.
3 Immortal guardians block the heroes’ path. Six Scalding Duchy goblins made of sand attack the intruders until destroyed.
4 The heroes experience a sudden vision of the goblins camping outside fleeing in terror. The heroes may be deeply affected by this vision and become scared or doubtful (DC 13 Charisma). On a fail, they have disadvantage on the next check they make.
5 The copper inlays become crimson-hot for a minute, and the heroes’ feet are burned. They take 1d6 damage (DC 11 Dexterity).
6 The heroes notice the shadows cast on the ceiling and walls slowly growing longer and darker, creeping toward them as if alive. They can leave and press on to leave these shadows behind. But if they stay, two shadows materialize and attack!

Local Explorers

A group of five goblin explorers sent by the duke await help or further instructions. Led by the determined Grokk Ironjaw, they debate how to deal with the mon­sters they trapped inside. They welcome the outsiders.

  • Possible Allies. On the other hand, if the heroes are open to parley and negotiation, they realize the goblins are explorers too. Their purpose is to do the duke’s job and find treasure simultaneously. They wish to come back home wealthier. The goblin explorers are open to navigating the dungeon along with the heroes as long as both parties agree to share the valuables found. If the characters tell Grokk about their purpose in the Hold, the goblins do not hesitate and tell them all they know about the areas they stepped in. And Grokk becomes de­termined to help and be part of this great journey.
  • Enemies. If the heroes act hostile toward the goblins camping outside, the four goblins and their boss Grokk (goblin Level 2 Fighter) defend themselves.

1. Scalding Duchy Desert

The heroes climb the steps and push the large doors to walk into the antechamber of the Hold. Grokk’s explor­ing party could be part of their group, depending on how the heroes played their cards (see Local Explorers).

2. Antechamber

The heroes can advance to either area 3 without effort. Regarding the blocked, welded doors, there is a way to overcome the obstacle if the characters choose this path.

  • Welded Doors. The heroes employ shovels, pickax­es, crowbars, hammers, or similar tools to break down the melted copper. It takes 40 minutes of hacking at the door non-stop, the tools become blunt and useless after this ordeal, but the doors give in. This triggers two Ran­dom Events. Alternatively, a mage can use a fire spell to melt the copper and separate the doors. This takes 1 minute and triggers no events, but the caster must em­ploy at least a level 1 spell twice. The heroes can also find the secret passages to enter this area (see map).

3. Sacred Stoups

Identical chambers with two piscinas, their stone struc­tures fused to the walls of the hold. The heroes may re­fill their waterskins here. The stoups never stop pouring clean, fresh water. Shelves filled with tomes and docu­ments in Goblin can be found in both areas.

  • Lore. Ancient incantations protect the documents and scrolls here from the passage of time. The heroes may spend 10 minutes searching and reading. Doing so reveals that Minsteth, the Bold, one of the founders of the Scalding Duchy and its capital Minsteth Sand, was one of the minds behind the construction of the temples. His architects worked for decades to build them.

4. Oratory Room (North)

Four stone pews and a simple, yet decently populated, ta­ble of offerings. The heroes can either spend 10 minutes praying or leave a trinket as a tribute to earn inspiration. They cannot do this twice (see below).

5. Oratory Room (South)

Use the same description as area 4. The heroes may pray and leave more tribute but do not earn any inspira­tion if they already did so in this chamber’s counterpart.

6. Secret Vault

If the heroes find this area (see Secret Passages):

  • Treasure. A silver-and-gold circlet (40 gp), a fragment of a sapphire (30 gp), a polished pearl (40 gp), a suit of dwarf-made chainmail (60 gp), a set of fine fabrics and linens (50 gp), and a total of 374 gp.

7. Side Chamber (North)

The heroes notice the trap if they enter this area from its side (see Secret Passages). Otherwise, three bolts fly and hit the first person who enters and steps on the pres­sure plate (3d6 damage, DC 12 Dexterity for half).

  • Treasure. The chest has three silver-tipped javelins (4 gp each), a silver dagger (8 gp), a silver mace (10 gp), a suit of chainmail (60 gp), and a total of 43 gp.

8. Side Chamber (South).

The heroes can find this area before reaching area 9 (see Secret Passages). Spending 10 minutes searching this area reveals the following information:

  • The scalding worm statues in the main chamber of the Coppersand Hold are magical guardians.
  • The PCs find a map with precise locations of the Silver Bastion and the House of Gold. Two of the temples they must visit later on. The map grants advantage in their checks to find these places.
  • Characters that know the Goblin language learn the Ode of the Sands and the Sun God from a tat­tered tome. Reciting this prayer before Scalding Duchy goblins has a 2-in-6 chance of making them neutral toward the group of adventurers.

9. The Scalding Chamber

Eight towering columns surround it, each etched with ancient symbols that pulse faintly with energy. Two braziers illuminate the elongated, copper statues of scalding worms that stand vigilant on either side.

This is where the heroes must perform the Pact of the Sun ritual, helped by the gilded lotus given to them. How­ever, the guardians of the Coppersand Hold come to life before they can interact with the arcane circle altar.

Four statues (scalding worms) come to life and attack the intruders. Random Event 5 becomes active during this battle. The heroes must make a DC 11 Dexterity check each round or take 1d6 damage. One Scalding Duchy goblin made of sand appears in a sandy corner each round until the worms are defeated.

The heroes perform the Pact of the Sun. The ritual appeases the gods of the sand; all braziers turn off, and the copper inlays stop glowing. The heroes may leave victorious. One ritual is done. Three temples remain…

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