795 The Silver Bastion

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.

Your worst enemy hides within yourself. The moment of hesitation before life’s trials is a betrayal of the self. Overcome your fears and step forth to glory.

Dungeon Inscription

The Silver Bastion, one of the four goblin-made, ancient temples hidden among the dunes, is located in the southeast reaches of the Scald­ing Duchy. The seldom-trodden desert path that leads to this temple passes through a perilous oasis. Legend has it that a trickster spirit lives there.

The Silver Bastion is sacred to the goblins. It houses an enigmatic effigy of one of the old goblinoid deities. The altar statue portrays a polygonal entity with a single eye and lush wings of silver. Normally, both desert com­munities put their squabbles aside when they come to the temple seeking guidance. But now, the desert tribes disagree with the duke’s approach; they want to impede the celebration of the Pact of the Sun. A small group of scouts, sent by the duke, camps outside the dungeon. The scouts lied about their mission and have a tenuous truce with the desert goblins inside the temple halls.

Current Situation

A desert shaman and his entourage arrived at the Sil­ver Bastion four days ago. They found the group of ex­plorers from Minsteth Sand, sent by the duke, and de­manded the reason for their presence. The leader of the scouting expedition claimed they came only to pray to the Eye of the Desert, the entity in the main altar. The desert tribe allowed them to stay for 1 more day before driving them away. The scouts, outnumbered and cut off, bid their time and wait for the duke’s envoys.

The Desert Tribes

The increased activity of the scalding sun events has awakened the extraplanar avatar in the altar. The des­ert shaman noticed this when praying in area 9. He then commanded his entourage to guard the entrance (area 2) and lock the door to area 9 from within. The shaman knows that someone shall come eventually to perform the Pact of the Sun ritual, he intends to impede it.

Level 2-3 Dungeon

  • Danger. Check for a Random Event every 20 minutes and after loud noises (4-in-6 chance).
  • Light. Some chambers contain braziers with light spells. The rest are dark. Denizens have darkvision.
  • Silver Inlays. Metal inlays encrusted on the floor traverse areas 2 and 9. These silver inlays conduct the otherworldly energy from the effigy in area 9. Random Events 5 and 6 and the Maze Vision occur near them.
  • Secret Passages. Hidden passages are marked by an ‘S’ (see map). Perceptive characters find the pushable bricks or buttons to reveal them (DC 14 Perception).
 RANDOM EVENT d6 Details
1 The heroes trigger a hidden pressure plate. A spear thrusts from a wall at a random character (DC 14 Dexterity or 1d8 damage).
2 Poison darts fly and strike all creatures (DC 15 Constitution). On a fail, they fall asleep for 1 minute and take 1 damage.
3 Three Scalding Duchy goblins return from patrol and enter the dungeon. They hear the characters from afar.
4 A giant scorpion arrives at the temple. It stays outside and attacks the goblin campsite when the characters exit the dungeon.
5 The characters experience a vivid vision of walking through an endless compound of rock walls with the desert sun above. This labyrinthine vision conveys a feeling of desperation and anxiety. The vision lasts for 1 minute.
6 Darkness envelops everything as only a narrow, stone path remains; the potent scalding sun of the Barren Dunes appears above, coalescing the darkness into two shadows. As the characters fight, the ephemeral vision gradually fades away.

1. Goblin Camp

Two statues of armored goblins flank the Silver Bas­tion’s entrance. By the desert path, a small campsite awaits. Huts of emu leather surround a campfire.

The scout leader, Manji (goblin, Level 2 Fighter) is hap­py to see the duke’s envoys. He informs the characters of the goblin tribes’ takeover of the Silver Bastion and how they have locked themselves in the Altar Chamber.

  • The Promotion. If the characters deliver the letter from Manji’s father, Jakl, the scout leader is honored by their dedication. The letter informs Manji of a military promotion. Eager to prove himself worthy, Manji pledges his meager force of five goblins to the characters’ cause.
  • Dangerous Camp. Manji admits that his campsite is hazardous as they have spotted desert creatures near­by. Manji would love to relocate to area 2 but the des­ert tribe goblins forbid their return to the temple. Alas, Manji explains that fighting the tribesmen shall inevita­bly start a war with the warring desert tribes.

2. Antechamber

Beyond the imponent temple doors, a group of goblin tribesmen cook morsels of meat on a lit brazier.

The six Scalding Duchy goblins act neutral to Manji and his explorers but they ask the heroes to leave at once when they learn their purpose. If push comes to shove, the desert goblins fight bravely. However, a player may recite the Ode of the Sands and the Sun God (learned in the Coppersand Hold) to try to appease the goblins.

3. Tomb of Priests

This chamber contains two ornate sarcophagi, a stoup filled with fresh water, and three gilded urns. They con­tain the remains of goblin priests from a bygone era.

  • Guardian. Opening any of the enclosures, disregard­ing the sanctity of the dead, causes a goblin wight to emerge from one casket. It fights to the death.
  • Treasure. The wight’s casket contains 100 gp, a +1 dagger, and two spell scrolls (bless and gentle repose).

4. Tomb of Warriors

In a mirrored configuration of area 3, this chamber in­stead contains the bodily remains of valiant soldiers who upheld the values of the old goblin deities.

  • The Ghost. The characters find no valuables if they plunder the enclosures. Instead, the ghost of a forgot­ten warrior appears to curse them: “Wretched fools who plunder the dead instead of honoring them. Henceforth you are cursed for your greed.” All plunderers have -2 to all checks until they undergo atonement in a church.

5. Control Room (West)

This room contains machinery that controls the poison gas machine in area 6. Fine tools can be used to stop this device, making the room safe (DC 15 Thieves’ Tools). Destroying the machines does not stop the trap in area 6 from functioning but causes it to fail after 1d3 hours.

6. Gas Chamber

Stepping on the pressure plate causes a poison gas jet to emerge after 30 seconds (DC 12 Perception). Crea­tures standing in front of the gas machine take 2d6 dam­age (DC 15 Constitution). The room also features two 10-foot-deep, 5-foot-wide spiked pits. Most creatures can jump this distance with little effort (DC 12 Athletics). On a fail, they fall into the spikes and take 1d8 damage.

7. Control Room (East)

This chamber contains machinery similar to that in area 5 but this room controls the devices in area 8.

  • Treasure. The stone coffer in the room contains 400 gp, two potions of healing, and a wand of detect thoughts.

8. Fire Chamber

Stepping on the pressure plate causes the two automat­ed crossbows to shoot. The bolts impact whoever stands on the plate, dealing 2d6 damage (DC 12 Dexterity).

  • Fire Engines. The machines spew fire jets. Fast-mov­ing characters or clever use of objects as shields against the fire allows them to cross both fire jets unscathed (DC 12 Dexterity). Otherwise, the PCs take 2d8 damage.

9. Altar Chamber

A polygonal effigy with a large eye and lush, angel wings oversees this chamber. This deity was crucial in the old goblinoid religion. Now, mostly forgotten…

Praying in front of the altar are six Scalding Duchy gob­lins. The shaman is a level-3 priest. The characters’ in­trusion enrages them. They see the characters’ presence as a terrible insult against the desert tribes. The Ode of the Sands and the Sun God is ineffective here.

  • The Effigy. Historians know that this goblin deity is a facet of Ord, the Secret-Keeper. In the goblinoid religion, this was the god of the mind, dreams, and deep secrets.
  • The Ritual. The heroes perform the Pact of the Sun, using Duke Gryx’s gilded lotus as the magic focus. The ritual causes all braziers to turn off and triggers the Maze Vision for all characters (no save). After their otherworld­ly experience in the mind labyrinth, the altar becomes dormant for centuries. Alas, two temples remain…

Maze Vision

Casting the Pact of the Sun ritual in area 9 causes the godly energy accumulated in the effigy to pour into the Material Plane. The characters fall unconscious by the altar while their minds are transported to a dreamscape that contains a seemingly, never-ending maze.

While the vision lasts only 1 hour, the characters’ subjective perspective in the maze lasts 1d12 months. During this time, they attempt to solve the maze and find a way to its center. During this ineffable journey, they sometimes glimpse the outline of an observer in the sky. Spellcasters identify this presence as the Eye of the Desert, the goblin deity in the oneiric demiplane.

Cahracters must roll a DC 15 Wisdom save to find the center of the maze. They gain a Blessing (GM’s choice). Failing means the ordeal was too much for their minds: 1 week of migraine while awake (-2 to all checks).

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