The Bloodstone Idol

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DUNGEON WORLD The Bloodstone Idol ...................................................................................................................................... 2 How to Start .............................................................................................................................................. 4 Running the Idol ........................................................................................................................................ 5 Maps...................................................................................................................................................... 5 One-Shot or Campaign .......................................................................................................................... 5 Front: Bloodstone Idol .............................................................................................................................. 6 Front: Humanoid Turf War........................................................................................................................ 7 1 – Grand Entrance ................................................................................................................................... 8 Goblin Advanced Guard (Foes) ............................................................................................................. 9 Icescale Berserkers (Foes) ..................................................................................................................... 9 Weapon Stashes.................................................................................................................................... 9 2 – Standing Stones................................................................................................................................... 9 Arcane Stones (Environment) ............................................................................................................... 9 Grimtooth Chieftan’s Guard (Foes) ..................................................................................................... 10 Planar Detritus (Loot) .......................................................................................................................... 10 3 – Hidden Entrance................................................................................................................................ 10 4 – Under Hill Hall ................................................................................................................................... 10 Peaceguard (Magic) ............................................................................................................................ 11 Steward (Magic) .................................................................................................................................. 11 5 – The Vault ........................................................................................................................................... 11 Magical Residue (Magic Loot) ............................................................................................................. 11 Restless Spirits (Foes) .......................................................................................................................... 12 6 – Goblin Warren ................................................................................................................................... 12 Goblin Stores (Loot) ............................................................................................................................ 13 7 – Firefly Infestation .............................................................................................................................. 14 Unstable Stairs (Environment) ............................................................................................................ 14 Sludge Piles (Loot) ............................................................................................................................... 14 Fireflies (Foes) ..................................................................................................................................... 14 8 – Grundloch’s Illusion........................................................................................................................... 14 Illusionary Menagerie (Magic) ............................................................................................................ 15 Redsilk Mushrooms (Loot) .................................................................................................................. 15 Mesmerized Goblins ........................................................................................................................... 15 9 – The Bloodstone Idol .......................................................................................................................... 15

description

The Bloodstone Idol: A Sample Adventure for DungeonWorld

Transcript of The Bloodstone Idol

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DUNGEON WORLD The Bloodstone Idol ...................................................................................................................................... 2

How to Start .............................................................................................................................................. 4

Running the Idol ........................................................................................................................................ 5

Maps...................................................................................................................................................... 5

One-Shot or Campaign .......................................................................................................................... 5

Front: Bloodstone Idol .............................................................................................................................. 6

Front: Humanoid Turf War ........................................................................................................................ 7

1 – Grand Entrance ................................................................................................................................... 8

Goblin Advanced Guard (Foes) ............................................................................................................. 9

Icescale Berserkers (Foes) ..................................................................................................................... 9

Weapon Stashes .................................................................................................................................... 9

2 – Standing Stones ................................................................................................................................... 9

Arcane Stones (Environment) ............................................................................................................... 9

Grimtooth Chieftan’s Guard (Foes) ..................................................................................................... 10

Planar Detritus (Loot) .......................................................................................................................... 10

3 – Hidden Entrance ................................................................................................................................ 10

4 – Under Hill Hall ................................................................................................................................... 10

Peaceguard (Magic) ............................................................................................................................ 11

Steward (Magic) .................................................................................................................................. 11

5 – The Vault ........................................................................................................................................... 11

Magical Residue (Magic Loot) ............................................................................................................. 11

Restless Spirits (Foes) .......................................................................................................................... 12

6 – Goblin Warren ................................................................................................................................... 12

Goblin Stores (Loot) ............................................................................................................................ 13

7 – Firefly Infestation .............................................................................................................................. 14

Unstable Stairs (Environment) ............................................................................................................ 14

Sludge Piles (Loot) ............................................................................................................................... 14

Fireflies (Foes) ..................................................................................................................................... 14

8 – Grundloch’s Illusion ........................................................................................................................... 14

Illusionary Menagerie (Magic) ............................................................................................................ 15

Redsilk Mushrooms (Loot) .................................................................................................................. 15

Mesmerized Goblins ........................................................................................................................... 15

9 – The Bloodstone Idol .......................................................................................................................... 15

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The Idol (Magic) .................................................................................................................................. 16

The Battle (Foes) ................................................................................................................................. 16

Goblin Roperunners (Foes) ................................................................................................................. 16

10 – Scrying Pool ..................................................................................................................................... 16

Scrying (Magic) .................................................................................................................................... 17

11 – Secret Cache .................................................................................................................................... 17

The Order’s Remnants (Loot) .............................................................................................................. 17

12 – Ruined Temple ................................................................................................................................ 17

Urlaz, Minor Demon (Foe) .................................................................................................................. 17

Corrupted Ornaments (Loot) .............................................................................................................. 18

The Indomitable Scepter (Loot) .......................................................................................................... 18

13 – Rockfall ............................................................................................................................................ 18

Amongst The Rubble (Loot) ................................................................................................................ 18

14 – The Svarti Parliament ...................................................................................................................... 18

The Parliament (Environment) ............................................................................................................ 19

15 – Grundloch’s Lair .............................................................................................................................. 19

Grundloch, Master of the Arcane Clay (Foe) ...................................................................................... 19

Portable Lab (Loot) .............................................................................................................................. 20

Ancient Shelves (Loot) ........................................................................................................................ 20

16 – Pit of the Frost Heave ...................................................................................................................... 21

Grundloch’s Rime-Door (Magic) ......................................................................................................... 21

The Ice Pit (Environment) ................................................................................................................... 21

The Icescale Encampment (Foes) ........................................................................................................ 21

The Frost Heave (Foe) ......................................................................................................................... 22

Grundloch’s Gifts (Loot) ...................................................................................................................... 22

17 – Guaraax Pit ...................................................................................................................................... 22

The Guaraax (Foe) ............................................................................................................................... 22

Currents (Environment) ...................................................................................................................... 22

The Bloodstone Idol Once a site of great arcane power, the Hall Beneath the Hill has been all but forgotten over the centuries. Until recently only a tribe of goblins inhabited the Hall, living out their miserable lives in the upper caverns, too frightened of the depths to venture any lower.

A tribe of lizardmen, the Icescale, have set their eyes on the Hall Beneath the Hill, entering through the deep tunnels below. They wage war on the goblins, aiming to pillage the Hall of all its treasure.

Behind these skirmishes, as these things often go, is the shadowy hand of humanity. A cabal of nobles from the nearby city of Battlemoore, known as the Black Gauntlet, stokes the fire by arming both

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sides and playing the humanoids against each other. It is their hope that the bloody conflict will spill out into the lands surrounding Battlemoore. With conflict at the gates, they believe they can come to Battlemoore’s rescue and cement their hold on it as heroes and saviors.

Caught in the midst of the conflict is a man known only as Grundloch. An arcane master of Battlemoore, Grundloch entered the long-lost Halls to control an ancient power: the great Bloodstone Idol, a powerful construct of the powers of Order last awakened during the war of the primordials. Grundloch hopes to awaken the idol and exert his will over it. With the idol’s power, he can return to Battlemoore—not merely as a man but as a conqueror.

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How to Start Your first job as GM is to guide the players through character creation. While they create characters, keep a lookout for places where their characters might connect to Grundloch, the Idol, the Grimtooth Tribe or the Icescales. Be upfront about where they’ll be and what’s going on. Summarize why they’re going to this place: the mad wizard Grundloch has come here to awaken the Idol. Grundloch hasn’t been particularly stealthy about his plans so there’s any number of ways the characters could know about them: rumors, threats, or scrying, maybe. Help tie the players to the adventure. Ask loaded questions based on the player characters’ pasts: “Did you know Grundloch, then? Was he one of your clients?” “If you’ve been in the military you probably fought the lizardman hordes, yeah?”

Once everyone has completed the character creation process you can describe the first scene. There are a few places you can set this scene but no matter which you choose give the players some action to react to either impending or underway.

The grand entrance, the hidden tunnel to the goblin warrens, or even the sea tunnel below are places to look to when starting your adventure. Give the players a clear action ahead and ask “What do you do?”

The main entrance is a particularly good location to start at. Describe to the players how they arrive at the entrance to the ancient abandoned hall and what they see between them and the door (either a wild battle or a heavy guard, depending on if Grundloch has bought off the competing humanoids). This gives them a chance to find a clever way in or just wade into battle.

For a shorter adventure, you might start the players somewhere deep in the complex. Set the scene as they start a battle or come across an important location like the Bloodstone Idol, then see where they go.

Resist the urge to begin with the characters negotiating with the parties that sent them on this adventure. Start with action and follow up with questions. You’ll find that starting with a bang and then explaining it afterwards leads to a much more satisfying start.

Running the Idol To run The Bloodstone Idol you’ll need all the basic Dungeon World materials (playbooks, dice, pencils), plus some blank paper.

Maps

The map of the Bloodstone Idol complex is high-level and meant to inspire, not constrain. It’s up to you as the GM to fill in detail, drawing smaller maps for each room as needed. Each room’s description will give you a starting point—your agenda, principles, and moves will do the rest.

When drawing maps don’t feel you have to fill in every detail. Just like the overall map, you can start general and fill in response to player questions. Some rooms, like the Goblin Warrens and the Idol’s hall, are quite large. Depending on how your players interact with them you might not even need to draw the entire thing.

One-Shot or Campaign

The Bloodstone Idol is designed to serve as a starting point for a grander campaign. There’s a lot going on with many ties to the larger world. If you’re running The Bloodstone Idol as a one-shot adventure or at a convention you may want to change it up a little.

In the one-shot version the lizardmen and goblins have both been bought out by Grundloch and now serve (grudgingly) as his guards. Any location that would normally contain goblins and lizardmen in battle instead has them standing guard. The truce is still uneasy, which the players may be able to take advantage of.

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The Black Gauntlet still armed both sides but has lost contact now that they’ve been bought out. The Black Gauntlet can, in this case, act as a sort of patron to the party. Perhaps it’s at their behest that the PCs are seeking out Grundloch.

Front: Bloodstone Idol Impending Doom: Grundloch masters the Bloodstone Idol and uses it as his hand to take control over

Battlemoore. The city crumbles beneath the iron fist of his tyranny. Stakes:

• What must be sacrificed to control the idol? • Can the PCs stop Grundloch in time? • How far will Cassius go to serve his master?

Cast: • Grundloch—Master of the Arcane Clay • Cassius—Grundloch’s assistant • The Bloodstone Idol—Sentinel of Law

Grim Portents: The Ritual Completed ☐ The true nature of the scrying pool discovered ☐ A great sacrifice is made ☐ The Bloodstone Idol awakened ☐ The Bloodstone Idol falls under Grundloch’s magical sway

Danger: Grundloch, Master of the Clay Impulse: To seek magical power Description: Grundloch, a great wizard specializing in golems and constructs, has dragged his assistant

Cassius into the Bloodstone Halls in order to control the Bloodstone idol and use his power to rule the city.

Moves: • Learn forbidden knowledge • Cast a spell over time and space • Attack a foe with magic, directly or otherwise • Spy on someone with a scrying spell • Tempt someone with promises

Danger: Bloodstone Hall Impulse: To be controlled or tamed Description: Bloodstone Hall was crafted in the Ancient Days to channel mystical power into the mighty

Idol—its halls and passages are a kind of magical antenna. Moves:

• Vomit forth a lesser monster • Draw the attention of a curious party • Leave a lingering effect on an inhabitant or visitor • Hide something from sight • Offer power • Dampen magic or increase its effects • Corrupt a natural law

Grim Portents: Crumbling Halls

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☐ The complex is damaged but stable ☐ The lower tunnels fill with debris ☐ Water levels rise ☐ Upper tunnels close ☐ The Hall becomes a sink hole

Danger: The Bloodstone Idol Impulse: To eliminate perceived disorder Description: A weapon leftover from primordial wars between the powers, this massive idol is a

construct that could bring a whole city to its knees or turn it to rubble. Moves:

• Turn an organization (corrupt with influence) • Give dreams of prophecy • Lay a Curse on a foe • Attack indirectly, through intermediaries • Rarely, when the stars are right, attack directly • Expose someone to a Truth, wanted or otherwise

Front: Humanoid Turf War Impending Doom: The skirmishes between the Lizardmen and their Goblin rivals spills over into the

surface world causing woe and chaos in the streets of Battlemoor. Battles between the two tribes cause damage to the already-weakened containment system below the city and the magic of the Idol causes destruction and terror on the surface.

Stakes: • Who will win control of the caves? • Can peace be achieved? • Will the tribes come into direct conflict with Grundloch?

Cast: • Glug—goblin leader • Ssaazz—lizardman warchief • Jerik—Sellsword instigator

Grim Portents: All-out War ☐ Skirmishes and plans ☐ A declaration of war ☐ The entire complex is caught up in battle ☐ All-out war spills onto the surface ☐ Fighting reaches Battlemoore

Danger: Grimtooth Goblins Impulse: To defend the complex from outsiders Description: The Grimtooth Goblins have lived under the leadership of Glug’s line for as far back as anyone can remember. So long as Bloodstone Hall has remained undisturbed they’ve lived their vile little lives in the upper caverns. Moves:

• Embrace internal chaos • Overwhelm a weaker force • Display a show of dominance

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• Grow in size—by breeding or conquest • Appoint a champion

Danger: Icescale Tribe Impulse: To drive their enemies before them Description: Led by Ssazz and his clutch, the Icescale Tribe move from place to place, taking what they

need and leaving ruin their wake. Driven by supposed divine inspiration, Ssazz has declared Bloodstone Hall their next conquest. Ssazz never backs down.

Moves: • Assault a bastion of civilization • Embrace internal chaos • Change direction suddenly • Overwhelm a weaker force • Display a show of dominance • Grow in size—by breeding or conquest • Appoint a champion • Declare war and act upon that declaration without hesitation or deliberation

Danger: The Black Gauntlet Impulse: To absorb those in power, to grow Description: A group of merchant lords who plan to profit from the chaos—defending the city and

citizens from the goblin/lizardman war at a cost to the Imperial purse. They are secretly fomenting the fight. Lady Lucia, Lord Regulus, and Lady Mason of the Gauntlet have hired Jerik, head of the Abbadon’s Edge sellsword company to insure the fight grows.

Moves: • Attack someone by stealthy means (kidnapping, etc) • Absorb or buy out an someone important (an ally, perhaps) • Influence a body of control (change a law, manipulate doctrine) • Negotiate a deal • Observe a potential foe in great detail

1 – Grand Entrance Massive bronze doors, tall enough for an ogre to walk through, mark the entrance into the Bloodstone Idol’s ancient resting place. Goblins and lizardmen are locked in battle outside, making any entrance through the doors dangerous at the least.

The grand entrance is set into the side of a hill. The low slope of the hill has been cut to the rock on the north side. The doors leading below are set into this stone.

The doors themselves sit slightly ajar, leaving enough space for reinforcements from either side to occasionally join the fray. Fighting is intermittent here. Each side has minor barricades setup and usually stays behind them, only launching an attack when fresh warriors arrive from within.

The barricades are simple affairs of piled up earth, brush, and wood. Goblins and lizardmen crouch behind them preparing weapons and shouting insults to each other between frenzied assaults. Both sides want to claim the doors as their own, driving the others away, but neither has succeeded.

At any given time there may be anywhere from 5 to 10 able-bodied soldiers on either side with a few more wounded or providing support. Depending on who controls the interior at present one side or both may be cut off from reinforcements but the battle rages on. Lizardmen and goblins are not the best tacticians.

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If the lizardmen and goblins have been bought off by Grundloch then they man the barricades together, sharing an uneasy truce. About 10 total, from both species, stand guard over the entrance.

Goblin Advanced Guard (Foes)

The goblins here fight to drive the Icescale tribe out of their caves. They are well-armed and all carry small whistles around their necks (for getting past the fireflies). Goblin Warrior – Level 1, 5 HP, 1 Armor, 3 damage (swords, spears)

• Sound the alarm • Charge! • Trigger a primitive trap

Icescale Berserkers (Foes)

The lizardmen fight with joy and wild abandon, but not stupidity. They will gladly kill any opponent. Icescale Skullcrusher – Level 1, 7 HP, 1 Armor, 4 damage (hammer)

• Attack with abandon • Destroy something mundane • Give the enemy an opening

Weapon Stashes

The lizardmen and goblins have weapons here to insure the fight continues, mostly of good quality. They also have 30 gold in small coins taken from those unlucky enough to wander upon them and be driven off (or worse).

Nearby Inside the grand double doors lies Under Hill Hall (link). On the surface to the east are the standing

stones (link) and the hidden entrance(link)

2 – Standing Stones This ring of standing stones is all that remains of the device once used to control the Bloodstone Idol.

Smooth with age and standing crooked in a grassy field they mark the last resting place of the Idol. In recent years, this spot has been seen as a holy place by various cults and madmen. A number of rituals both fair and foul have taken place here—some flatter stones are marked with blood and the char of sacrificial flame. The stones yet resonate with some small part of the Idol’s power.

At the stroke of midnight on some rare nights, items left in the ring stones vanish—taken by some outside entity and replaced. These transactions occur according to some ancient planar schedule lost to the lore of men.

Items taken this way are usually replaced with commonplace elements of the planes beyond. A chunk of some metal or stone, a pool of elemental water or the like. The area is littered with stones and strange detritus not local to the area. A wise person might notice that these things are out of place. Occasionally, something larger or stranger may make the trip—even something alive, perhaps. So far no one has returned who was sent beyond by way of the Standing Stones.

At present, the Grimtooth Chief is attempting to use the stones to bribe some planar entity into his service. He’s brought a few of what pass for scholars amongst the goblins to aid him. They assure the Chief that his efforts will pay off soon.

Once Grundloch has awakened the Idol, he will focus his efforts on the stones as a means to control it. His magic is not strong enough to do so alone.

Arcane Stones (Environment)

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These stones are powerful old magic, still partially working despite their current condition.

Redirect or twist a spell being cast

End or dampen a magical effect

Weaken the boundaries between dimensions

Grimtooth Chieftan’s Guard (Foes)

The Chief, his advisors, and his guard work here at night to summon help. During the day they rest, occasionally returning home or joining the fight with the Icescales. The Chief will gladly aid adventurers who will ensure the prosperity of his people. Goblin Orkaster – Level 2, 6 HP, 1 Armor, 5 damage (acid orb) Goblin Champion – Level 2, 10 HP, 2 Armor, 5 damage (ornate sword) Glug, Goblin Chief – Level 4, 9 HP, 3 Armor, 6 damage (fine sword)

Cast Hold on someone, paralyzing them so long as the Orkaster maintains it

Contact a powerful being and beg for aid

Offer a deal

Attack with poison

Command goblins into battle

Planar Detritus (Loot)

To someone with the right knowledge and need, the planar debris that dot this area are worth some gold. A bit of planar flotsam is worth 70 or more gold to an interested buyer. Picking out the valuable pieces takes time and an expert eye—the difference between a granite block and Elemental Stone is not an obvious one.

The remnants of planar crossovers may give information on how the stones work and how the Idol may be controlled.

Nearby To the west on the surface is the Grand Entrance set into a hill (page 90). The nearby brush conceals the goblins’ hidden entrance (page 94).

3 – Hidden Entrance A former water drain, this tunnel has been worn by time and the elements. It is wide enough for a crouched human to move slowly through it. It’s damp and grimy but the goblins use it as their primary means of accessing the Hall.

Without proper equipment traversing this tunnel is Defying Danger. The danger here is that a misstep can lead to a fall; sliding unceremoniously bruised into the warren below.

The tunnel is a risky entrance—there’s no place to hide and if a goblin decides he wants to make the trek to the surface. Invaders using this route will be discovered.

On the surface, the tunnel entrance is covered by a crude camouflage of brush and rocks. It’s easy enough to discover but appears to be what it is—a ruined drainage tunnel.

Nearby The hidden entrance connects the standing stones on the surface (page 92) to the Goblin Warren below (page 98).

4 – Under Hill Hall The grand Hall once used by the Order of the Idol to receive their guests has fallen into deep disrepair. The magic of the Hall pervades the stones, however, and has outlived the Order itself.

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Mosaics on the floor and chipped frescoes hold some remnant of the past beauty of this place, even with tiles cracked and missing and paint faded and peeling. The room is covered by a thick layer of dust but a path through the middle has been cleared by goblin feet.

Because of the enchantments of this room, the hall has become a de facto neutral zone for the warring creatures who inhabit this dungeon. Instead of diplomatic talks, however, the two simply avoid hostility in this place having learned the hard way what the drawing of a blade means in the hall.

Peaceguard (Magic)

This ancient spell was designed to enforce a strict peace within the Idol’s complex. Any weapon carried into this room glows brightly, bright enough to shine through cloth. Any weapon removed from its sheath or otherwise wielded quickly becomes uncomfortably warm, eventually becoming hot enough to blister and singe. Anyone wearing the sigil of the Order of the Idol clearly and proudly is immune to these effects.

Steward (Magic)

Any living thing that passes through the grand entrance triggers this spell. The transparent figure of a tonsured human appears and speaks loudly and clearly about those entering the hall, for example “The righteous Lurto” or “Belfar of the cloth.” Once a sign of respect and dignity it now makes a convenient alarm for nearby goblins and lizardmen. Anyone wearing the sigil of the Order of the Idol clearly and proudly is not announced.

Nearby Outside of Under Hill Hall is the grand entrance (page 90). A short hallway ends in a dramatic drop into the Idol’s Hall (page 92) with goblin ropes reaching over to the Warren (page 98). Stairs wind down towards the vault (page 96).96

5 – The Vault It is not known, now, but the Bloodstone Idol was crafted to draw life and magic from the world around it to power its grim locomotion. In the early days the Order of the Idol fed it enchanted items, bought or donated. As time grew thin and the primordial wars seemed all but lost, the Order turned to darker offerings—human sacrifice became the norm until eventually, the Order was lost to the world.

The vault was used to store the items and, eventually, the people that would be fed to the hungering Idol. Residue, in the form of raw magical power and the haunting presence of spirits, pervades the place.

The doors are closed, as they have been for centuries. From time to time some enterprising goblin will attempt to open them but the locks remain beyond their feeble skills (and, in many cases, their attention span). The lizardmen prize goblin blood much more than the distraction of a locked room affords.

Inside the vault is a simple room; smooth walls of hewn stone with shelves of iron and wood bolted to them. In places, manacles and heavy chains fall from rings on the walls, a testament to the grimmer inventory this place once held.

Magical Residue (Magic Loot)

The magical energies of this place react to the presence of similar effects—when a spell is cast in the vault, it’s effects eschew all subtlety the caster might hope for. Every spell is accompanied by an ostentatious show; shower of sparks, a clap of thunder, a brilliant flash of light or the like. In addition, if a 12+ is rolled to cast a spell the effects of that spell are amplified. The exact effects of amplification on any given spell is up the to GM.

A mundane item left in the vault for a few hours accumulates some of the magical power left there. The item gains the Imbued tag which causes it to behave oddly around magic (vibrating, glowing, or

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making a sound, perhaps). Items with the Imbued tag are also worth 1 or 2 more gold to those that value such arcane oddities.

There is also a hidden compartment behind one of the shelves. When the shelf is pushed up the compartment swings out beneath it revealing a Rope of Tricks that was stowed here and forgotten. This rope responds to its wielder’s every wish, tying itself into knots, grabbing on to items (or enemies), coiling tightly. It acts as if it was an intelligent creature, like a clever serpent of rope.

Restless Spirits (Foes)

The spirits of those that were sacrificed to the Idol cling to this room. The magical residue from the many items stored here allows the spirits to endure but they cannot move beyond the vault’s walls. Any magical effect, such as an ongoing spell or magic item, could provide the anchor for the spirits. If they have a chance they will cling to any enchantment or ongoing spell that enters the vault and piggyback upon it to make their escape.

The spirits held here are not malicious per se but they are slightly unhinged by their time as the undead. They cling to the last goals they had in life with maniacal intensity and will use any means necessary to get the living to carry out their last wishes, some of which might be:

To see the sun again

To deliver an important message

To see their true love (now long dead)

A spirit granted its last wish passes on to the afterlife happily. The ghosts all know of the secret cache near the Bloodstone Idol and will share that information with those that help them.

Ghost – Level 2, 5 HP, 5 Armor, 3 damage (ghostly touch)

• Torture those responsible for the ghost’s death • Bring a disturbing message from the dead • Cause strange, scary events

Frightful: When you first see a ghost, run in fear or steel yourself and roll+Wis. On a 10+, you’re fine. On a 7-9, you’re so distracted by fear that you lose your wits. Choose a basic move, you automatically fail that move in the ghost’s presence until you conquer your fears.

Incorporeal: When you attack a ghost with magic or a magical item, you ignore its armor. Lay to Rest: When you take care of a ghost’s unfinished business, mark XP. The ghost will bring you back

a message from the other side as it finds peace.

Nearby Stairs up from the vault lead to Under Hill Hall (page 95). The stairs leading down have been trapped by goblins, they lead to the firefly infestation (page 100).

6 – Goblin Warren The Grimtooth make their home in this cavern. For a goblin hole it’s surprisingly clean (it’s possible the goblins are being influenced somehow by the lawful presence of the Idol). The walls of the cavern are natural, worn smooth by the passage of time and the goblins who inhabit it.

This large chamber is divided up by the goblins into areas by purpose: fire pits and spits for cooking the animals the goblins keep, a pen for those pigs and goats and rats the goblins have herded into the cave, a workshop for crafting traps and weapons, a shrine dedicated to the worship of whatever dark gods the goblins call patron. Nearly one hundred goblins inhabit the cave but most spend their time wandering the halls of the complex, searching for food, entertainment or a scrap with rival goblins or their lizardmen enemies.

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The goblins use a set of ropes and platforms to navigate from the ledge where their warren meets the Idol’s resting chamber across to the grand entrance.

Every goblin in the warrens can, at least, swing a knife when threatened. The weaker members of the Grimtooth have been culled by their battles with the lizardmen (or fallen to the filthy, rigorous life that all goblins lead).

The cavern is a loud, messy, distracting place. A skilled adventurer might be able to sneak through unnoticed but larger groups will surely be discovered.

The goblins here are primitive, grim and mean. Their culture respects violence and authority above all—the most powerful goblin is appointed Chief. For as long as anyone can remember that’s been Glug’s line. Right now, however, the Chief spends much of his time with his “advisors” attempting to sway the power of the Standing Stones or parleying with a Black Gauntlet agent or with Grundloch himself, depending on the circumstances.

The Goblin Warren (Foes)

Goblin Stores (Loot)

The goblins are surprisingly well-armed. Beyond their weapons, they have little of value to the surface world: disgusting rancid food (which they enjoy), some water, a few scattered coins taken as family heirlooms. All told there’s 150 or so gold in various coinage. The goblins also all carry specially made whistles that mimic the buzz of a firefly so that they may pass through the firefly infestation in the lower halls unnoticed.

Useful information found here might include the source of the goblin weapons and goblin battle plans against the lizardmen. The goblins are supplied by the Black Gauntlet who commission their arms from blacksmiths all over Battlemoore.

Nearby The secret entrance connects the goblin warren to the surface above (page 92). The warren has a sharp edge that looks out over the Idol’s Hall (page 104) with goblin-rigged ropes running down and across connecting to Under Hill Hall (page 95).

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7 – Firefly Infestation The fireflies that live in this cave are not tiny, glowing insects who delight the young. These are cat-sized, hairy creatures that vomit gouts of fire when frightened. Not quite so nice.

This area would have once been the quarters of the Order of the Idol but since their passing from the world it’s been eaten away into a large cavern dotted with piles of now-cold magma. The fireflies, like their less terrifying cousins, consume their mineral prey by vomiting up their fiery juices and slurping up the stoney slurry. Their fierce appetites have left the cave pock-marked and strange.

The fireflies live, eat and breed only in this area due to the unique mineral makeup of the nearby stone walls. Thin veins of delicious gold line the walls and serve to feed the cluster of flies. The gold, stripped of nutritional value, is deposited in the piles of sludge that the flies leave behind.

Unstable Stairs (Environment)

The stairs leading down to the firefly lair have been carefully undermined by goblin diggers so that a step in the wrong place will turn the rock and mud stairs into an avalanche. Anyone who doesn’t take precautions is sure to step on weak spot and send everyone on the stairs sliding down into the firefly nest.

Sludge Piles (Loot)

The rock discarded by the fireflies contains nuggets of gold, some as big as a fist. Getting to them requires quite a bit of work, preferably with a pick and hammer. All told there’s one to two hundred gold worth of nuggets for those with the time and equipment to dig them out.

Fireflies (Foes)

Fireflies are simple creatures but their natural adaptations make them dangerous to anger. Nearly a dozen fireflies swarm here, slowly eating away the rock. If left undisturbed the fireflies would be content to eat away at the stone until all the tasty minerals are gone but if their nest is disturbed they will use their naturally super-heated digestive juices to drive off intruders.

Firefly vision is based on heat which benefits the lizardmen dramatically: their cold blood makes them invisible to the fireflies, allowing them to pass through unnoticed unless they make a stir. The goblins use a combination of wet blankets and some whistles crafted to resemble firefly calls to pass through as well—the blankets hide their heat and the whistles cover the sound. Any warm-blooded creature passing through without proper precautions (a cool body and a goblin whistle) is bound to be in danger from the fireflies as they protect their feeding ground. Firefly – Level 1, 4 HP, 1 Armor, 4 damage (digestive juices)

• Catch something or someone on fire • Cling to someone’s leg, arm, or head, and start eating • Take to the air

Nearby Up the stairs from the firefly infestation is the vault (page 96). Past the firefly feeding area is Grundloch’s mesmerizing illusion (page 102).

8 – Grundloch’s Illusion Grundloch, like many scholars of magic, is a bit of a hermit. The study of magic must be undisturbed and so Grundloch has created a series of complex illusions to drive off those who would interrupt his investigation of the Idol.

Amongst the phantasms he’s woven move mesmerized goblins who’ve wandered foolishly into this room. Most intruders pass through without incident—Grundloch’s illusions are crafted to route traffic,

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not ensnare—but those unlucky few who become caught have taken up residence in the cave and now participate in defending the place.

Illusionary Menagerie (Magic)

This area appears to be filled with great beasts of all sorts, all chained and on guard: griffons, spiderlords, blink dogs, hippogriffs, treants, hill giants, and more. It appears like a cross between a zoo and a pack of guard dogs—no one in their right mind would try to cross it. There is one path left open from the firefly lair to the Idol’s hall. The open entrance to the Svarti Parliament can be seen on the other side but with many beasts in the way.

On closer inspection the creatures are all illusions (with the exceptions of a few goblins mesmerized and roaming free). The air doesn’t move about them and they show no awareness of each other. It takes careful inspection to pick any of this up as the creatures are otherwise complete to all senses.

If a creature is attacked by a beast from the illusionary menagerie it is mesmerized instead of taking damage. Player characters Make a Saving Throw with the GM able to choose “You’re mesmerized by Grundloch’s spell” as an option on failure.

Mesmerized creatures do nothing but wait patiently for Grundloch to give them orders, which they then pursue to the best of the ability. The mesmerization can only be broken if the creature takes damage. If a player character is forced to do something against their alignment they get to Make a Saving Throw against the mesmerization again.

Redsilk Mushrooms (Loot)

Mesmerized Goblins

Four goblins have already fallen to Grundloch’s spells. He has given them the order “Hide here and attack anyone who is defenseless, then fight to the death.” Since they are mesmerized they do that to the best of their ability, but taking damage will break the spell.

Mesmerized Goblin – Level 1, 5 HP, 1 Armor, 2 damage (swords, spears) • Stab a helpless creature for triple damage

Nearby North of the illusionary beasts lies the firefly feeding ground (page 100). A clear path runs towards the Idol’s Hall (page 104). Far back behind the illusions is the ornate entrance to the Svarti Parliament (page 111)

9 – The Bloodstone Idol The Bloodstone Idol dominates this massive chamber, its head nearly breaching the surface. At the foot of the massive statue a battle rages between the Icescale and Grimtooth. Ramparts, small camps, and battle lines dot the floor around the Idol’s base.

A deep scrying pool sits some 50 feet from the base of the Idol. Both the lizardmen and goblins avoid it for fear of its magical powers.

The Idol itself is crafted from bloodstone, a rare material nearly impervious to all mundane harm. Only divine magic or tools blessed with godly enchantment can change the shape of this monolithic embodiment of Order and even then it’s slow going. The Idol resists change, as is its nature.

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Without the regular sacrifices offered by the long-dead Order, the Idol lies dormant. Even in this state it exerts considerable effect on the magic and minds of those around it.

If Grundloch has bribed the lizardmen and goblins to act as his guards, they share this room as a camp. While the two races still don’t get along, exactly, they grudgingly accept the shared space to guard their master and protect his efforts.

The Idol (Magic)

Despite being dormant the Idol’s powers still occasionally wreak havoc on those around it. •Draw a metal object to the Idol •End all magic in the Idol’s presence •Unleash a spell from a nearby caster’s mind

The Battle (Foes)

Due to its location between the goblin warren and the lizardman den the Idol’s room has become the main battleground between the Grimtooths and the Icescales. Battle alternates between entrenched preparations and chaotic brawls with control of different parts of the room changing often.

Icescale Ravager – Level 3, 8 HP, 2 Armor, 4 damage (spears, arrows) Icescale Berserker – Level 2, 7 HP, 0 Armor, 5 damage (mace)

• Launch an all-out assault • Destroy a weapon or obstacle • Drive an enemy back into danger

Goblin Warrior – Level 1, 5 HP, 1 Armor, 3 damage (swords, spears) Goblin Orkaster – Level 2, 6 HP, 1 Armor, 5 damage (acid orb)

• Fill an area with an Orkaster’s Stinking Cloud spell • Attack from an unexpected direction • Strike with a strength-sapping poison

Goblin Roperunners (Foes)

High above, near the Idol’s head, the Grimtooth goblins have rigged a network of ropes running between their warren and the main entrance. From this vantage point they can rain down projectiles on those below (but not always with the best aim).

• Knock someone from their feet with a heavy stone • Cover the ground below with flaming oil or acid • Daze someone with a stone to the head

Nearby To the west lies Grundloch’s mesmerizing illusion (page 102). To the east is the boarded-up entrance to the ruined temple (page 108). In the idol’s hall are the scrying pool that once controlled the idol (page 106) and the Order’s hidden stash (page 107).

10 – Scrying Pool This mirrored pool at the base of the Idol channels power up through the pillars around it into the standing stones far above. The connection between the pillars and the standing stones has been broken by years of neglect but the qualities of the pool remain.

The purpose of this pool was once to see through the eyes of the Idol as it strode the battlefield. Now, with the Idol’s eyes closed, the pool casts its vision outward into the world. It is unguided unless some strong-willed soul takes control of it.

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Scrying (Magic)

When you speak the name of a location within earshot of the scrying pool roll+Int. On a 10+ the pool shows a clear one-way vision of the place named. On a 7-9 the pool shows a foggy distorted vision of the desired location or one like it. On a miss the pool shows the place of its choosing and the connection is two-way—whatever is on the other side can see back.

Nearby The scrying pool is at the feet of the Bloodstone Idol, within the idol’s hall (page 104). The water of the pool runs into the Guaraax pit (page 116).

11 – Secret Cache This is where the Order of the Idol kept its most important items including symbols of the Order. Since the symbol of the order disarms many traps they were kept well-hidden and given out carefully.

The door is cut directly from the rock around it and has no handle. There is a small pressure plate in the wall which releases the door to gently swing out.

The Order’s Remnants (Loot)

Key ceremonial items were kept here, nearby the Idol. Most important are 3 bronze pins bearing the symbol of the order. Several magical traps ignore those wearing one of these symbols.

Along with the pins is a sacrificial dagger, weight 1. When used against a helpless or bound target the dagger sucks life from them dealing maximum damage and creating an excess of magical energy.

Also in the remnants is a shield emblazoned with the symbol of the order, it offers +1 armor but is otherwise mundane. It is weight 2.

Nearby The Order’s cache is along the walls of the Bloodstone Idol’s hall (page 104).

12 – Ruined Temple The powers of Order that handed down the secrets of the Bloodstone Idol required vigilance and worship. This was where rites were once performed to honor those powers. The temple lies in ruin, now—the door hastily boarded and painted with warding marks by the goblins who closed it and used their shamanistic “spells” to try and contain the power within.

The temple lay empty between the end days of the Order and the coming of the Grimtooth goblins. For a time, the goblins used this place to house their dead, until something drew the attention of the dread spirit that now lives in this unhallowed place. When the corruption festered and the holy magics of the temple broke down a minor demon, Urlaz, came to inhabit it. Urlaz empowered the goblin dead with a kind of life and used them to terrorize the Grimtooth, taking glee in their fear and the bloody results.

By luck and stubborn ferocity the goblins managed to push Urlaz back into the temple and bar the door with spells. Urlaz now amuses himself, watching the lizardmen and goblins battle without while his remaining undead minions work to free him from the temple. The demon is bound by divine law not to break the door so long as it bears the seals of the goblin deities. If the door is opened by other means, however, Urlaz is freed to cause chaos again.

Urlaz, Minor Demon (Foe)

Urlaz is the lowest band of proper demon, barely above a tormented soul, but he’s managed to worm his way into the material world. He behaves like a rebellious teenager. Goblin Zombie – Level 1, 3 HP, 0 Armor, 2 damage (claw)

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Urlaz – Level 4, 14 HP, 2 Armor, 7 damage (hellfire)

Offer a demonic bargain

Fill an area with hellfire and brimstone

Command a zombie

Plunge them into darkness through magic

Expose a weakness

Corrupted Ornaments (Loot)

While not constructed of precious metal, many of the liturgical ornaments around the chapel are worth money to collectors of fine ancient art. Carrying out all the candlesticks, chalices, and other items adds up to 3 Weight, but the entire set would sell for 425 Gold or more to an interested buyer.

Of course many of them are covered with the obscene scribbling of Urlaz, but that’s nothing a good cleaning wouldn’t handle. In fact, such demonic touches might make them more valuable to a certain kind of buyer.

The Indomitable Scepter (Loot)

The only item not touched by Urlaz, the Scepter was used for various religious purposes by the Order of the Idol. A gift from the gods themselves, the Scepter allows any good soul who carries it to avoid magical effects.

When the carrier of Indomitable Scepter is struck by a spell they can accept the spell or roll+Wis. On a 10+ the spell has no effect. On a 7-9 the spell’s effects are halved. The Scepter does not provide this benefit to non-Good characters holding it.

The Scepter is especially useful against Grundloch since he relies largely on spells. Any divination aimed at revealing useful tools for defeating Grundloch will probably point here.

Nearby The ruined temple is blocked off from the Bloodstone Idol’s hall (page 104) by a hasty barricade of

wood covered with divine symbols. A roughly cut tunnel leads to a collapse (page 110).

13 – Rockfall To contain the tainted essence of the ruined temple this tunnel was collapsed and filled with ruined rock. The walls and rubble here show signs of being blasted apart with tremendous force and piled haphazardly to block the way.

Urlaz, the demon bound to the temple, has his undead goblin servants working slowly to unearth the passage, since no divine seal block his way through. Goblin zombies are slow workers, but dedicated, and progress is being made very slowly.

The cavern itself seems to have once been some adjunct to the temple itself but either the rock slide or those who caused it have long since marred its original purpose.

Amongst The Rubble (Loot)

Mixed in with the rock fall are 3 rubies of considerable size. Each as big as a fist, together they’re 1 weight and worth 131 gold. Urlaz has seen these gems but doesn’t care to dig them out, as he has no use for material wealth, but he will use them to bargain.

Nearby The rockfall blocks the tunnel from the ruined temple (page 108). Who or what is on the other side is unknown.

14 – The Svarti Parliament

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A gift to the Order of the Idol, these living statues of obsidian and iron once guided a clan of Dwarves in the ages of old. They sit raised on stadium-style seats to both sides of the long path leading to Grundloch’s lab. The seats, carved of plain stone, are unassuming but the statues are of remarkable craftsmanship—detailed and beautiful. Each one represents some region or faction of the Dwarven kingdom they once advised.

This room pulses with magic—each statue is the result of layers of powerful enchantment. Much of the magic used to construct the Parliament has been lost, making this place truly one-of-a-kind.

The Parliament (Environment)

When a question is posed in the presence of the parliament they spring into debate, speaking loudly to each other about possible courses of action. Some time later, maybe as much as a few hours, they will arrive at a conclusion which will be pronounced by an elected speaker. Grundloch uses this as a warning system since anyone coming to his lair will pass through first.

Nearby The Svarti Parliament sits between Grundloch’s illusion (page 102) and Grundloch’s lair (page 112).

15 – Grundloch’s Lair While he toils to unravel the secrets of the Bloodstone Idol, Grundloch has made this chamber his personal quarters. To help achieve his goals, Grundloch has set up a small laboratory where he works day and night to probe the aura and magics of the Idol. Every day he gets closer to unlocking the primordial magic and awakening the Idol.

Before its occupation by Grundloch, this room was a sort of library for the Order of the Idol and the learned advisors who came to consult with the Svarti Parliament. The walls are covered in decayed and dusty books and the stone floor is decorated with a once-ornate carpet now grey with dust.

When Grundloch leaves the room to perform a task elsewhere, he invokes an illusion of himself hard at work to confound any intruders. If the threshold to this room is breached, Grundloch will be notified by a spell of alarm.

Grundloch’s order is one of craftsmen and enchanters and, as such, he appears more a mason or a sculptor than a sorceror. He wears fashionable robes and has the body of a blacksmith—all muscles and sinew. He is an arrogant man, believing himself a visionary and best suited to control the Idol and to rule the city that exiled him. He objects to the stereotype of mad wizard and, at heart, respects little more than law and order. He is a clear-thinker and a man of drive and passion who has decided that it is best for everyone concerned if he seizes the city from the corrupt and decadent nobles that rule it.

If Grundloch is disturbed, he responds with anger and frustration—he has guards to prevent intrusions! If he perceives the intrusion to be a real threat, Grundloch will offer the intruders a chance to join his cause. Practical above all else, Grundloch will accept any deal that is fair and bound by logic to bring him power or prestige.

Grundloch’s assistant, Cassisus, is either here or carrying out whatever horrible task Grundloch has set for him.

Grundloch, Master of the Arcane Clay (Foe)

Grundloch is suprisingly quiet and reasonable. While he would use powerful magic and an ancient weapon to rule a city with an iron fist, he speaks calmly and believes himself to be completely reasonable. Grundloch – Level 5, 22 HP, 3 Armor, 7 damage (magic missile)

•Begin the casting of a powerful spell •Unleash a Fireball, engulfing many •Blow everyone away with a Windwall spell

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•Cast Dominate, taking over someone’s mind for a few moments •Create a complex and convincing illusion

Portable Lab (Loot)

Grundloch’s lab has several reagents that are useful to any arcane spellcaster. The lab has three uses of powerful material components, using these components when casting a spell gives the caster +1 to their roll. The reagents on their own are in heavy glass jars, 1 weight for all of them.

The lab itself is also portable. Its storage chest is a superdimensional space, bigger inside than outside. The entire lab can be packed and carried in its 0 weight box which is about as large as a dictionary. It also contains everything a wizard might need to perform a ritual.

Ancient Shelves (Loot)

Most of the books lining the shelves on every wall are nothing but crumbled paper but a few still hold value. Some particularly well-made books may still be readable and contain information on everything from the ancient empire itself to monsters to magic and gods.

Also amongst the shelves is one perfectly preserved book, a magic Infinite Folio. The Infinite Folio has a limitless number of pages, each one containing information, maps, and diagrams. Consulting the Infinite Folio while Spouting Lore takes a few minutes due to the sheer number of pages, but it gives the reader +1 to their Spout Lore roll. The Infinite Folio is 1 weight.

Nearby Grundloch’s lair is blocked off from the ice pit (page 114) by a magically sealed door. To the other side sits the Svarti Parliament (page 111).

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16 – Pit of the Frost Heave This is a rime-coated cavern, deep below ground. Black pools of near-freezing water dot its surface, and where there isn’t water there is ice and sharp stone. The path of the Icescale tribe back to their hellish, frozen ocean home is here, and it is not disguised - no one comes here. No one whose blood is warm, at least.

When the Icescales pushed through into the caverns beneath the Hall, they encountered the Frost Heave, a terror from the abyss with an ineffable hatred for the warm-bloods that teem above its head. The cold-bloods—like the Icescale interlopers—it doesn’t even notice.

They set up a forward camp on a ledge overlooking the Heave’s main pool, a gateway to the abyssal plane.

The Heave has business with Grubdloch, and the two maintain guarded communication through a heavy, ice-locked door. Grundloch’s magics protect this door from both directions. Several magical treasures lie in a neat pile on the Frost Heave’s side of the door, unclaimed.

Any adventurer stumbling into the Frost Heave’s pit will have to contend with a variety of threats. First, there will always be a half dozen or so Icescale lizardmen - including any the adventurers may have wounded in earlier confrontations. If they perceive a threat, these will mount a spirited defense of the chamber from the vantage point of their high ledge. They cannot distinguish a goblin from a human.

Any fight with the Icescales should include ominous portents of something far more dangerous lurking just beyond sight. Arctic breezes from nowhere, like the breath of an impossibly large animal, that sort of thing.

While the Icescales attack, the Frost Heave will be waiting for the main chance, carefully and secretly observing the intruders and learning their weaknesses. It prefers to attack from a position of unassailable strength and is content to let the lizardmen do its work.

Of primary importance to the Frost Heave is not offending Grundloch - to this end, it will make sure any intruders have no connection to the wizard before attacking them itself. It speaks 700 languages and is, as abyssal terrors go, quite urbane.

Grundloch’s Rime-Door (Magic)

This door has been magically reinforced by Grundloch so he can continue his arcane studies uninterrupted.

•Alert Grundloch to intruders •Trap someone in ice

The Ice Pit (Environment)

Ice, sloshy pools, ice stalagtites, and a gateway to the abyssal plane make the ice pit dangerous to anyone, particularly the warm-blooded who wish to stay that way.

•Shatter and fall apart •Bring something between planes •Plunge something or someone into the depths

The Icescale Encampment (Foes)

The Icescale rear guard defends the way back out to sea. Icescale Guard – Level 3, 7 HP, 2 Armor, 4 damage (spears, arrows) Icescale Healer – Level 2, 5 HP, 1 Armor, 2 damage (mace)

•Fire from a protected position •Return an injured Icescale to the fight •Fall back to the redoubt

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•Call back the war bands as reinforcements

The Frost Heave (Foe)

The Frost Heave seeks to end warmth in all its forms. Frost Heave – Level 6, 30 HP, 4 Armor, 10 damage (hail, ice)

•Freeze a person, item, or place •Fill an area with fist-sized hail •Construct a wall of solid ice •Bring an ally across from the abyss •Encase something or someone in ice

Grundloch’s Gifts (Loot)

Items left as tribute include a amulet containing a trapped soul, a variety of profane tomes, and a envelope which, when sealed and burned, delivers its contents to the abyssal planes.

Nearby On land the ice pit is connected to Grundloch’s lair (page 112) by a magically sealed door. The lizardmen can also swim through the Guaraax pit (page 116) and emerge from the scrying pool (page 106).

17 – Guaraax Pit None who live remember the origins of the mighty Guaraxx but there are fishermen who ply the seas near Battlemoore who tell tales of a great bulbous many-toothed fish who swims up from coastal caves to swallow ships whole.

The Guaraxx is a capricious and hateful old fish-beast that dwells in the caves below the city. Some ten feet long and marked with a dozen squirming tentacles, the Guaraxx ensnares prey and swallows up any foolish enough to come near. Divine magic prevents the Guaraxx from breaking the surface of the water but anyone foolish enough to break the barrier between air and water is fair game.

The Guaraax (Foe)

The guaraax hunts just below the surface claiming any prey that enter the water near it. While it can’t leave the water, anything that enters the water is likely to be devoured. Guaraax – Level 5, 20 HP, 3 Armor, 8 damage (crush, bite)

•Pull someone under •Entangle in tentacles •Force itself into a creature’s mind with a touch

Currents (Environment)

Treacherous flows also beset anyone who ends up in these icy waters. Due to the dramatic temperature differences and rampant magic the currents are quite unpredictable and often change with little warning.

•Push someone out to sea, into the Frost Heave, or to the Scrying Pool •Rip their possessions from them •Cut off their air

Nearby The waters of the Guaraax pit meet the scrying pool (page 106), the ice pit (page 114) and the sea.