Saturday, February 21, 2026

Attack on Two Rivers/Rule of Kobolds by Lady Crimson Games



Rule of Kobolds
If the encounter is too easy add more kobolds 
If the encounter is too hard add more kobolds

 The village of Two Rivers has been under attack for the past few weeks. Local farmers have been losing their stock and small reptilian footprints have been found in the dirt. Where are they coming from? Are they crossing the brown hills and the dusty desert in the south or somehow crossing the river to the east? Life is difficult living on the frontier.

Introduction

This module works well with 4 level three players. This module includes two maps of the Kobold Lair. The DM map shows all of the features of the lair and suggested starting positions for the monsters. The Combat Map has most of the features and monsters removed. Rooms can be printed individually at 1 square per inch for use with miniatures.

Two Rivers

The village of Two Rivers is located at the confluence of the Red River and the Mudflow River. The mud from the canyons settles out in great mud flats here and the mud is made into the bricks that make up most of the commerce for the town. 

Notable NPCs

Alken Raho. Proprietor of the Dusty Dragon Inn. He seems to know a little bit about everything going on in town and the surrounding regions.

Secret He purchased a dragon egg from an adventurer and is not sure what to do with it. He is worried that a dragon may come looking for it.

Kross Kamin The Peacekeeper, peacekeepers act as a combination guard and sheriff. She believes in strict adherence to the law (just or unjust). She is distrustful of any newcomers.

Secret Her brother, Rodigo Kamin, is a thief and conman who has recently returned to Two Rivers from Red Keep.

Gel Geltouk The Mayor, She is looking for some adventurers to take care of the kobold problem before things get out of hand.

Secret She is a former member of the Golden Scorpions a group of assassins from the Dusty Desert.

Random Encounters

2d4

2. Roll twice and combine the results

3. Nomads
A family of nomads from the Dusty Desert to the south has come north across the Brown Hills to trade the wares of the desert for items available at Two Rivers. They can tell of large colonies of kobolds located to the east of the Dusty Desert. They are afraid of the big water (the river) and will not cross it. One of the nomads is a member of the Golden Scorpions.

4. Wood Elves
This party of four wood elf scouts seems out of place on the plains of the Two Rivers region. They are seeking information on a wandering elf named Calagorn.

5. Kobolds
The PCs encounter some kobolds carrying a sheep. "Much fat sheepses here." The sheep has been branded with a symbol of the local shepherds. A DC 10 intimidation check scares the kobolds into revealing that they came from the canyon lands across the river to the east A DC 15 intimidation check and they now have a lair along the river bank. The group consists of two kobolds and one flying kobold. 

6. Shepherds
The shepherds have come down from the grassy plains north of Two Rivers to sell their sheep. They have lost a number of sheep to attacks that they blame on kobolds. The have branded their sheep so they can identify any missing sheep.

7. Gargoyles
As the party walks through a creek bed full of boulders they are startled as some of the "boulders" come to life and fly off. The party has startled a group of gargoyles. The gargoyles only attack the players if the players attack first.

8. Dragons
A thunderstorm is raging in the desert. A pair of dragons emerge from the storm clouds lightning crackling across their wings. One is a blue dragon, the other a brass dragon. They race overhead heading south without interacting with the party. A DC 20 perception check will notice a rider on the blue dragon’s back.


The Kobold Lair

1. Cave Entrance
This is the entrance to the kobolds' lair.
Tracks lead to a cave-like opening in the canyon wall to the south. There is dense vegetation to the east of the entrance.
There are dangerous plants (razor vines) located within the dense vegetation. The kobolds have "trained" them to ignore the kobolds and the blue guard drake. The drake can be released by activating the lever from the west entrance of room 3. The drake will understand it is time to go out to hunt if the portcullis opens.
If the kobolds were not encountered during a random encounter they will return to the lair in 1d6 rounds.

2. Guard Room
This is the kobold guard room.
This room is about 20’ across with open passages leading north and west. The northern passage goes 15’ to a closed door. There are two kobolds armed with spears in this room. They shout at you in an ancient sounding language.
There are two kobold guards. The kobolds warn the players (in draconic) to go away or they will attack. If the players do not leave immediately the kobolds will attack them. A third kobold is armed with a cross-bow just within the concealed passage to the east. If combat begins he will fire the cross-bow at the players and flee north to alert the rest of the kobolds. There is a kobold at the east entrance to room 3. If he hears combat he will open the portcullis to allow the drake to join the combat.
The passage to the north has a spiked pit trap. The passage to the west is curved preventing anyone from seeing into it. The passage to the east is concealed to look like part of the stone wall. The wall rotates 90 degrees to reveal the passage. The kobolds use the passage to the east to get to room 4, never the passage to the north.
Anyone stepping on the spiked pit trap takes 1d6 bludgeoning damage from the fall and 2d8 piercing damage from the spikes.

3. Drake Pen
This room houses a blue guard drake trained to obey the kobolds.
This room is about 25’ across with exits to the south and east which are blocked by portcullises. The sand of the floor is shifting as if something is moving below the surface.
The two entrances to this room are blocked by portcullises. There are two levers at the East entrance which activate the bars. Moving the lever to the up position will raise a portcullis, and moving the lever down lowers it. The west lever controls the west entrance.  The east lever controls the south entrance. The players may lift the portcullis on a DC 15 STR check. The drake has been trained not to kill kobolds and it may pass through the dense vegetation without being attacked by the fines.

4. Common Room
This room is 45’ x 25’. There is an exit to the south and to the north.
There are five kobolds in this room.
There is a pool of water in the north east corner of the room. The kobolds are roasting mutton over a fire in the middle of the room and some casks are set up on a table along the north side of the room.
There are 3 kobolds, a flying kobold, and a kobold inventor in this room. If the kobolds have been alerted of hostiles they will be prepared to attack when someone enters the room. One of the kobolds will flee to the north to alert the chieftain if hostiles enter this room.
There is a natural chimney above the fire. The flying kobold may use some rocks from the chimney to drop on the PCs during combat. If the combat is going poorly the flying kobold will attempt to flee out the chimney.
There is a pool of water in the northeast corner of this room. The wall of the cave reaches the surface of the pool so the passage to room 6 is not visible unless they players explore beneath the surface of the pool. The passage to room 6 is underwater for 20’. The kobolds in this room are afraid to enter the pool.

5. Boss' Room
This room is about 25’ across. There is a door to the south, a pool to the east, and stairs leading down a passage to the west. There is a raised dais along the north wall.
A kobold sits on a stone throne on top of the raised dais. Two large kobolds stand on either side of the dais and three more armed kobolds are in the room. There is a pool of water along the west edge of the room.
The kobold chieftain sitting on the throne is a scale sorcerer kobold with 2 dragonshield kobolds as body guards.
The chief has a trained slurk (giant saber-toothed frog) in the pool. The wall of the cave reaches the surface of the pool so the passage to room 6 is not visible unless the players explore underwater. The passage underwater is 15’.
The chieftain has a potion of water breathing and will drink it before attempting to flee through the underwater passage. He knows about the ghoul but believes he can get away without disturbing the ghoul.
One of the dragonshield kobolds has a key to the dungeon.
The chieftain has a broach displaying the crest of Calagorn.
There is a secret passage behind the stone throne. DC 15 to find it.

6. Ghoul Grotto
If players can see in the dark or have a light source read the following.
This room is 15’-20’ with a pool to the south west and a raised ledge of stone to the north east.
There are piles of bones on the stony ledge. A skeletal figure is gnawing on some bones but it turns to look at you with glowing green eyes.
This room may only be reached by entering the pools in room 4 or 5 and swimming underwater. The ghoul is always hungry and will attempt to kill and eat anyone who enters the grotto.

7. Dungeon
You see some dim shapes locked in the prison.
There is an elf and a human woman (Meri) in this room. The human is a young woman taken hostage from the village. The elf is actually a spy for the elf lord Calagorn who is seeking to create conflict between the people of Two Rivers and the creatures of the Kobold Canyons.

8. Treasure Room
This room is 15’ across. There are some supplies and chests in this room.
There is a small treasure chest with 100 gp and a holy symbol worth 100 gp. The PCs could return the holy symbol to its rightful owner for 200 gp. 
There is a large chest in the back of the room which is actually a trap. It cannot be moved and it can only be opened on a DC 15 STR check. When it is opened water will begin flooding the entire lair. The PCs will have 10 turns to get out before it is completely flooded.







The Necropolis of Anentropol by Lady Crimson Games

 















The Secret of Redkeep by Lady Crimson Games

 

The Factory (4)


The Ruins (11)

Under the ruins

Adventure Recap (This took 8 sessions to complete)
After defeating Birani the group fled the eldritch basement. Shortly after arriving in Ether’ell Telly was visited by a brightly colored bird that gave him a message. Telly left because of an emergency in Vantaral his homeland.
Lisicia, Boots, Knyrr, Borkk, and Godefroy spend a week (eight days) in town. Lisicia met Dotath, a local socialite, who brought Lisicia to a high tea where Lisicia met Councilor ǃhtõá, an insectoid similar to a Thri-Kreen, (but is not due to copyright restrictions). 
Note: ! is the sound of her mandibles clapping together and \ is the sound of ridges on her secondary limbs rubbing together. ǃhtõá is a member of the Council of Ten (social) and offered the adventuring group a chance to meet with the Arch Mage leader of the council. 
The party met Arch Mage Charlat Splendifi Magnicus who explained that the Landemer Trading Company was suspected of blocking Ether’ellian trade into the Gulf of Encanto. Several trade vessels have disappeared without explanation and the Council suspects LTC has enlisted the services of privateers. Reports indicated many resources were being directed to the small port town of Parto Redkeep.
Magnicus asked the party to take their airship and investigate the city of Parto Redkeep as (secret) agents of Ether’ell. Gobs is resurrected. The orders are to find out what is going on in Redkeep, deal with any threats to Ether’ell if necessary, or report back if the party cannot deal with them. They were provided with a map to Parto Redkeep. Magnicus agreed to grant the party an estate on their successful return.
Magnicus sent a packet with the along with the following letter:


The party pretended to be merchants, and purchased 1000 gp of magical items in Ether’ell. The party crossed the Mana Wastes navigating areas of different magic levels and strange sights and sounds. The party fought a winged Leydroth until it fled. After making it through the Mana Wastes the party looked for a lake to camp near and found one several hours later. On the way, they noticed signs of goblins in the area. That night they were attacked by a group of goblins. The goblins stopped attacking once they realized they were hopelessly outmatched and joined the party for a night of revelry. They partied until dawn when the goblins returned to their caves.
The next day the party passed over the hills and came to a vast forest. They encountered elves in the forest who warned them to beware of Calagorn, an elf riding an ancient blue dragon. The elves gave the party directions to get Redkeep. The party camped in the desert that night but was not disturbed. The moons Argimon, Rumon, and Irimon put on a show in the desert sky.
The party crossed the desert and arrived at Redkeep. After observing the city from the air, were escorted to the ground by a pair of guards riding adult blue dragons. The group landed near the warehouse district on the river. The harbor master was furious, but Lisicia calmed him down. The guards chained the ship down until it could be inspected for contraband. The group was informed they must get a trading visa from Lord Regnolit at the castle. The guards escorted the party to the Solem Golem Inn in the high market district. The innkeeper recommended they visit the Temple of Bedraga for worship and gaming. Knyrr flashed a bag of gold and was quickly approached by a stranger trying to gain his confidence. The party spent the night in their room. 
The party identified the following notable locations in Redkeep:
Redkeep Castle
Watch Tower-tallest point in the city
Port Redkeep
The Factory-three tall chimneys emit smoke
Garrison
North Bridge (North Gate) The bridge is built on pontoons so it can be swung sideways
Red River Docks and the Warehouse District
Dregs-low rent housing for the masses
Low Market-basic needs and sundries
High Market-Luxury goods, location of the Solemn Golem Inn
Old City-Haunted
Bedraga Temple and Casino
The Warrens-Ratfolk
South Gate
Caravans
The Pit-A strange glowing greenish fog covers this area.
The party ate a buffet breakfast at the Solemn Golem Inn served by Winim Riverleaf, the innkeeper. The party ventured into the city looking for adventure. The party decided to visit the ruins in the old town. The architecture in the old town was very distinctive consisting of sandstone blocks rather than the red brick common in the rest of the city. The party explored a ruined temple. Hieroglyphs indicated that the temple was dedicated to Anentros the ancient god of life and immortality.

The party proceeded to the next building which turned out to be a tomb dedicated to Faroh Hemkaraho an ancient king/priest/magician who traveled the world having many adventures. Hemkaraho married an ancient queen of Ether’ell, just before the fall of Ether’ell according to hieroglyphs in one of the rooms of the tomb. The party discovered a room that must have been a garden but was now overgrown. Growing in the garden were sesame, cinnamon, and pistachios. Another room contained an enormous bee hive.

The party noticed a pyramid-shaped structure near the back of the tomb. The party broke through a newly constructed wall and found a narrow passage had been blasted into a passage in the pyramid. Stairs led down to a large stone door. It seemed as if the door had recently been opened (within the past five years or so anyway.)

Beyond the door, the party found a room with seven sarcophagi. When the players approached the central sarcophagus a Night’s Breath Trap triggered releasing a blast of gray mist and shrieking spirits into the room. At the same time, mummies emerged from the six sarcophagi lining the room. The party was driven fleeing up the stairs and the mummies slammed the door after them.
The party regrouped and revisited the tomb, disabled the trap, and defeated several mummies when a ghostly dragon appeared and drove them off.
Knyrr and Lisicia discovered a secret passage and entered it. In the passage, they found a brass plaque with an inscribed recipe for something called True Love’s Kiss, apparently a type of candy shaped like pyramids. The exact amount of each ingredient was unclear.
Lisicia and Knyrr explored an adjacent room and discovered a skeleton wearing a suit of lion armor, lion shield, golden spear, and a potion of the cheetah. The wyrmwraith started talking to the party and the party agreed to retrieve the “Treasure of the Tomb”, a bejeweled pyramid, which had been stolen by a rogue named Rod, about a year ago.
The party left the tomb, Lisicia got some honey. Boots bought a glowing gem at the jewelry store in the Galleria. The party noticed a shadowy figure following them from the tomb. They confronted him and discovered his name was Rodigo Kamin, a rogue who had stolen a relic from the tomb and delivered it to Lord Regnolit.
The party traveled out of the south gate to the caravans and encountered Qatil Aleaqrab, the leader of the Golden Scorpions. He showed them the “Soulless” people who had been captured by the Brass Palace and returned with only base animalistic reactions and all higher reasoning missing.
The party ventured into the pit and discovered some useful items. Boots found a Monkey’s Paw. The party defeated two mukradi and sold their husks to an alchemist. The group then went to the local bath house to wash the muk off.The party was enjoying the benefits of the bathhouse which provided the equivalent of a long rest in a couple of hours of bathing. Suddenly they noticed that Boots was missing. Boots wished he knew what to do with a Monkey’s Paw and found himself in the Redkeep Castle library in front of a book entitled “What to do with a Monkey’s Paw”, his first wish granted. Meanwhile, Godefroy peered into a mirror in his possession and saw Boots standing in a great hall made of red stones and filled with books.
Unfortunately, Boots didn’t have any gear or clothing, and a young elf woman screamed when she encountered him and summoned the guards. The guards hauled Boots off to the Keep and locked him in a cell. Boots wished he knew how he got there and The Royal Inquisitor showed up with a pair of ogres and began questioning him about how he got there. The second wish was granted.
Godefroy attempted to enter the port area but was repelled by the guards because he did not have an official “writ” from the governor, Lord Regnolit. Meanwhile, Knyrr, Bork, and Lisicia returned to the Solemn Golem and were informed by Innkeeper Winim Riverleaf that they had been granted an audience with Lord Regnolit.
Armed with an official writ the party proceeded to Redkeep Castle unimpeded. While waiting for their audience with Lord Regnolit Godfroy overheard a heated conversation with someone called Dr. Bones about a production delay.
As Dr. Bones walked down the hall he glanced at the party and seemed to assess them from behind his mask.
The party met with Lord Regnolit and was granted a trade license with the Landemer Trading Company (LTC) and their ship was released.
The party decided to do some exploration before leaving the restricted area of the port. The party entered the factory and found a major manufacturing operation in progress. The party killed a large fire elemental creature called an Azorg that seemed to be supervising the manufacturing process. They discovered that a group of metallic constructs were being built and green gems were being installed in them.
They killed a shady-looking character and took the crystal it was trying to install into a construct.
Dr. Bones appeared and made a deal with the party, that if they were to help him find a precious heirloom that Lord Regnolit had stolen, he would stop serving Regnolit. The heirloom looks like a bejeweled pyramid. Dr. Bones suspected that the heirloom was being stored in the Aerie, a watch tower guarded by dragon riders under the supervision of someone named Calagorn.
Dr. Bones agreed to suspend production for one day while the party tried to find his preciousss heirloom. The party left the factory…
The party decided to get Dr. Bones’ bejeweled pyramid keepsake which was being held in the Aerie. Lisicia was able to talk past the guards at the gate to the castle and the party was able to talk their way into the Aerie. They met a young elf woman named Brenovair the Fair who told them she was being held against her will in the east tower by Calagorn. She beseeched the party to bring a message to her father the elf king.
Upon finding that Calagorn was not around, the party ending up fighting their way into the tower. They went up to the top level of the tower and discovered the bejeweled pyramid being held by black chains. Knyrr hit the chains with the black blade and they were absorbed by the black blade. Once the chains had been destroyed time seemed to stop. Dr. Bones appeared and summoned the wyrmwraith, took the pyramid and flew off to the east. 
The party went over to the east tower and rescued Brenovair. They got as far as the road leading down to the harbor when they were attacked by guards.
After exiting the keep, the party noticed one of the ships looked strange. Lisicia asked an alchemist to help with the recipe, the alchemist prepared one of the candies using a book from the Necropolis. They gave a piece of candy to a soulless who recovered from the soulless condition. The party noticed a slime trail heading toward the tomb. The party dropped Brenovair off at the local druid grove. The party investigated the ships and discovered some sort of underwater ship that was being used to transport the constructs beneath one of the ships. The party destroyed the underwater ship and fled.

They went back to the hotel and spent a full nights rest in Lisicia’s luxurious apartment. The next day they were awakened by pounding on the door and discovered the alley was full of guards. 


The Brass Palace by Lady Crimson Games

An Efreet has taken over the city and is enslaving villagers and visitors to the village.

As the bloated red orb of the sun sinks into the west, the moon Rumon rises in the east like a bloody eye. The village of Nar-Rahmil grows silent and all turn in anticipation to the empty platform on the oasis lake. As the sun disappears below the horizon the lake suddenly vaporizes to be replaced with a pool of black oil. The oil bursts into flame and amidst the flames, the brass palace shimmers into existance, growing more solid until its presence is undeniable. Howls of agony erupt from the slave pits as they realize their fate is sealed. Rumon rises full and the brass palace returns. The tribute must be paid.

Introduction

This module takes place at a desert oasis. The module assumes a steampunk setting with arcane magic used alongside mechanical devices such as airships and clockwork constructs. This module makes use of slavery so it may not be suitable for all. Future modules may allow interaction with other sites in the region including Red Keep and Two Rivers. This module was prepared for Pathfinder 2e for 4-6 tenth-level players. The Pathfinder Core Rulebook and Bestiary are required to use this module.

Adventure Summary

The PCs may become lost in the desert and find their way to the village of Nar-Rahmil or they may arrive by air-ship. You may decide to have the players encounter some of the hazards of the Dusty Desert on the way to Nar-Rahmil. Once they reach the village they find it is welcoming to strangers however everyone strictly follows the laws. There are some signs that all may not be well. The players may encounter the clockwork peacekeepers arresting someone for a minor violation and casting them into the slave pits. They may notice the fanatical devotion to the prayer schedule. The peacekeepers may attempt to arrest the players but the PCs should be able to defeat the peacekeepers.
If the PCs reveal how powerful they are, the Sultan will invite them to his palace. The sultan will request the Pcs’ aid in blessing the haunted caves north of the village. This should prove to be only a minor challenge and serves as a delay tactic. When they return the Sultan holds a feast in their honor. During the feast, the Sultan will attempt to drug them with Slumber Wine. The Sultan will have those affected bound and thrown into the slave pits if possible.
On the night of the full moon (Rumon) the Brass Palace will appear in the center of town and the lake will turn to oil and burn with an intense flame. The slaves will be led into the Brass Palace and transported back to The City of Brass. If the players threaten the Sultan he will try to stall and gain sympathy by telling them his story. The sultan would like to be rid of the Efreet but he is afraid of retaliation if the players fail.

To be successful the players will need to enter the Brass Palace, defeat the Efreet and her minions, and free the slaves. It is possible they will be transported to the City of Brass. Their best option at that point is to learn how to manipulate the Brass Palace to return back to the material plane.
If they decide to go exploring on the plane of fire just end the session with. “And they were never heard from again…

The Sultan’s Tale

Thirty years ago Yakdow was traveling across the desert when he became lost during a sand storm. He was nearly dead from thirst when he discovered an oasis with a large lake of sweet water. After he had satisfied his thirst he searched the lake but could find now fish. Instead he found a clay vessel with a strange seal. Yakdow broke the seal and an Efreet sprang forth. Yakdow fell on his face before the terrifying creature, for he had heard stories of Efreeti, but the Efreet demanded that Yakdow be granted his three wishes. Yakdow first wished that he were the sultan of a great city. Suddenly the city of Nar-Rahmil sprang up around him. He found himself wearing a sultan’s turban. Yakdow went out to explore the city but found it empty of people other than himself. For his second wish, he wished the city was full of people. The streets and markets bustled with all sorts of people, but Sultan Yakdow soon discovered that most of the people were bandits, thieves, and assassins. For his final wish, the sultan wished that the criminals would be taken from the city. With the final wish, the Efreet was freed of service. A brass plaque appeared on the sultan’s palace listing the laws of Nar-Rahmil. Each month when Rumon is full a brass palace appears on the platform and the Efreet claims a tribute of slaves.

 Hooks

The airship is damaged and needs to be repaired. The party can enjoy the pleasant village as the repairs are completed.

The Brass Palace is rumored to have a great store of gems and magical items.

The Brass Palace is rumored to be a structure which was once part of the legendary City of Brass which some say is an ancient floating city.

Nar-Rahmil

For many years Nar-Rahmil remained a hidden oasis known only to a few desert travelers and there was no city located here. The city came about as the result of a wish by Sultan Yakdow. See The Sultan’s Story. Nar-Rahmil is a beautiful city with a large open-air market, law-abiding citizens, clever artisans, temples, and mansions. It is surprisingly welcoming to visitors, there are no gates to the city.  The city militia consists of clockwork soldiers who strictly enforce the laws of the city. There is only one punishment for those who violate the law, they are taken to the slave pits. One unusual feature is the large platform extending into Lake Oas. It seems out of place. On nights when the red moon, Rumon, is full, the Brass Palace appears on the platform and all of the slaves who have been captured are transported back to the City of Brass.

The village is home to about 1500 inhabitants consisting mostly of humans and a few non-humans. Rat folk (ysoki) and cat folk (amurrun) are fairly common.

Notable NPCs

Sultan Yakdow The sultan has been living in fear ever since he released the Efreet (see The Sultan’s Tale). He rules the city in name but the true authority are the clockwork guards who are driven by the laws of Nar-Rahmil. The Efreet controls the clockwork guards.

Qatil Aleaqrab A high-ranking member of the Golden Scorpions assassins guild. At one time the golden scorpions used Nar-Rahmil as a base. Recently members of the Golden Scorpions have been taken as slaves. Qatil wants to discover the secret of the brass palace. Qatil is as confident and cool as she is deadly. Qatil is a catfolk (amurrun) level 10 assassin.Omri and Tirzah te-Yernaan Artificers:  Omri and Tirzah te-Yernaan brothers are ratfolk (ysoki) artificers. They are very good at repairing mechanical things but tend to argue with each other over minor details.
Role-playing Omri and Tirza they should argue with each other using complex sounding gibberish. For example:
Omri: “The arcane transducer is definitely out of alignment.”
Tirza: “I couldn’t disagree with you more completely. If it were the arcane transducer that was out of alignment then the arcane potential would be running slightly high and it is clearly low. I suspect the ether valve has jammed.”
Omri: “I am getting a good reading on the capacitance monometer so clearly the ether valve is not jammed.”

Sites of Nar-Rahmil

Refer to the map of Nar-Rahmil for this section.

1. The Market

The road coming into town leads directly to the market. There is no gate, but two 10’ obelisks mark the edge of town. The market is bustling with the activity of people buying and selling while haggling over prices. The market is a rainbow of colors from the brightly colored fruits and fabrics to the tents and awnings. The appetizing smell of spiced grilled food fills the air.

The players will also notice the clockwork soldiers moving about the city. The market is the first place the players will likely see the clockwork soldiers taking someone into custody for a minor offense.

2. Temple of Atha

This temple has a large arched entrance on each of the four sides. You can see a blazing fire burning inside. There are smaller fires burning on each of the four corners of the temple. The top of the temple is a large onion shaped dome. The clerics inside the temple can be saying “The fire burns but it also purifies.”

Everyone in town worships Atha the goddess of fire. Public worship is required three times per day and is strictly enforced by the clockwork soldiers.

3. The Lizard’s Tale Inn

There is an oversized lizard’s tail hanging above the door to this in which seems to twitch back and forth. You hear a storyteller reciting tales accented by laughter and sounds of amazement from the audience. The smell of hot spiced drinks wafts through the air.

Visitors to town are directed to this inn if they intend to spend the night. Visitors are encouraged to take turns telling stories of their adventures for a free drink of the house specialty a mildly narcotic hot drink similar to Turkish coffee. If the players spend the night they are likely to hear the Sultan’s Tale.

“Is this tale true?”

“It is and it isn’t”

4. The Caravans

Caravans from across the desert make camp on the edge of Lake Ohata. Groups of travelers gather around small fires while the lake provides water for the camels and other pack animals.

There are members of the Golden Scorpions assassins guild among the group. Qatil Aleaqrab will attempt to persuade the players to help her locate her missing brother. They are both members of the Golden Scorpions.

5. Artisans

You can smell smoke and burnt metal coming from the shops. There is the sound of hammering and sizzling as glowing metal is quenched in oil.

A variety of artisans have set up shop in the buildings here including a blacksmith, artificers, clockmakers, woodworkers, and others. The players can hire Omri and Tirza to repair the airship.

6. Garrison

This large unadorned complex is houses the hundred or so clockwork soldiers which patrol the city. There is a brass plaque posted on the front of the building listing the current laws of the city.

PCs who get into trouble may be taken here before they are brought to the slave pits.

7. The Sultan’s Palace

This fabulous palace may be glimpsed extending above the walls which surround the estate. There is a well maintained front yard and an elaborate garden on the side. The sultan’s palace is ornately decorated.

 Sultan Yakdow and his wife live here. They are cautious and reserved in conversation with the PCs.

8. The Slave Pits

There is a horrible smell and the moans and cries of suffering coming from the pits. Ogres guard the pits.

 The PCs may be brought here if they are arrested or knocked out. The slaves are chained to a network of bars throughout the pit. The players may use STR to break out of the chains. Walls of the pit are steep and the path leading out of the pit is baracaded with heavy iron doors. The players may attempt to climb out of the pit with a DC 20 climb check for 60’. Success 5’, critical success 10’, critical failure fall for 1d6 damage for 10’ of falling. A rope will make it DC 15 (simple DC)

9. The Haunted Caves

High on the cliffs above the sultan’s palace a group of caves may be glimpsed. They send a chill over you as you look at them.

The caves are a haunted place and home to the ghuls. Ghuls are relatives of the more familiar ghouls. They are more dangerous and closely related to genie kind.

10. The Brass Palace

One of the more unusual features of the village is the large platform which extends out into the lake. It is the size of a football field and is located between the Temple of Atha and the 

 The brass palace will appear on the platform when the moon is full.

The Dusty Desert


The Dusty Desert is located south of the fortified port of Red Keep between the Rift Sea and the kobold canyons. It is bordered by the Brown Hills on the north and west.

Random Encounters 2d6

A party exploring the Dusty Desert may encounter the following:

2 Roll twice and combine the results
3 Djinn
4 Glass sea
6 Slumber sand
7 Kobolds
8 Azer
9 Nomads
10 Sphinx
11 Wemics
12 Behir

Djinn

Glass Sea

The sands of this region have been melted by some means to form a vast plane of glass known as the Glass Sea. Traveling is treacherous. Movement is reduced to half speed and the DC of balance and acrobatics checks are increased by 5. An acrobatics check of 10 is required to run across the glass. If damage is done to the glass it can cause 3d6 damage from the glass spray but a DC 13 reflex save reduces it to half damage.

Slumber Sand

Appearing in patches up to 1d3×100 feet across, slumber sand is deceptively ordinary-looking sand. However, when characters walk or ride over it, the passage of their feet (or their mounts’ feet) kicks up a soporific dust. Those who inhale this dust may fall prey to the effects and fall asleep.

DC 15 Fortitude save or fall asleep for 8 hours - ½ hour for each point of CON bonus (to a minimum of 1 hour). This can be identified with a DC 20 survival check.

Though this substance occurs naturally, alchemists have learned to duplicate its effects, offering vials of slumber sand as a grenade-like weapon which lasts for 1 minute.

A sandstorm could also be carrying slumber sand so it could reach a flying ship.

Kobolds

Azer

An Azer is found wandering in the desert. He has escaped from Nar-Rahmil. He tells the players that they can get their ship repaired there but warns them not to go. The Azer is attempting to find the way to where his uncle works at the brick yard.

Nomads

Sphinx

The sphinx will grant a boon to the PCs if they answer a riddle or tell a good riddle. The sphinx will grow angry if they don’t take the riddle game seriously or if the riddle is too simple. The sphinx will ask the following riddle if the party chooses to be asked a riddle.

“When I come before a storm,
Seek refuge in a cave; (sandstorm)
When I precede a witch,
I’m the snack you crave; (sandwich)
If I stand before a bar,
it is almost an island; (sandbar)
Take me from the beach, 
you’re left with rocky dry land.”

The answer is sand of course!

The sphinx may reward the characters with runes or some other magical item.

Wemics

Behir

A behir attacks the party in the deep desert.

The Haunted Caves



The sultan may request that the PCs help him clear the haunted caves in order to get rid of the PCs if they appear weak, or to test them to see if he can trust them to defeat the Efreet.

1. The Climb to the Caves

The caves are located high on the cliffs. There is a rocky path leading partially up the hillside but the final sixty feet is a sheer cliff.

 There is a 60’ climb DC 20 to reach the caves. The Pcs could avoid the ledge (2) by climbing at a different location and emerging at the cave entrance (3) in which case the DC is 25 and the distance is 120’

2. The Ledge

At the top of the climb you follow along a narrow ledge which makes movement difficult.

Make a passive perception check to spot the gargoyles mimicking boulders along the cliff. The gargoyles will attempt to pull the Pcs off of the cliff and drop them to the stones below.

Pull/Drag (Skill Feat Athletics)

Target: Creature or Object.

Requirements: Target is a willing or a immobilized creature, a creature grabbed by you or a movable object. You have one hand free and your target is within reach of that hand.

You use all your strength to move yourself and the target.

If the target is a creature, attempt a Athletics Check against its Fortitude DC. If the creature is willing, increase your Degree of success by one step.

If the target is an object of the same height, attempt an Athletics Check against DC 30. For each size larger than you, increase the DC by 5. For each size lower than you, decrease the DC by 5. (Alternative: 10+Bulk of object)

Critical Success: You move the target and yourself 10 Feet in the same direction.

Success: You move the target and yourself 5 Feet in the same direction.

Failure: You don't move the target and yourself.

Critical Failure: You fall prone. If the target was a creature grabbed by you, it is no longer grabbed.

3. The Cave Entrance

You see a hyena standing at the entrance to a small cave. It lets out a chittering laugh before disappearing into the cave entrance. You feel drawn towards the sound.

 The hyena is actually a ghul. Each creature in a 60-foot emanation must succeed at a DC 19 Will save or become fascinated, flat-footed, and compelled to move toward the ghul on the creature's turn.

4. The Grave Tunnel

The tunnel is too small for normal sized creatures to stand in. There is an eerie feeling about these tunnels.

Normal sized creatures move at half speed. Small creatures may move at full speed in these tunnels. A DC 25 perception check will notice there are skulls, bones, and skeletons embedded in the walls of the tunnels. This is the Gravehall Trap. There is a crevasse 10’ wide by 30’ deep at the end of this tunnel.

5. The Ghul Caves

A flight of natural stone stairs leads to the entrance to this cave. You hear the chitter of a hyena coming from the room and feel a compulsion to follow it. The cave branches off to the right and left and there seem to be some stairs leading on about 25’ ahead.

There are six ghuls in this cave hiding in the shadows at the back of the cave. They will attack anyone who enters here. The hyena is a ghul. Six more ghuls will be drawn towards the sound of conflict from (6) arriving in three rounds.

6. The Thirsty Cave

This large (30’x50’) cave seems to branch to the right, left, and straight ahead. You feel a violent urge come over you when you enter here.

This cave is subject to the Bloodthirsty Urge hazard. There are also six ghuls in this cave but they may be drawn to cave (5) by the sound of combat. If this is the first cave approached the ghuls from (5) will arrive three rounds after combat begins.

7. The Chimney Cave

This cave is about 20’ wide by 40’ long. There is a depression in the south east corner of the cave. There are eerie sounds coming from it.

The south east corner of the room is a depression, the floor will give way sending a party member through the chute to the room below. DC 20 reflex check.

8. The Cyclone Cave

This large cave is about 40’ x 50’. The northwest corner has a hole in the ceiling, the exit is to the east.

This cave has the Spirit Cyclone hazard.

9. The Centipede Cave

You hear a scraping sound as something seems to be moving across the ceiling.

This cave is the home to a swarm of centipedes. The centipedes will only attack if they are attacked but they will scurry over everything including the party members. It is possible the party will enter this room first.

The Brass Palace


The brass palace is the home of the Efreet from the Sultan’s Tale. Many of the functions of the brass palace are controlled using gems. The four corner towers are related to the four elemental planes.
The day to day operations of the palace are controlled by a group of mephits. Each mephit has its own section based on the nearby tower. Role-playing the mephits: The mephits appear to be very busy and preoccupied with their tasks. They are very short tempered and quick to send a breath weapon at anyone who annoys them, which is pretty much anyone. 

1. Entrance

The magnificent structure before you seems to be made entirely from brass with gleaming towers and ornate flame representations decorating it. There is a broad stone stair leading up to the entrance. There are four onion topped towers at the corners of the structure. The two front towers are tallest at about three stories high. The rear towers are two stories high. The center structure consists of a large dome surrounded by four onion topped domes at the corners and a half dome facing the lake.

The entrance to the brass palace is a pair of very large brass double door. If they look closely the party will notice there is a small panel set in the door. Opening the panel reveals a red ruby set in a clasp inside the door. There is a green emerald in a tray next to the doors.The gems are used to activate the doors. Ruby locks the doors and emerald unlocks the doors. The party needs to remove the ruby and place the emerald in its place. All doors in the palace can be manipulated the same way. If the gems are taken away from their doors or away from the palace they will vanish and reappear back at the door they were taken from.

2. The Front Hall


This hall is about thirty feet wide (10 m) and forty feet long (13 m). There are large elaborately decorated double doors in front of you and large single doors to the right and left. There are rubies in each door and emeralds on a tray beside each door.

The players should be able to figure out how to open the doors by now.

3. The Hall of Dust

This semicircular hall is about 80’ in diameter and has a display of different rocks, geodes, minerals, and crystals.

 There is a dust mephit here categorizing the different minerals and arranging them.

4. The Tower of Earth

This 50’ diameter three story tower has a spiral staircase at its core. The most amazing crystals and minerals are brilliantly arranged in this tower.

 An aerogel located at the top of the tower seems out of place. It appears as a large crystal with a transluscent blue glow and seem to weigh almost nothing. There are three holes cut into its base as if it should be mounted somewhere. The matching base can be found in the Tower of Air. Returning the Aerogel to the Tower of Air will enable the Brass Palace to fly again. 

5. The Hall of Control

This room is about 80’ in diameter. There is a mephit busily moving glowing yellow stones around a panel along the west wall.

Each stone in the panel is used to control one of the clockwork soldiers in the city. There is one stone per soldier. These basically act as batteries for the clock work soldiers. When a clockwork soldier’s battery runs down the mephit teleports it here and sends out a fully charged battery. The panel is used to charge the stones. The bright yellow ones are fully charged, the dull ones are nearly empty of charge.

6. The Tower of Air

This 50’ diameter three story tower ...

There is a whirlwind in this tower that threatens to tear any climbers off the spiral staircase that leads to the top of this three story (60’) tower. There is a wind turbine here attached to some wires that are used to power the Hall of control. There is a three pronged bracket that appears as if it could hold a gem. If the Aerogel is correctly fitted into the bracket without damaging it then the Brass Palace will fly again.

7. The Hall of the Efreet

This magnificent hall is about 130’ in diameter. There is a dais at the far western edge of the hall with an Efreet lounging on a bench. There is a semicircle of marble pillars enclosing the room. There are double doors to the north and south and there seems to be a pit behind the dais.

 Three salamander bodyguards emerge from behind the pillars. Each bodyguard has two hell hounds on chains. At a signal from the Efreet they will release the hounds and attack the party. The efreet is impressed that the players have figured out how to enter the palace. She tells the players her name is Shabanu Atash (Queen of Fire). Her main goal is to kill the players or enslave them. Shabanu Atash has a contract to provide slaves to the City of Brass which is located on the elemental plane of fire.

“Come in dears, and close the doors please, you are letting in a chill.”

She turns invisible and the acoustics of the hall make it difficult to locate where her voice is coming from.

“Clever of you to figure out how to get in here.”

“Are you so foolish to think I would be unguarded. Release the hounds!”

8. The Slave Pit

There is the sound of moaning and a bad smell coming from the pit. You cannot see into the pit.

The slave pit has magical darkness cast on it. It gives the Efreet pleasure to hear the suffing of the slaves. The slaves will begin being transferred to the palace slave pit shortly after the moon rises. Loading continues until morning. It is likely the party will be present during the loading.

9. The Hall of Steam

This hall is about 80’ in diameter. There are steam baths and luxurious furnishings here. There is a steam mephit taking care of things here.

 The Efreet uses this hall as a luxury apartment and bath hall. The steam mephit acts as her lady’s maid.

10. The Tower of Water

The magnificent structure before you is carved from brass with gleaming towers and ornate flame representations decorating it.

The entrance to the brass palace is a pair of very large double doors. There are some gems locate

11. The Hall of Flame

The magnificent structure before you is carved from brass with gleaming towers and ornate flame representations decorating it.

 The entrance to the brass palace is a pair of very large double doors. There are some gems locate

12. The Tower of Fire

This 50’ diameter two story tower has a spiral staircase at its core. There are flames blazing from oil lamps and gas nozzles. Lightening 

 If the party spends more than ten minutes ...



Tarpol the Minotaur City by Lady Crimson Games

 

The encounter here took place many centuries after the fall of Tarpol.



Wednesday, November 26, 2025

Goblin Lands

 Draal Martuk is the city of the Goblin Emperor

  1. Emperor's Palace
  2. Imperial Pleasure Island
  3. Ogres
  4. Bugbears
  5. Trolls
  6. Hobgoblins
  7. "Sophisticated" Goblins (The Couth)
  8. "Sophisticated" Goblins
  9. "Sophisticated" Goblins
  10. Goblin Museum of Industry and Design
  11. The Docks
  12. Unsophisticated Goblins (The Uncouth)
  13. Unsophisticated Goblins (The Uncouth)
  14. Unsophisticated Goblins (The Uncouth)
  15. Admirality Board
  16. The park
a. Warg pits
b. Tribal camps
c. Goblin markets

Goblin architecture is sometimes considered a mockery of elven architecture much as the goblin race is sometimes considered a mockery of elves. Goblin architecture has its roots in the holes and caves that goblins first crawled out of and the fortifications they made from hide and bone. Even the most modern buildings with towers stacked on top of towers until they seem likely to topple can be traced to their hide and bone origins making the architecture uniquely goblinoid.