TEXT:  
   
  
  Mini-Dungeon Module S2 
  Night Crystal Pass 
  By Matthew E Kline 
   
  AN ADVENTURE FOR CHARACTER LEVELS 2-4 
   
   
   
   
   
   
   
   
   
   
   
   
   
    You’ve been hired by Silver Hammer Trading to investigate a river trade route, running    
    through Night Crystal Pass, that has fallen into disuse. Unfortunately, the dwarves they  
    send along as observers have their own agendas. And then there are the goblins...  
    hideously transformed goblins. 
   
    Night Crystal Pass is part of a series of mini-dungeons designed to drop into existing adventures or  
    campaigns. Use them as side quests or a way of getting in a quick adventure when you’re short on time. 
   
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. 
  Creation’s Edge Games and Matthew E Kline are not affiliated with Mathew J. Finch, 
  Mythmere Games™, or Frog God Games. 
   
  Writing, design, layout: Matthew E Kline 
  The Cavern Explorers on the cover and inside cover are © 2015 Dean Spencer, used with permission. 
   
  © Copyright 2020 Creation’s Edge Games 
  
  1 
   
   Dungeons of Dazegoneby 
  Mini-Dungeon Module S2 
  Night Crystal Pass 
  You’ve been hired by Silver Hammer 
  Trading to investigate a river trade route, 
  running through Night Crystal Pass, that 
  has fallen into disuse. Unfortunately, the 
  dwarves they send along as observers 
  have their own agendas. And then there 
  are the goblins, hideously transformed by 
  a goddesses’ curse into something 
  amphibious, malevolent, and feral.   
   
  About This Product 
   
  Although it can be scaled by the 
  Gamemaster for groups of other sizes, 
  Night Crystal Pass is designed for 4-6 
  adventurers of level 2-4. This product is 
  part of a line of mini-dungeons designed 
  as quick, drop-in adventures. They’re 
  ideal for use as short side quests, or for 
  gaming sessions where you’re pressed for 
  time. You could even string them all 
  together as a mini dungeon campaign.    
  Gamemasters should feel free to adjust 
  this adventure to suit their group’s style of 
  game-play or level of difficulty. 
  It’s recommended that the Gamemaster 
  read through this product at least twice 
  inorder to familiarize themselves with the 
  adventure prior to playing. They should 
  also take note of any new monsters or 
  magic listed at the end of the document. 
  This product requires the use of the 
  Swords & Wizardry rules. More 
  information can be found online at 
  www.swordsandwizadry.com  
   
  After most of the room descriptions you’ll 
  find one or more of the following symbols: 
  This symbol indicates that there’s a 
  monster or monsters in the room.  
   
  This symbol indicates there’s 
  treasure in the room. 
    
  This symbol indicates that there’s a 
  dangerous obstacle in the room.  
   
  A description of the monsters, treasures, 
  or obstacles encountered follows after 
  each symbol.  
   
  About Dungeons of Dazegoneby 
  I can remember a time in my distant past 
  when I could head to the local mall walk 
  into one of the two bookstores they had at 
  the time, plunk down around five dollars, 
  and walk out with a brand-new Dungeons 
  & Dragons module. Our Dungeons of 
  Dazegoneby line is a tribute to old school 
  gaming, paying homage to a time filled 
  with graph paper maps, wandering 
  monster tables, hand-drawn character 
  sheets, and lazy afternoons filled with 
  adventure and wonder. We hope you 
  enjoy playing these products as much as 
  we enjoyed making them.   
  You can find more of our RPG products on 
  RPGNow. Please feel free to visit us at 
  www.creationsedgegames.com or like us 
  on Facebook. Thank you for your support! 
   
  On the pages that follow you’ll find 
  boxes like the one surrounding this 
  text. These boxes hold suggested 
  descriptions of the rooms that can be 
  read out loud to the players.  
  
  2 
   
  Gamemaster’s Eyes Only: 
  There was a time, long ago, when barges 
  traveled the Silvervein River, moving 
  dwarven ore, crafts, and other trade 
  goods, down from High Bollidar to the 
  human settlement of Whitestone, a 
  method far quicker and safer than the 
  lengthy route over the Seven Bears 
  Mountains. 
  The naturally occurring geographical 
  feature known as Night Crystal Cass 
  resides at a halfway point along the route, 
  where the river passes through the 
  mountain range.  
  During the initial investigation of the pass, 
  a small group of dwarves made a startling 
  discovery. Enchanted crystal formations 
  known as Telreanda’s Tears, named after 
  a dwarven river goddess, were growing 
  within the pass. Seeing it as a sign from 
  their gods, the dwarves built a temple and 
  monastery at the site of the discovery. 
  The monastery became a convenient 
  stopping point along the journey 
  downstream, where travelers could 
  receive a hot meal, a warm bed, and a 
  blessing from the river goddess before 
  continuing on their way.   
  The river trade fell into disuse after a 
  vicious dragon attack left High Bollidar all 
  but destroyed. Over time, the temple and 
  monastery were eventually forgotten. 
  Now, years later, the dwarves have rebuilt 
  High Bollidar and are looking to re-open 
  the river trade route to Whitestone. 
  However, the last expedition sent by 
  Silver Hammer to assess the route never 
  returned. The trading company quickly 
  brushed this fact under the rug and made 
  plans to send another, more formidable 
  expedition in their wake. 
  Set Up 
  A rumor is relayed to the party by way of 
  a dwarven merchant that Silver Hammer 
  Trading is looking to hire a group of 
  adventurers. The company wants the 
  group to investigate a river trade route 
  that has fallen into disuse along with an 
  abandoned monastery located in a river 
  cavern known as Night Crystal Pass.  
  Those interested in hearing more about 
  the offer should travel to the trading 
  company’s headquarters in the recently 
  restored settlement of High Bollidar and 
  inquire within.  
   
  A Note to the Gamemaster 
  The set up described here is only a 
  suggestion. Feel free to introduce this 
  scenario to your group in any way you see 
  fit. 
   
  It’s possible the party finds themselves in 
  a position where they must transport 
  goods or move quickly over the Seven 
  Bears Mountains, opting instead for the 
  rumored “quicker” and “safer” path 
  through.  
  Or the party is hired by a cleric of the 
  goddess Telreanda, looking to restore the 
  temple and monastery within the pass to 
  their former glory. 
   
   
   
   
   
   
   
  
  3 
   
  Silver Hammer Trading 
   
  The dwarven town of High Bollidar is easy 
  enough to locate, built upon a series of 
  plateaus running along the base of Mount 
  Cragkill, it’s structures equally distributed 
  on either side of the Silvervein Falls.  
   
  A number of dwarven workers are 
  scattered throughout the town, putting 
  the finishing touches on several recently 
  rebuilt structures. Any of their number will 
  happily direct the party to Silver Hammer 
  Trading. Once there, the group is greeted 
  by a depressed looking dwarf who 
  brightens quickly when informed that the 
  group is there inquiring about the river 
  exploration job.  
   
  The dwarf introduces himself as Dustran 
  Goldgrill, head of the High Bollidar branch 
  of Silver Hammer Trading, then scurries 
  off into another room, returning almost 
  instantly with two of his kin in tow. 
   
  Dustran will then outline the details of the 
  trading company’s offer. They want to 
  assess the feasibility of reopening the 
  silvervein river trade route. Basically, it’s 
  just taking a few boats down the river, 
  through Night Crystal Pass and on to the 
  town of Whitestone to the south. There 
  the party can meet with a Silver Hammer 
  representative to get their payment of 
  1,000gp. Dustran will add that he’d also 
  like the group to investigate the 
  abandoned monastery within Night Crystal 
  Pass along the way and make sure it’s 
  free of any “obstructions”. Dustran 
  conveniently leaves out the fact that the 
  first expedition didn’t come back.  
   
  Dustran introduces the two dwarves he’s 
  fetched as Odam and Razno. They’re to 
  accompany the group and make a full 
  report on the state of the route for 
  submission to Silver Hammer Trading’s 
  main headquarters. Odam and Razno are 
  oblivious to that fact that there was an 
  expedition that preceded them as well, 
  otherwise they may not have been so 
  quick to volunteer. 
   
  The Hidden Agendas  
   
  Dustran’s been instructed by Silver 
  Hammer Trading to investigate the old 
  monastery at night crystal pass for the 
  purpose of transforming it into a Way 
  Station along the trade route. There are 
  plans to set up an inn, tavern, and 
  provisioner in order to capitalize off of 
  river travelers. He keeps this a secret 
  from the adventures for fear that they 
  might want a ‘piece of the action’, 
  demanding either a percentage earnings 
  or a greater fee for the job. Odam and 
  Razno are unaware of these plans as well. 
   
  Odam is secretly a member of a small cult 
  dedicated to the worship of Telreanda. He 
  knows of the abandoned temple within the 
  pass and seeks to assess its current 
  status, with the intent of returning both 
  the temple and monastery to their former 
  glory and function. He’s also looking to 
  recover any objects associated to the 
  worship of the goddess. He’ll hide any 
  knowledge of the temple or goddess from 
  the rest of the group, however at times 
  his fervent devotion may get the better of 
  him and he’ll let something slip. Both 
  Dustran and Razno are unaware of 
  Odam’s goals or affiliation with the cult. 
   
  Razno knows that night crystal pass 
  contains deposits of the enchanted crystal 
  known as Telreanda’s Tears. The dwarf 
  volunteered to accompany the group 
  hoping for opportunities to obtain as much 
  of the crystal as possible. He knows of a 
  wizard who will pay good coin for the 
  mineral. Razno’s looking for a big enough 
  payday to quit the trading company. Both 
  Dustran and Odam are unaware of his 
  goal. 
   
  Odam and Razno are along on the journey 
  to observe and record, however they may 
  lend a hand in battle if things seem 
  desperate (though not a very skilled one.) 
  There’s a greater chance of them getting 
  into trouble while taking risks in pursuit of 
  their own goals. 
   
   
  
  4 
   
   
  Odam: HD 1; HP: 6; AC 4[15]; Atk 1 
  weapon (1d8); Move 6; Save 17; CL/XP 
  1/15; Special: Detect attributes of 
  stonework. Gear: Backpack, bedroll, 
  chalk, flint & steel, silver holy symbol, ink, 
  hooded lantern, 3 pints lamp oil, 3 days 
  dried rations, journal, waterskin, book 
  (Gods of Antiquity Vol 3: Dwarven Deities) 
   
  Razno: HD 1; HP:7; AC 4[15]; Atk 1 
  weapon (1d8); Move 6; Save 17; CL/XP 
  1/15; Special: Detect attributes of 
  stonework.  Gear: Backpack, bedroll, 
  chalk, flint & steel, ink, 3 pints lamp oil, 
  hooded lantern, 3 days dried rations, 
  journal, waterskin, geologist toolkit (small 
  hammer, chisels), 3 reinforced 15-pound 
  capacity sacks (for collecting crystals) 
   
    
  On the Silvervein 
   
    
  Silver Hammer Trading has set aside two 
  rowboats for the party. Each boat is 5’ 
  wide by 15’ long and sports two sets of 
  oars. They can seat up to 5 people each. 
  Additional boats can be acquired for larger 
  groups. 
   
  The Silvervein is a relatively shallow slow-
  moving river roughly 30’ wide, with 
  depths ranging from 10’ to 30’. It takes 
  around 6 hours to pole a barge to Night 
  Crystal Pass, then an additional 6 hours to 
  make it to Whitestone, relying mostly on 
  the speed of the current (the trip on land 
  over the Seven Bears takes at least twice 
  as long.) A rowboat with a team of 
  dedicated rowers could shave a couple of 
  hours off the total travel time. 
   
  During the trip down to the pass Odam 
  and Razno will offer to help row, however 
  they’ll pause at times to make notes in 
  their journal regarding different points of 
  interest or concern along the way 
  (vegetation that needs to be cut back 
  from the river, rocks or fallen tress that 
  present hazards in the water, dangerous 
  wildlife, etc.) 
   
  For each hour spent on the Silvervein 
  there’s a chance of an encounter. Roll 2d6 
  and consult the following table. 
   
  Roll 
  2d6 
  Encounter 
  2 
  False Alarm 
  3 
  Crocodile  
  4 
  Fallen bridge 
  5 
  Bear 
  6 
  Kobolds 
  7 
  False Alarm 
  8 
  Giant badger 
  9 
  Beavers 
  10 
  Giant spider 
  11 
  Harpy 
  12 
  False Alarm 
   
  2) False Alarm- This could be a variety 
  of things: a startled animal running off 
  through the riverside underbrush, floating 
  debris mistaken at first glance as a 
  creature, a flying threat that passes 
  harmlessly overhead oblivious to the 
  group below, etc. 
   
  3) Crocodile- A pair of hungry, territorial, 
  crocodiles lie on a bank near the river. 
  They move to attack the party as they 
  come into view. 
   
  Crocodile: HD 3; AC 4[15]; Atk 1 
  bite (1d6); Move 9 (Swim 12); 
  Save 14; CL/XP 3/60; Special: 
  None. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5 
   
  4) Fallen Bridge- A section of a stone 
  bridge which once arched from raised 
  riverbank to raised riverbank has 
  collapsed. The rubble in the water could 
  prove a significant obstacle to barges 
  however the rowboats should be able to 
  safely pass through if they navigate under 
  the remaining sections of the bridge. 
  Odam will make a note that the collapsed 
  section needs to be cleared from the river. 
  He’ll make an additional note that the 
  road on either side of the bridge appears 
  to be overgrown and no longer in use. 
   
  5) Bear- A black bear is hunting fish in 
  the river. It roars angrily at the party as 
  they approach, however if the group hugs 
  the far bank as they pass the bear will 
  turn its attention back to catching fish. 
   
  Black Bear: HD 4+1; AC 7[12]; Atk 
  2 claws (1d3), 1 bite (1d6); Move 
  9; Save 13; CL/XP 4/120; Special: 
  Hug. 
   
  6) Kobolds- A small group of kobolds 
  (3d4 members) wonder along the 
  riverbank. They’re part of a larger group, 
  recently displaced from their cavern home 
  by a tribe of orcs. They’ll yell insults and 
  take a few pot shots at the group with 
  arrows or stones as they pass. The 
  creatures will flee if they’re fired upon or 
  the party begins rowing in their direction. 
   
  Kobold: HD 1d4hp; AC 6[13]; Atk 
  1 weapon (1d6); Move 6; Save 18; 
  CL/XP A/15; Special: None.   
   
  7) False Alarm- See above. 
   
  8) Giant Badger- A giant badger is 
  swimming across the river. It will continue 
  along its way if given a wide berth. The 
  creature will become aggressive if 
  approached or attacked. 
   
  Giant Badger: HD 3; AC 4[15]; Atk 
  2 Claws (1d3), bite (1d6); Move 6; 
  Save 14; CL/XP 3/60; Special: 
  None. 
   
   
  9) Beavers- A small colony of beavers 
  have begun building a dam across the 
  river. Navigating past the construction 
  could cause some damage to a boat or the 
  dam. Razno will make a note in his journal 
  concerning the creatures while Odam 
  suggests acquiring the service of a druid 
  to talk the beavers into moving. 
   
  10) Giant Spider- A giant spider hunts 
  for prey among a collection of branches 
  that overhang the river. It presents a 
  danger to travelers passing near the 
  riverbank. 
   
  Giant Spider (4ft diameter): HD 
  2+2; AC 6[13]; Atk 1 bite (1d6 + 
  poison); Move 18; Save 16; CL/XP 
  5/240; Special: lethal poison, 5 in 
  6 chance to surprise prey. 
   
  11) Harpy- A lone harpy is perched on a 
  tree branch near the river. It will attack 
  the group on sight. 
   
  Harpy: HD 3; AC 7[12]; Atk 2 
  talons (1d3) and weapon (1d6); 
  Move 6 (Fly 18); Save 14; CL/XP 
  4/120; Special: Flight, siren-song. 
   
  12) False Alarm- See above. 
   
   
  The river runs through wilderness for the 
  most part, alternating between forests, 
  and overgrown fields. There are a number 
  of spots along the river where the group 
  can stop momentarily, mooring their boats 
  to convenient trees or rocks in order to 
  stretch their legs, hunt for game, prepare 
  a meal, answer the call of nature, etc.   
   
  Eventually the group will arrive at the 
  entrance to night crystal pass, a 15’ wide, 
  20’ tall opening where the Silvervein River 
  enters a cavern at the base of Seven 
  Bears Mountains.  
   
  The river ranges from a depth of 10’ to 15’ 
  as it passes through the cavern. It’s 
  current also slightly increases. 
   
   
  
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Key to Night Crystal Pass 
   
  A band of hobgoblins made their home in 
  the abandoned monastery, putting their 
  goblin servants to work on the other side 
  of the river, expanding the caverns there. 
  The plan was to eventually send for more 
  of their kind and establish a strong 
  foothold within the mountain, after which 
  they’d take to robbing travelers moving 
  over the Seven Bear Mountains and 
  launch raids against settlements on either 
  side of the pass. 
  Their plan ran into a hitch when the 
  goblins decided to incur the wrath of a 
  dwarven river goddess. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  X= Locations along the river where small 
  deposits of Telreanda’s Tears can be found 
  (see New Magic). 
   
  1. Ambush! 
  A group of river goblins (see New 
  Monsters) are hunting fish in the 
  river here. A party attempting to 
  move quietly along the river has a 
  chance of seeing the tell-tale 
  splashes and churning of the 
  creatures below the water. If the 
  river goblins are alerted to the 
  party’s presence, they’ll cease their 
  hunting and lie in wait until the 
  group ventures close enough 
  hoping to gain a surprise attack. 
  
  7 
   
       
      The three river goblins sitting along the 
  river’s edge moved there to devour the 
  fish they caught, tearing into them with 
  their teeth, eating them raw. 
      The purple glow from the south comes 
  from a small deposit of night crystals 
  sitting at the point marked by an ‘x’. 
  Razno will want to investigate the glow 
  and will suggest that the group head 
  further down the river. 
      A party distracted by the three 
  snacking goblins, or the purple glow, will 
  most likely be taken by surprise by the 
  seven remaining river goblins lurking 
  below the water. The three on the ledge 
  will join in on the attack after 1d4 rounds 
  (once they’ve finished eating.) 
     The slope here leading up to Area 2 is a 
  3’ high gradual incline and can be 
  navigated with considerable ease.  
  River Goblins (10): HD 1; HP 8,8,7, 
  6,5,4,3,3,2,2; AC 6[13]; Atk 2 
  attacks from claws (1d6), and/or 1 
  bite (1d4); Move 6 (swim 12); 
  Save 17; CL/XP 2/30; Special: -1 
  to hit on land, attempt to drown on 
  critical hit. 
   
  2. Goblin Cave 
   
      The bodies of 13 goblins lie scattered 
  about the cavern floor, in various stages 
  of decomposition. The bodies, if inspected, 
  will also be found to be in various stages 
  of transformation, the goblin having 
  expired at some point during the process 
  of changing into a river goblin. 
      Small piles of rubble lie along the walls 
  of the cavern. The occasional broken 
  goblin-sized pickaxe can be found along 
  the walls as well. Razno and Ordam will 
  have nothing nice to say about the 
  goblin’s digging technique, although 
  Ordam will be very curious about the 
  doors to Area 3 and Area 5 upon their 
  discovery urging the group to investigate 
  immediately upon seeing either. 
    
  3. North Riverwatch 
   
  A dwarf inspecting the door to this 
  room may be able to tell that it one 
  time bore a face with dwarven 
  features. The door is open far 
  enough to allow a halfling sized 
  creature to squeeze through. If 
  anyone larger makes the attempt, 
  or any force is exerted against the 
  door, it will crumble, dealing 1d4-1 
  damage to whomever is making 
  the attempt. The door can be 
  intentionally toppled from distance 
  by throwing something of 
  significant weight against it. 
   
   
   
    
       
  To the southwest a narrow dry ledge 
  rises just above the water. A trio of 
  squat frog-like humanoids perched on 
  the ledge eye you suspiciously. The 
  river continues to the south where a 
  strange purple glow lights the cavern’s 
  walls. 
  This large cavern shows signs of recent 
  excavation along its walls. It looks like 
  there was an attempt made to widen 
  the area, although a very crude one.    
  The stone door to this room looks as 
  though it one time bore an image 
  carved upon its surface however it’s 
  been marred by claw marks and 
  pickaxe strikes. Something or things 
  were looking to get inside badly. The 
  efforts were enough to force the door 
  half open.     
  
  8 
   
      During the monastery’s construction 
  there was a desire to make it a secure 
  sanctuary for travelers along the river. To 
  this end a series of guard rooms were 
  incorporated into the design. These 
  guardrooms each bore narrow vertical slits 
  designed to allow viewing of the river at 
  different points and for firing crossbow 
  bolts through if need be. 
      A particularly nasty hobgoblin had 
  recently made its home here, serving as a 
  taskmaster overseeing the digging efforts 
  of the goblins. His body now lies wedged 
  into the ‘V’ of the room’s arrow slit, 
  covered in claw marks.  
      A barrel stands in the northeast corner 
  of the room while a low stone platform 
  covered in piles of rags sits in the 
  southeast corner. 
  The barrel contains a broken light 
  crossbow along with 24 light bolts 
  and a silver statuette of Telreanda 
  (worth 100gp). 
  The stone platform covered in rags 
  served as the hobgoblin’s bed. If 
  searched a small pouch containing 
  a moldy ink smeared leather 
  journal, a stoppered bottle of ink, 
  and a small animal bone with one 
  end stained black (which served as 
  a makeshift quill) can be found. 
  The first several pages of the 
  journal have been torn out, while 
  the pages that remain are covered 
  with scrawling in hobgoblin. The 
  writing tells of the goblins breaking 
  into Area 5 and vandalizing a 
  statue in the temple at Area 6 
  after which the majority of their 
  numbers suffered a gradual 
  transformation into the feral river 
  goblins which took a deadly toll on 
  many of them. It ends with a note 
  that the remaining goblins are 
  becoming more aggressive and 
  that the ones in the river destroyed 
  one of their boats. A party member 
  capable of speaking goblin should 
  be able to decipher the hobgoblin’s 
  scrawl. Ordam will be insist on 
  investigating the temple at Area 6 
  immediately after the pages are 
  read to the point of even heading 
  off on his own. 
   
  4. The Putrid Pile 
   
      When the first of the cursed goblins 
  succumbed to the stress of the river 
  goblin transformation process, they were 
  piled here. There are twelve bodies total, 
  most sport either an elongated torso, a 
  distended arm, or webbed foot. 
      The stench from the pile is so strong 
  that players who approach it must make a 
  successful save vs. poison roll or else 
  become nauseated suffering a -1 penalty 
  to their to hit rolls for 2d4 rounds. 
      A small colony of giant centipedes has 
  made their home here, their numbers split 
  between the top of the goblin corpse pile 
  and the small ledge to the east, 10’ up the 
  side of the cavern wall. They attack if the 
  party gets too close to the pile.   
  Giant Centipedes (small, lethal) 
  (6): HD 1d2hp; HP 2,2,1,1,1,1; AC 
  9[10]; Atk 1 bite (0 + poison); 
  Move 13; Save 18; CL/XP 2/30; 
  Special: poison bite (+4 save or 
  die). 
   
  A small pile of decomposing goblin 
  corpses has been stacked on the floor 
  at the center of the cavern. Something 
  at it’s top begins to squirm.   
  
  9 
   
   
   
   
   
   
   
   
  5. Vestry 
  The door to this room has been 
  forced open in a way similar to the 
  one at Area 3. If anyone larger 
  than a halfling makes an attempt 
  to sqeeze through the goblin-sized 
  opening, or any force is exerted 
  against the door, it will crumble, 
  dealing 1d4-1 damage to anyone in 
  contact with it. The door can be 
  intentionally toppled from a 
  distance by throwing something of 
  significant weight against it. 
   
   
   
    
      This room was once used to store holy 
  raiment and other objects used in the 
  worship of Telreanda. Now all that 
  remains is a broken and rotted wardrobe 
  laying toppled against the south wall near 
  the door and a row of empty pegs running 
  along the side of the balcony, once a place 
  for hanging cloaks or robes. 
      The door at the top of the balcony in 
  the east wall was shattered and now lies 
  in rubble, scattered across the landing. 
   
   
   
   
   
   
   
   
      Upon spotting the shattered door, 
  Ordam will rush up the stairs across the 
  balcony and through the opening into 
  Area 6, at which time he’ll let out a 
  horrific scream. 
   
  6. Temple 
   
   
      Ordam kneels at the base of the 
  pedestal among the shattered bits of the 
  statue, alternately wailing lamentations 
  and cursing the goblins for the statue’s 
  current state. Once he’s composed himself 
  enough, he’ll explain that the goddess 
  Telreanda must have cursed the goblins 
  as revenge for her statue’s destruction, 
  turning them into the things in the river. 
  Ordam will then turn his attention to the 
  north alcove. He’ll urge the party to 
  gather water from the river, stating that 
  the temple must be purified. 
      At this point Razno will remind his 
  coworker that their main goal was 
  exploration of the river trade route along 
  Fragments of a dwarven statue lie near 
  a pedestal against the south wall of 
  this room. To the north a curved alcove 
  contains five set of stone hands jutting 
  out from the wall. Each pair of hands 
  are cupped together as though meant 
  to hold something. 
  A balcony with a stone columned 
  railing runs along the east wall of this 
  room. A set of five curved stairs lead 
  up to it in the northeast corner.  
  
  10 
   
  with the monastery and insist that this 
  wait, whatever it is. 
      Ultimately the party will get to decide 
  what takes priority, with one of the 
  dwarves reluctantly agreeing to the 
  verdict, however chances are they’ll have 
  to deal with either Ordam or Razno 
  sneaking off in an effort to further their 
  own agendas. 
      See Purifying the Temple at the end 
  of this section for more information. 
   
  7. River Goblins 
   
   
      The slope here is only 4’ high but 
  steeper that the one at Area 1 and a bit 
  slipperier. A monk or thief should be able 
  to traverse it with ease however less agile 
  characters may require assistance or else 
  risk sliding and stumbling into the river. 
      There are 12 river goblins in the water 
  here, 5 in the water near the cavern 
  entrance the rest scattered between this 
  point and the landing at Area 15. The 
  sounds of combat in the water will cause 
  the ones further downstream to swim up 
  and investigate after 1d3 rounds. 
      The broken boat here once belonged to 
  the hobgoblins. Prior to that it belonged to 
  the first Silver Hammer expedition.   
  River Goblins (12): HD 1; HP 8,7, 
  6,6,5,5,5,4,4,3,3; AC 6[13]; Atk 2 
  attacks from claws (1d6), and/or 1 
  bite (1d4); Move 6 (swim 12); 
  Save 17; CL/XP 2/30; Special: -1 
  to hit on land, attempt to drown on 
  critical hit. 
  There’s a sunken backpack here at 
  the bottom of the riverbed (12’ 
  under). The shoulder straps are 
  torn. Its soggy contents are similar 
  to that of the ones carried by 
  Ordam and Razno; Chalk, flint & 
  steel, ink, 3 pints lamp oil, 3 days 
  dried rations, journal. The pack is 
  branded with a hammer in a circle, 
  the Silver Hammer Trading logo. 
   
  8. Monastery Entrance 
   
   
      Two hobgoblin guards are posted here 
  on the landing. When they become aware 
  of the party’s presence, they will urgently 
  motion for them to approach calling to 
  them first in goblin then common that 
  they should quickly get out of the water, 
  “It’s not safe! There are angry goblin 
  things in it!”  
      The hobgoblins will urge the party to 
  speak with their chief, claiming that he 
  may want their help clearing the water of 
  the menacing goblins. They’ll instruct the 
  party to tie off their boats at either of the 
  brazier posts and follow them through the 
  stone door at the rear of the landing. 
      In truth the hobgoblins are just 
  interested in securing additional boats. 
  They’ll wait until the party docks then 
  attack the group, aided by the occasional 
  bolt shot from the hobgoblins in Areas 9, 
  10, and 11. 
      The hobgoblins will attack sooner if 
  they’re attacked first or a suspicious party 
  Bits of wood from a broken boat litter a 
  small ledge sitting along the river.  
  A 25’ long landing has been carved into 
  the cavern wall here. A 5’ tall post 
  topped by a lit brazier stands at either 
  end of the landing. A small wooden 
  boat is moored to the southern post.   
  
  11 
   
  hesitates. In either of these cases the 
  hobgoblins will still attempt to secure the 
  party’s boat or boats. 
      If one of the hobgoblins posted here 
  falls in battle the hobgoblins in Area 11 
  will rush out of the stone door and attack. 
  Hobgoblins (2): HD 1+1; HP 8,7 
  AC 5[14]; Atk 1 weapon (1d8); 
  Move 9; Save 17; CL/XP 1/15; 
  Special: none. Gear: battle axe 
  (x2).  
   
  9. North Guardroom 
  Once the hobgoblins in Area 9 
  have been defeated the two 
  hobgoblins here will attempt to 
  hold the door to the room shut 
  hoping the party will pass them by. 
  Only two party members will be 
  able to exert force against the 
  stone door at one time. A 
  combined strength of 30 is 
  necessary to force open the door. 
   
   
   
   
    
      There are two hobgoblins stationed 
  here. One will fire their crossbow out the 
  arrow slit, if the need arises, while the 
  other will feed them bolts from the barrel 
  sitting against the wall by the door. 
      The low stone platform served as a bed 
  at one time for dwarven guards posted 
  here. Its possible that it once hosted far 
  more comfortable bedding than the 
  current collection of leather, hides, and 
  assorted odd debris now piled atop it.      
  Hobgoblins (2): HD 1+1; HP 6,6 
  AC 5[14]; Atk 1 battle axe (1d8) or 
  bolt (1d4+1); Move 9; Save 17; 
  CL/XP 1/15; Special: none. Gear: 
  battle axe, light crossbow.  
  The rotted barrel near the door 
  contains 100-1d20 light bolts. 
  There are 6 +1 light bolts mixed in 
  with the non-magical ones.  
   
  10. South Guardroom 
   
   
      There are two hobgoblins posted here. 
  If combat arises in Area 8 the one armed 
  with the crossbow will fire out the arrow 
  slit in the north wall while the other keeps 
  them supplied with bolts stored in the 
  broken crate by the door.  
      If one of the hobgoblins in Area 8 falls 
  in combat the hobgoblin with the axe will 
  join the group in Area 11 while the 
  hobgoblin with the light crossbow heads 
  out the side door to alert his kin in Area 
  16. 
  Hobgoblins (2): HD 1+1; HP 7,5 
  AC 5[14]; Atk 1 battle axe (1d8) or 
  bolt (1d4+1); Move 9; Save 17; 
  CL/XP 1/15; Special: none. Gear: 
  battle axe, light crossbow.  
  The broken crate near the door 
  contains 100-1d20 light bolts. 
   
  A low stone platform, bearing an 
  assortment of small moldy blankets 
  sits against the room’s south wall. A 
  broken wooden crate sits next to the 
  door.   
  A low stone platform, bearing a pile of 
  leather scraps and animal hides sits 
  against the room’s north wall. There’s 
  a wooden barrel standing upright next 
  to the room’s door, badly rotted but 
  mostly intact.   
  
  12 
   
  11. Refectory 
   
   
      Six hobgoblins are engaged in a game 
  involving dice and small fish tokens at one 
  end of the stone table. The hobgoblins at 
  Area 8 shouting to the party will alert 
  them to the presence of intruders. One 
  will move to each arrow slit in the west 
  wall and watch for opportunities to fire 
  upon the group. After the first hobgoblin 
  in Area 8 falls in combat the six here will 
  move out through the door in the west 
  wall and attack. 
  Hobgoblins (6): HD 1+1; HP 6,5,5, 
  4,4,3 AC 5[14]; Atk 1 battle axe 
  (1d8) or bolt (1d4+1); Move 9; 
  Save 17; CL/XP 1/15; Special: 
  none. Gear: battle axe (x6), light 
  crossbow (x2), light bolts (x24).  
  If the table is searched the party 
  will discover 207sp scattered 
  across its surface, hidden beneath 
  animal bones and half eaten 
  carcasses. There’s also a plate-like 
  sliver moon plaque beneath a pile 
  of fish bones (worth 50gp)   
  The fish game belonged to one of 
  the monks at the monastery, left 
  behind for reasons unknown. It 
  consists of 9 fish miniatures, 6 
  copper, 3 silver, and 1 pair of silver 
  dice (150gp for the complete set). 
  The hobgoblins have made up their 
  own unfathomable rules to the 
  game. 
   
  12. Keeper of the Flame 
   
   
      The wedges can easily be removed 
  from the outside and the door opened to 
  reveal a single disheveled dwarf dressed 
  in rags. He looks up as the party enters 
  and gushes “Thank the Gods someone’s 
  come!” 
      This room once served as quarters for 
  the Keeper of the Flame, a monk selected 
  to light the brazier at Area 13 when 
  necessary. Now it serves as a stone cell 
  for a solitary prisoner. 
      It takes a moment for Razno and Odam 
  to recognize the dwarf as being Hawl, a 
  coworker of theirs and the sole remaining 
  survivor of the first expedition.  Hawl tells 
  the tale of being sent by Silver Hammer to 
  assess the river trade route along with 
  two other dwarves Laddi and Brell. Once 
  inside the pass they were attacked by 
  vicious goblins in the water. Hawl 
  managed to swim away only to end up 
  being grabbed by hobgoblins.  
      Razno and Odam were told the three 
  missing dwarves had transferred to the 
  Silver Hammer Trading in Rockholm. 
  Being forgotten and lied to by their 
  company does not sit well with the three 
  dwarves. There was no rescue party 
  coming for Hawl and Razno and Odam 
  were knowingly sent on an expedition the 
  first group didn’t return from, granted 
  with a collection of paid bodyguards, but 
  still. 
  This 20’ by 25’ room once served as 
  the monastery’s dining hall. A 15’ long 
  stone table runs across the center of 
  the room, piled with remnants from 
  more recent, and presumably less 
  graceful, meals.   
  The stone door to this room bears the 
  almost entirely intact image of a 
  dwarven face, save for the fact that the 
  nose has been broken off. A trio of 
  crude wooden wedges have been 
  hammered in along the door’s edge 
  holding it shut.     
  
  13 
   
     After this Razno will wait until he 
  believes the monastery cleared of its 
  hobgoblin threat then slip away the first 
  chance he gets to collect as much of the 
  night crystals as he can, steal a boat and 
  leave.  
      Odam plans on slipping away once 
  things seem safe as well. He’ll linger a bit 
  longer if the party possesses any 
  Telreanda related items he thinks he can 
  acquire from them, either through 
  negotiation or ‘righteous’ theft, believing 
  he has more right to the items than a 
  non-believer. These items include the 
  statuette from Area 3, the sliver moon 
  plaque and fish game from Area 11, the 
  book from Area 15, and tapestry from 
  Area 17. 
      Hawl just wants to escape from the 
  hobgoblins, seeking freedom and the 
  opportunity to have some words with his 
  employer over being written off. He’ll rely 
  on the party to escort him out of the pass.            
   
  13. The High Watch 
   
      The stairs leading up to this area spiral 
  up the interior of the mountain, ascending 
  gradually over the span of 300’. It’s 
  possible the group may encounter a 
  hobgoblin hunting party while on their 
  way up or down. 
   
   
      At one time the brazier here was lit as 
  a way of signaling the dwarves of High 
  Bollidar and the humans of Whitestone 
  that river travelers were currently at the 
  monastery. Now the hobgoblins use it  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  occasionally as a cooking pit, its surface 
  splattered with blood and drippings. Bits 
  of animal hides and bones lie scattered on 
  the ground around it.  
       The party may consider lighting the 
  brazier to signal to High Bollidar that 
  they’ve arrived safely. This will involve 
  taking some time to gather wood and 
  tinder from the mountainside. It takes 
  1d6+4 rounds to gather enough fuel for 
  the brazier. 
      The hobgoblins have been using the 
  stairway to gain access to the surface 
  where they’ve been hunting small game, 
  reluctant to risk their one remaining boat 
  on the river. For each round the group 
  spends atop the plateau there’s a 
  cumulative 10% chance they’ll encounter 
  the hobgoblin hunting party.      
  The stairs lead up to a large open 
  plateau atop the mountain. A large 
  unlit stone brazier takes up a good 
  portion of the space.    
  
  14 
   
  Hobgoblins (8): HD 1+1; HP 7,6,6, 
  5,5,4,4,3; AC 5[14]; Atk 1 spear 
  (1d6) or arrow (1d6); Move 9; 
  Save 17; CL/XP 1/15; Special: 
  none. Gear: spear(x4), short bow 
  (x4), arrows (80-4d6). 
   
  14. Kitchen 
   
   
      The wooden panels here are all that 
  remains of the table and cabinets that 
  once stood in this room. They were piled 
  up by the hobgoblins when this room was 
  first discovered, clearing away the space 
  to allow access to the oven, however 
  they’ve now taken to cooking the few 
  meals they choose to on the brazier at 
  Area 13. 
      The arrow slit in the east wall was used 
  to keep an eye out for deliveries. 
      A bit of the yellow mold in Area 15 has 
  spread into the arrow slit and the floor 
  near it. Anyone approaching the slit to 
  peer out has a 50% chance of disturbing 
  the mold.  
  Yellow Mold: HD n/a; AC n/a; Atk 
  1d6 damage + spore cloud; Move 
  0; Save n/a; CL/XP 3/60; Special: 
  Poisonous spore cloud, killed by 
  fire. 
   
  15. Mold Covered Landing 
  If the players enter this area from 
  the north the act of pushing the 
  door open will disturb the yellow 
  mold which covers the floor here 
  resulting in a 50% chance of it 
  releasing its cloud of poisonous 
  spores. 
                  
   
      This small dock served as a delivery 
  entrance for the monastery’s kitchen. 
  Small iron rings are set into the east and 
  west wall near the river for the purpose of 
  anchoring delivery boats.  
      The body of a dead hobgoblin lies 
  crumpled against the wall in the northwest 
  corner of the landing. The body, along 
  with the floor of this area has been 
  overrun by yellow mold.       
      The hobgoblin holds a book clutched 
  against his chest. He was searching for a 
  secluded spot to inspect the found tome 
  when he was overcome by the mold’s 
  spores. Using fire to eliminate the threat 
  of the yellow mold will, unfortunately, 
  damage the book as well.   
  Yellow Mold: HD n/a; AC n/a; Atk 
  1d6 damage + spore cloud; Move 
  0; Save n/a; CL/XP 3/60; Special: 
  Poisonous spore cloud, killed by 
  fire. 
  The book is entitled The Five Tiers 
  of Telreanda and contains hymns, 
  rituals, and ceremonies related to 
  the worship of the goddess. Intact 
  the book could be worth up to 
  300gp. Even damaged, it would 
  still be of great value to Ordam, 
  another ‘holy relic’ to add to the 
  collection. 
   
  This room was once the monastery’s 
  kitchen. A stone oven is set in the 
  room’s western wall. A stack of rotted 
  wooden panels is piled against the 
  south wall.  
  A small 10’ wide landing has been 
  carved into the cavern’s wall. An unlit 
  brazier on a 4’ tall stone post stands at 
  the east end of the landing.  
  
  15 
   
  16. Dormitory 
   
   
      This room was at one time the monk’s 
  dormitory. The floor here bears 1’ square 
  holes which at one time held wooden 
  posts for walls which divided this sleeping 
  area into 20 small sleeping cells. Now the 
  floor is practically covered by piles of 
  assorted debris the hobgoblins call beds. 
     There are fourteen hobgoblins here. If 
  they’ve been warned by the hobgoblin 
  from Area 10 they’ll gather near the 
  south end of the room, hoping to surprise 
  a group entering through the northwest 
  door. Seven will engage the group while 
  the rest head through the southwest door 
  and attempt to circle behind the party. 
  The hobgoblins are reluctant to inform 
  their chief in Area 17 of the intruders, 
  looking to prove that they’re capable of 
  handling the situation themselves. 
      The sound of combat in this room will 
  alert the chief who will leave Area 17 to 
  investigate. Once he spots the party, he’ll 
  head south along the east wall to the 
  guardroom at Area 18 and yank the 
  hobgoblin cowering there out into the 
  battle before joining in himself. 
      The secret door in the north wall is 
  detectable in the standard way. It served 
  as a quick exit to the mountain top if the 
  monastery came under attack. 
  Hobgoblins (14): HD 1+1; HP 7,7, 
  6,6,6,6,5,5,5,5,5,4,4,3; AC 5[14]; 
  Atk 1 battle axe (1d8) or bolt 
  (1d4+1); Move 9; Save 17; CL/XP 
  1/15; Special: none. Gear: battle 
  axe (x14).  
  17. Prior’s Room 
   
   
      This room once belonged to the prior of 
  the monastery, now it serves as the 
  hobgoblin chief’s living quarters. 
      The hobgoblin chief will most likely be 
  encountered in Area 16 
  Hobgoblin Chief: HD 1+1; HP 9; 
  AC 5[14]; Atk 1 battle axe (1d8+1) 
  Move 9; Save 17; CL/XP 1/15; 
  Special: none. Gear: +1 battle axe.  
  The light blue blanket on the stone 
  platform is actually a tapestry 
  which once hung in the refectory. 
  It depicts the goddess Telreanda 
  standing like a giantess in the 
  background overlooking a valley. 
  She cries a stream of tears which 
  winds its way through the valley 
  towards the viewer. The work is of 
  high quality and even it it’s current 
  condition it could be worth as much 
  as 500gp, twice as much if a way is 
  found to clean it up and get the 
  hobgoblin smell out of it. 
  A wooden chest at the foot of the 
  stone platform contains the 
  following: A leather satchel holding 
  2 vials of holy water and a potion 
  of extra healing. A small sack 
  containing 226gp, 1,008sp, 553cp 
  and 12 gems (worth 25gp each). 
  627gp and a scroll case containing 
  an arcane scroll (shield) lay loose 
  in the bottom of the chest. 
  As noted above the chief also 
  possesses a +1 battle axe.   
  The floor of this 15’ x 35’ room is 
  covered with dozens of sleeping pallets 
  comprised mostly of rags and dead 
  vegetation. 
  A low stone platform covered by a light 
  blue, relatively mold free blanket sits 
  against the south wall of this room.  
  
  16 
   
  18. South Riverwatch 
   
   
       A single hobgoblin is stationed here to 
  keep an eye on the river through slits in 
  the south and east wall. 
      At the sound of battle from Area 18 he 
  curls up on the stone bed and cowers 
  under the pile of animal hides until he’s 
  either retrieved by the chief or discovered 
  by the party. 
  Hobgoblin: HD 1+1; HP 5; AC 
  5[14]; Atk 1 battle axe (1d8) or 
  bolt (1d4+1); Move 9; Save 17; 
  CL/XP 1/15; Special: none. Gear: 
  battle axe, light crossbow.  
  The rotted barrel contains 50-1d20 
  light bolts. 
   
  Purifying the Temple 
   
  Upon seeing the state of the statue at 
  Area 6 Odam will forget the fact that he’s 
  trying to keep his knowledge of Telreanda 
  a secret. He’ll ask the group to fetch water 
  from the river while shrugging off his 
  backpack. He’ll pull his holy symbol (a 
  silver star) along with his copy of Gods of 
  Antiquity Vol 3: Dwarven Deities out of his 
  pack and flip to the section on Telreanda. 
  He’ll begin performing a ritual meant to 
  cleanse the temple and quell the goddess’ 
  anger at this desecration (assuming her 
  wrath cursed the goblins into becoming 
  the amphibious horrors in the river.) 
  Once river water’s been collected Odam 
  will pour the water into each pair of 
  cupped hands in the north alcove. Once all 
  five have been filled Odam will complete 
  the ritual, causing the bits of broken 
  statue to reform upon its pedestal to the 
  south. 
  At this time, all present within the temple 
  will receive Telreanda’s blessing. For the 
  next 24 hours while traveling in, on, or 
  through rivers, a blessed character will 
  regenerate 1hp per round. They will also 
  require half the amount of food or drink 
  necessary to sustain them. 
  Odam will hold up his book if questioned 
  about his knowledge of the goddess, 
  claiming he read it in there. If pressed, 
  Odam will reluctantly admit that he’s part 
  of a sect that still worships the goddess 
  and seeks to restore the temple and 
  monastery to their original state. 
   
  Collecting Night Crystals 
   
  The spots marked with an X contain 
  deposits of Telreanda’s Tears or Night 
  Crystals (see New Magic) 
  Razno is eager to collect as much of the 
  crystals as he can. If the party moves to 
  acquire any, he’ll insist on handling the 
  collecting himself, using the tools he 
  carries in his pack. He’ll demand a share 
  of the crystals for his work, he’ll also 
  attempt to secretly palm additional pieces. 
  If a dwarf attempts to collect the night 
  crystal, roll 1d6 for each deposit. This 
  determines how many strikes it takes to 
  break off a “usable” size chunk of crystal 
  from the deposit. It will take 2d6 strikes 
  per deposit for a non-dwarf. For each 
  strike, there is a cumulative 5% chance 
  the chunk currently being collected will 
  shatter. Each deposit can be collected 
  from 2d4 times. 
  A low stone platform, bearing a pile of 
  animal hides sits against the room’s 
  west wall. A rotted wooden barrel 
  stands in the room’s southeast corner. 
  
  17 
   
  Wrapping Up 
  After Night Crystal Pass has been cleared 
  of the goblin threat there’s still the trip 
  down to Whitestone to contend with, 
  another six hours down the silvervein 
  (with additional checks on the random 
  encounter table.) 
  It’s possible the party may have lost a 
  boat or two (and possibly a dwarf or two 
  as well.) As an alternative to making their 
  way out via the river they could try 
  climbing down the mountain from Area 
  13 the exterior slope is rocky, steep and 
  treacherous to descend. Rope will come in 
  handy. A ranger or dwarf studying the 
  terrain for a bit could decern a relatively 
  safe path. Back on level ground the group 
  could search for the road to Whitestone or 
  build a raft and float down the silvervein. 
  Once in Whitestone players can visit the 
  Silver Hammer Trading outpost there to 
  collect their 1,000gp payment. They’ll 
  require either Odam, Razno, or Hawl to 
  submit a report prior to collecting their 
  gold.         
   
   
   
   
   
   
   
   
   
   
   
   
   
  If Odam is still with the party he’ll make 
  one last attempt to acquire any Telreanda 
  related items the party may still have 
  before hurrying off to meet up with his 
  fellow worshipers to discuss plans to 
  reclaim the monastery. 
  If Razno’s still with the group he’ll make 
  one last effort to acquire any night 
  crystals the party might have before 
  hurrying off to meet his buyer. The buyer 
  turns out to be a wizard interested in 
  acquiring more of the crystals. So 
  interested in fact that he makes plans to 
  take over the pass and set up his own 
  crystal harvesting operation, enlisting 
  Razno’s aid as a charmed thrall. 
  After getting himself cleaned up and a 
  good night’s rest in a spare room at the 
  traders, Hawl has plans to head back up 
  to High Bollidar and confront Dustran over 
  his lack of concern for the first expedition. 
  He plans on waiting to do so until the next 
  caravan heads north. It’s possible the 
  party may wish to talk to Dustan as well, 
  considering knowing a previous expedition 
  didn’t come back would have been a good 
  thing to know. If this is the case, Hawl will 
  try his best to include himself in the 
  group’s travel plans, happy to have them 
  as backup in case his confrontation gets 
  out of hand. 
  Night Crystal Pass has the potential of 
  becoming a highly contested area, with at 
  least two groups attempting to claim it. 
  (more if the players decide to make it 
  their base of operations.) One or more 
  parties may wind up presenting their case 
  to the king of the realm for him to decide 
  who has more right to the pass: The 
  remaining worshipers of the Goddess (who 
  actually built and staffed the monastery 
  years ago), the trade company who paid 
  to have it cleared out, or the group who 
  did the actual clearing (under, if not false, 
  certainly under-informed pretenses.) 
  Of course, the king may decide to claim 
  the pass for himself.  
  And then there’s still the wizard and his 
  minions…         
  
  18 
   
  Continuing the Adventure 
  Here are some suggestions for further 
  adventures:    
  d Odam reaches out to the party to enlist 
  their help with restoring the temple and 
  monastery to their former state and/or 
  defending it from mercenaries hired by 
  the trading company, minions of the 
  wizard, or members of a rival cult. 
  d Under the influence of the wizard, 
  Razno reaches out to the party asking 
  them to return to the pass with him to 
  gather more night crystals. The intention 
  is to have the group guard the pass until 
  the wizard can gather a larger occupying 
  force and take up residence within the 
  monastery. 
  d If the party decides to take over the 
  pass they may find themselves having to 
  face Telreanda’s cultists, the wizard’s 
  minion, or the trading company’s hired 
  mercenaries. Possibly all at once.  
     
   
   
   
   
   
   
   
   
   
   
   
  d Depending upon the encounters the 
  group had along the silvervein the trading 
  company may seek the party’s help in 
  ridding the river’s surrounding area of a 
  tribe of kobolds, a nest of harpies, a 
  colony of beavers, or as guards to keep 
  watch while the river is cleared of debris 
  and other hazards. 
  d If Odam failed to collect all Telreanda 
  related items from the party, the group 
  could find themselves hunted by cultists 
  bent on retrieving whatever remains.    
  d The silvervein runs dry. Dustran 
  rehires the party to travel north of High 
  Bollidar to discover the cause. There they 
  find the river dammed by an army of 
  militant beavers led by a druid upset over 
  not getting paid for services rendered.  
  d The party is hired by Silver Hammer 
  Trading to hunt down Odam when Dustran 
  Goldgrill begins slowly transforming into a 
  feral amphibian horror.   
   
   
   
   
   
   
   
   
   
   
   
  
  19 
   
  NEW MAGIC 
   
  Night Crystals (Telreanda’s Tears) 
  A branch of dwarven religion adheres to 
  the belief that all the underground realms 
  of the world were created solely for the 
  dwarves. 
  After a great cataclysm the world cracked 
  and monsters sprang forth from the 
  fissures, driving the dwarves from their 
  underground homes. When the goddess 
  Telreanda saw this she wept, her tears 
  creating rivers upon the land and stars 
  within the heavens. This act secured her a 
  position in the dwarven pantheon as the 
  goddess of night and rivers. 
  A misinterpretation of a religious text 
  caused a small portion of her followers to 
  believe that the goddess called for the 
  active extermination of all non-dwarf 
  subterranean races. Telreanda’s popularity 
  diminished as a result. To this day there 
  are still those who worship the goddess, 
  adhering to the true, less violent doctrine, 
  however the stigma associated with this 
  misinterpretation has caused her 
  worshipers to do so in seclusion.    
  Telreanda’s tears, otherwise known as 
  night crystals, are enchanted crystals 
  found along certain underground streams. 
  At night the crystals emit light equivalent 
  to that of a small torch. As a result, the 
  crystals allow those traveling underground 
  to decern whether it’s day or night upon 
  the surface. 
  The crystal is often used by jewelers who 
  set them into rings, necklaces and a 
  variety of other adornments that can be 
  worn and conveniently consulted.   
  In addition to this, a skilled blacksmith or 
  artificer can mount crystal fragments to 
  items already bearing enchantments, 
  creating a new effect in exchange for a 
  ‘plus’. 
  The addition of crystal fragments to an 
  already enchanted weapon causes the 
  weapon to gain a dazzling effect. A critical 
  hit upon a creature inflicted with such a 
  weapon creates a burst of light and 
  bestows an effect similar to a confusion 
  spell upon the target for 1d4x10 minutes. 
  So a +2 long sword with crystals attached 
  to it becomes a +1 long sword with the 
  confusion effect and, at night, emits light 
  equivalent to that of a torch.  
  It’s rumored that there are a few secret 
  groups out there that still adhere to the 
  goddess’s more violent (misunderstood) 
  teachings and that they believe the 
  crystals are signs from their goddess, 
  lighting the way for her holy warriors as 
  they seek vengeance against the 
  subterranean creatures who evicted their 
  great ancestors. These groups actively 
  seek items adorn with the crystals, 
  considering them to be holy weapons 
  created to aid them in their quest.     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  20 
   
  NEW MONSTERS 
   
  Goblin, River  
  River goblins are a variety of goblins that 
  have gained an amphibious mutation 
  through magic, natural evolution, or other 
  means. They tend to be found mostly in 
  subterranean rivers. 
  While in water, a river goblin can be a 
  formidable opponent as they are excellent 
  swimmers and, while in water, can bring 
  both their claw attacks and bite to bear 
  against their opponents. On land, river 
  goblins move in a frog-like fashion, 
  hopping forward on their stunted legs, 
  however they have been reported as 
  being able to move short distances upright 
  in a half stumbling, loping gait. This 
  awkwardness while out of water makes 
  combat more difficult, bestowing upon 
  them a -1 penalty to their ‘to hit’ rolls and 
  reducing them to either using their 2 
  claws or 1 bite attack per round. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  If two or more river goblins are attacking 
  the same target and one of them rolls a 
  20 on their attack die the goblins will 
  attempt to drown the target. A creature 
  will start drowning in a number of rounds 
  equal to one third their constitution score. 
  A drowning creature must make a 
  successful save vs. poison to avoid dying 
  each subsequent round. Goblins 
  attempting to drown a creature can take 
  no other actions during their turn and 
  suffer a -3 penalty to their AC. 
  River Goblin: HD 1d6hp; AC 6[13]; Atk 2 
  attacks from claws (1d6), and/or 1 bite 
  (1d4); Move 6 (swim 12); Save 17; CL/XP 
  1/15; Special: -1 to hit on land. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits 
  We’d like to thank the following for providing great 
  spot art at a low cost. 
  The Cavern Explorers on the cover and inside cover, 
  and the crystals on page 19 are © 2015 Dean Spencer, 
  used with permission. 
  The Monster, Treasure, and Obstacle icons, on page 1 
  were made by Lorc. These are available on the web at 
  http://game-icons.net 
   
  The Cargo on page 2 is from Outland Arts, © William 
  McAusland, used with permission. 
   
  The crocodile on page 4 was created by Jae Young. 
   
  The centipede on page 9 was created by Jacob E. 
  Blackmon.  
   
  The hobgoblin scouts on page 13 were created by Eric 
  Pommer. 
   
  The King on page 17 was created by Miguel Santos and 
  the Adventuring Party on page 18 was created by 
  Joyce Maureira. Both were released into public 
  domain by Kevin Crawford at Sine Nomine Publishing. 
   
  The “River Goblin” to the left was provided by 
  Publisher’s Choice Quality Stock Art, © Rick Hershey / 
  Fat Goblin Games. 
  The map for our “old school” Night Crystal Pass was 
  provided by Dyson Logos.  
   
  
  21 
   
  OPEN GAME LICENSE Version 1.0a 
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  15 COPYRIGHT NOTICE 
   
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
   
  Swords & Wizardry Complete Rules, Copyright 2010. Author 
  Matthew J. Finch 
   
  Night Crystal Pas, Copyright 2020. Creation’s Edge Games. Author 
  Matthew E Kline. 
   
  Designation of Product Identity and Open Game Content: 
   
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