TEXT: 3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  1/14
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  Blood Throne of Maglubiyet
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  2/14
  Introduction
  Introduction
  The heroes arrive in the town of Freystand to an unexpected
  sight: a hobgoblin horde has subjugated the city. The
  hobgoblin's search for a relic of their god, one that can
  empower their horde to further conquest of the region. Will
  the heroes save the town from the tyrannical goblinoids? Will
  they discover the true purpose of the throne and the more
  sinister threat that lurks below the city?
  What's Going On?
  What's Going On?
  Long ago, the region was ruled by a civilization of Hobgoblins.
  Their crown jewel was the city of Freystand. The tyranny of
  hobgoblin's stretched far and wide, and all creatures lived
  under their yolk.
  The hobgoblins of Freystand frequently dug below the city to
  create burial chambers for their honored dead. They
  fashioned a holy relic to their god, a throne from which he
  could watch them struggle in life or death battles for
  supremacy with their captured foes.
  While performing further excavations, they inadvertently dug
  too deep and discovered something horrible: a cavern deep
  below the earth that contained all manner of creatures from
  the realms of madness, sealed away in primordial times. The
  hobgoblin who returned from this cavern said it was an
  Oculus to the truth: that all life on earth will end in fire and
  madness.
  The empire was thrown into disarray as they were forced to
  do battle with the endless evil springing forth from this
  Oculus. Eventually they built a magic timepeice to freeze the
  Oculus in time and forever stay the threat. They made an
  effort to recover their throne before sealing the warrens, but
  failed and abandoned their god's prized relic.
  Eventually the hobgoblin civilization fell to barbarian humans,
  and the hobgoblin's were driven far away. The humans took
  over the city and began worshiping the saint of the silver
  flame, who physically manifests as an everburning argent
  flame.
  The hobgoblin's have returned, the legend of the Oculus
  having faded from their minds. Their warleader Thrugget
  seeks the Blood Throne of Maglubiyet, planning to make it a
  beacon to draw all hobgoblin's to his banner. To that end, he's
  conquered the city of Freystand. His forces now scour the
  warrens beneath Freystand for the Bloodthrone.
  Getting Started
  Getting Started
  There are three potential starts to this adventure. If you've
  played through Sorrow of the Sand Lord, see Appendix A for
  the two begginings that correspond to the end of that
  adventure. If not, read 3. Freystand Valley to begin. The
  players are wanderers, exhausted from the brutal
  wildernesses here at the edge of the world and eager to arrive
  at the bastion of civilization in the area: Freystand  
   
   
  Freystand Valley
  Freystand Valley
  Location: Slopes of the valley. 
  Smell: Trees, smoke, flowers 
  Sound: Wind, faint shouts and horns 
  Sight: Uneven ground covered in green growths, powerful
  waterfalls that descend into the valley. 
  Dramatic Question: What’s going on with Freystand?
  Freystand Valley lays itself before you: a rocky and uneven
  lowland between two massive peaks. The terrain here is
  covered in forest and shrubs, clinging to the slopes but
  growing more verdant as the slopes descend into the valley.  
   
  Standing In the center of the valley is a city, defended by thick
  walls and tall towers. Freystand. The moment of joy you
  experience at seeing civilization and safety is rocked as the
  smell of burning wood reaches your nose. Columns of smoke
  rise up from the city. Trouble in the city, no doubt. Surveying
  the farms that surround Freystand, some appear to be burned
  out shells. Some appear to be still intact. What do you want to
  do?
  If your players aren't already, they level up to level 3 at this
  point.
  Points of Investigation:
  Points of Investigation:
  Farms
  Farms
  Players will cross many intact farms along the road. The
  inhabitants are cowering locals, tilling their fields. They've
  surrendered all their weapons and holy symobls. If
  questioned, the farmers say that Hobgoblin's have occupied
  the area and made it safer about a month ago.
  Encounter: Bandits
  While leaving a farm, a gang of deserters from the Freystand
  militia arrives. 5 bandits, 1 apprentice wizard named Vena,
  and bandit captain known as Captain DeWitt.
  They introduce themselves as freedom fighters and invite the
  players to join the cause. Their objective is to raid the farmers
  and punish them for surrendering to the hobgoblins (and take
  their stuff, of course). The players are offered an equal share
  of the loot, or safety from harm if they don't interfere.
  Afterwards, these bandits could be convinced to return to
  Freystand to help with the rebellion, but otherwise are content
  to raid farms until they fall prey to a hobgoblin patrol ambush.
  Road to Freystand
  Road to Freystand
  The road to Freystand is patrolled by Hobgoblin forces.
  Travelers on the road soon encounter a patrol of 5 hobgoblins
  and a hobgoblin iron shadow. The heroes will be questioned
  about their purpose in the area and if they've seen any rebels,
  but will otherwise allowed to pass. If any holy symbols are
  visible, the hobgoblins will demand the player renounce their
  god or and swear fealty to Maglubiyet. Or else.
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  3/14
  Avoiding the road and sticking to the countryside is safe but
  slower. Have players make stealth checks, only natural 1's
  reveal them to the hobgoblin patrols.
  Burned Farms
  Burned Farms
  The farms are hollow shells, some freshly burned and some
  days old. All have a picket line of spears stuck in the dirt out
  front, with the heads of those that resisted or would not
  convert. Holy symbols of goodly gods like Pelor and the Silver
  Flame hang from the bloody heads. No children are slain, they
  are instead brought into town for slave labor.
  Encounter: Worgs
  4 females worgs plus an alpha (stats as dire wolf) have taken
  residence in a burned out mill next to this farm. They still
  wear bit and bridle, and with a successful handle animal
  check can be brought to heel for a short while, though the
  worgs will always obey goblinoids over the PC's.
  The rebels of Freystand recently freed these mounts from the
  hobgoblins and about two dozen roam the countryside in total,
  preying on travelers.
  Freystand
  Freystand
  Location: Center of the Valley 
  Smell: horse dung, cooking food, smoke 
  Sound: hum of human civilization, harsh tongue of the
  hobgoblins 
  Sight: cobbled streets and mud alleys, collection of stone,
  wood housing. fearful populace and their marshal oppressors.
  Omens
  Omens
  If you played through Sorrow of the Sand Lord and took Atok-
  Kaman black gem, the mummy lord appears in a player's
  dream and warns them to leave the black star behind or face
  his wrath.
  if the players spend a few days in Freystand, a mummy tracker
  named Pashtun (armed with 1 javelin, lets him make one
  'Rotting Fist' attack at range) summoned from Atok's under-
  temple arrives in the dead of night as a supernatural
  sandstorm blows in. He brings with him 4 jackal tracking
  dogs. The mummy resents Atok-Kaman but is compelled to do
  his bidding.
  Points of Investigation: Exteriors
  Points of Investigation: Exteriors
  Walls of the City
  Walls of the City
  The gray stone walls of Freystand are tall and strong, with
  manned towers. Giant silver-trimmed steel icons used to
  decorate the walls of Freystand, and their outlines can still be
  seen from the difference in weathering. Banners of the bloody
  axe of Maglubiyet hang from the walls.
  Gates
  Gates
  The gates are open but guarded by 5 bugbears and a bugbear
  chief. inspecting comings and goings from the city. The
  bugbears are lazy and only do cursory inspections and can be
  tricked or deceived. Any openly borne holy symbols or
  suspicious behavior will force them to demand players come
  with them to the beheading grounds for judgment.
  Encounter: Ambush
  if players get in a tight spot with the local military power, the
  PC with the highest passive perception notices some rogues
  moving into position around the scene stealthily. 5 rebels
  (thugs) and their leader Joraskul (thug with 18hp, we idling a
  greatsword +3 to hit, 2d6+1 dmg a tall, muscular half-elf with
  a fresh-looking jaw scar) intervene to help. if the rebels
  survive, they invite the players back to their hideout. The
  rogues in general are very dirty and haggard, and a mix of men
  and women, humans, half-elves and dwarves.
  Streets
  Streets
  The streets are full: while conquered, the people can go about
  their business. Few people bear arms, and nobody impedes or
  looks at the goblinoid patrols.
  Patrols keep the city safe, public works projects are already
  underway on many streets to build wells, free housing, and
  ramp up industry useful to the war effort. (all on backs of
  enslaved military forces, criminals and rebels, of course).
  Encounter: Door-to-door Inspections
  Door by door, 1d3 hobgoblin iron shadows inspect for
  religious paraphernalia, anyone who surrenders theirs and
  pledges to Maglubiyet before the inspection begins is spared.
  Anyone caught with such items are dragged to the beheading
  grounds to be offered to Maglubiyet.
  Beheading Grounds
  Beheading Grounds
  In the square outside the defaced Church of the Silver Flame,
  the goblins have erected a throne of Maglubiyet cast in iron
  and silver, remnants of the symbols that adorned the city
  walls. The square stinks - spears adorned from base to tip in
  heads encircle the area, none of which are rotting, preserved
  through some fell curse. Some claim that the eyes sometime
  move or mouth wordless screams. A cadre of bugbears guard
  the church entrance while a nearby command tent contains
  priests-executioners of Maglubiyet. Anyone brought here are
  given a choice: beheading or prove their gods strength in
  single combat. When combat is chosen, the victim faces an
  endless string of challengers until they are slain.
  This is also where the ravens are kept - these birds are the
  backbone of the hobgoblin communication lines.
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  4/14
  Encounter: Contest of Strength
  When players approach, one such contest is currently
  underway with a former priest of the silver flame (1/2 hp,
  expended both 3rd level slots). An aged man named Piter,
  stuck in his ways and unwilling to surrender after being
  discovered hiding in the warrens. The rebels consider him a
  powerful ally, and he knows what's the hobgoblins search for
  below the city. 6 hobgoblin's wait patiently nearby for their
  chance to challenge Piter.
  Encounter: The Ruined Church of the
  Silver Flame
  The temple's interior is defaced as much as the hobgoblins
  could - yet in the main cathedral hall the Silver Flame burns
  brightly and powerfully. No hobgoblin can approach it closer
  than 20 feet without starting to smoke and burn. Any other
  creature can approach the flame, and 5 times per day the
  flame can grant boons: a goodly creature that prays before it
  can have any cleric spell up to level 3 cast on them. While any
  buffs are active, the creature emits a silver glow. There is a
  secret passage behind the altar that leads into the Warrens.
  Fort Silveraxe
  Fort Silveraxe
  The fort houses the hobgoblin high command. Currently in
  residence are the the head executioner Ukzo (stats as priest),
  the bugbear chief Nelk, an arcanaloth neutral ambassador
  from the nine hells named Salashaska and a nilbolg
  (nameless). The forts servants are replaced with 3d6 goblins,
  who perform all the menial tasks for the garrison like cleaning
  and preparing meals. At any time there are 2d6 hobgoblin's in
  the fort.
  The warleader Thrugget is currently in the warrens, and
  refuses to emerge until the bloodthrone is found. The rest of
  the leaders reside in Silveraxe and spend their days bickering.
  Slaying any of these leaders will strike a serious blow to the
  hobgoblin forces. Salashaska has come from the nine hells to
  ensure the Oculus remains sealed once the hogbolin's retrieve
  their throne. While she doesn't share much info upfront, she's
  willing to make deals to ensure that the Oculus remains
  sealed and doesn't care about the fate of the townsfolk or the
  hobgoblins. She's currently searching for a rogue Barghest
  named Ogo that is supposed to be assisting her.
  Encounters: Intel Gathering
  Rebels would like to know what the hobgoblins are looking
  for. They will ask the players to sneak in and retrieve
  documents. The documents describe progress on the
  excavation and the search for the bloodthrone of Maglubiyet.
  Excavation Site
  Excavation Site
  One district of the town is off limits - buildings are
  demolished, and a great ramp leads into the earth. 9 bugbears
  oversee 12 goblins and 20 slaves (stats as commoner) as they
  clear rubble and pile it out of the way. Some of the buildings
  are converted to sleeping quarters where another 20 goblins
  and 20 slaves rest. Huge pyres are here to burn any dead from
  the excavation, along with any Silver Flame religious
  implements found. The hole leads into the Warrens.
  Encounter: Slave-break
  The rebels plan to hit the dig site and free as many slaves as
  they can. For a successful raid however, they need a supply of
  weapons. Otherwise the slaves will be cut down by the well-
  armed goblins.
  Rebel Camp
  Rebel Camp
  The rebels consist of 12 people led by Joraskul, the former
  gravedigger at the church (stats as thugs) They hideout in a
  root cellar, hidden beneath an old seamstress shop. Their goal
  is to inspire the people of Freystand to rebel and expel the
  hobgoblins.
  The Rebels have several objectives:
  Rescue Piter the priest.
  Make a slave break at the Excavation site.
  Kill all the ravens in the Beheading Grounds.
  Retrieve a cache of weapons rumored to be hidden in the
  Warrens.
  Kill any member of the hobgoblin leadership (Thrugget
  and Hlaaz being top targets, both of which are currently in
  the Warrens. Secondary to them are Ukzo, Nelk,
  Salashaska or the nilbog, all of whom reside in Silveraxe
  Fort.)
  Discover the hobgoblin's purpose for excavations, and once
  they know about the Bloodthrone of Maglubiyet, destroy it.
  If the players can perform three of these objectives, it
  should be revealed that the hobgoblins search for the
  Bloodthrone of Maglubiyet beneath the city. The rebels believe
  destroying the throne would remove the hobgoblin reason for
  staying. Or at the very least revitalize the populace's desire to
  fight the invaders. Either way, the rebels ask the heroes to
  destroy the throne.
  Cooler heads of the resistance will also explain that armed
  revolt will be difficult: the player's must complete 5 objectives
  total to gather enough public support, and one of the
  objectives must be securing weapons for the resistance.
  These can be found in the Warrens or Fort Silveraxe.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  5/14
  The Warrens Beneath
  The Warrens Beneath
  Freystand
  Freystand
  Description. Beneath Freystand is a complex originally built
  as hobgoblin shrines and burial grounds. The human
  conquerors used the area as burial chambers briefly but grew
  superstitious of the area and sealed it away.
  Ways in. There are three main ways into the Warrens. A
  secret passage in the Church of the Silver flame leads to 37.
  The surface excavation leads to 68. Finally, someone
  descending through the sewers drops down through a drain
  into 46.
  Warrens Common Features
  Warrens Common Features
  Dungeon Mechanic. The blood thirst of Maglubiyet infects
  everything here. On the first round of combat, place a d6 on
  the table with 1 face-up. This is the blood thirst dice. All
  creatures chance to hit and damage is increased by the Blood
  thirst dice. At the top of each round, the blood thirst increases
  by 1. When the battle ends, the blood thirst die resets to 1.
  Doors. A wooden door can be forced open with a successful
  DC 10 Strength check, or DC 15 if the door is barred or
  reinforced in some other manner. Increase the DC by 5 if the
  door is made of stone, or by 10 if it is made of iron. Decrease
  the DC by 5 if the door is weakened in some manner (such as
  by rot or corrosion).
  Secret Doors. There are many hidden doors in the warrens.
  A character with a passive Wisdom (Perception) score of 15
  or higher notices the secret door. The DC increases by 5 if the
  door is only dimly illuminated or in darkness. Otherwise,
  finding a secret door requires a search of the area and a
  successful DC 15 Wisdom (Perception) check to locate. Most
  doors are opened via applying pressure to a certain stone and
  pushing.
  Looting
  Looting
  Hobgoblin's carry no gold.
  Goblins have 1d6 sp stolen goods (candlesticks, coins,
  carvings, silverware).
  Bugbears have 1d6 gp coin.
  Burial rooms yields 2d6gp loot weighing 5lb. (incense,
  reliquary boxes, silver plaques, jewelry or ornamental
  weapons/armor).
  Storerooms/Houses yield 2d6gp worth of loot weighing
  15lb. (picks, shovels, sturdy wheelbarrows, thick rope,
  pulleys, block and tackle)
  Warrens Random Encounters
  Warrens Random Encounters
  Roll 2d6 for random encounters:
  After the party explores 6 rooms.
  When the party takes a short rest
  When they draw a lot of attention to themselves.
  Roll 4 times when they take a long rest.
  On a 10+, the party has a random encounter.
  Roll another 2d6 to determine the encounter.
  ENCOUNTERS:
  ENCOUNTERS:
  Roll
  2d6 Result
  2
  Stalking Shadows. 1d3 hobgoblin iron shadow stalk the
  party, waiting for an opportune moment to strike. A
  passive 15 perception spots them, however. They'll
  wait until the party is resting from a battle before
  striking. Their objective is to take a prisoner and
  return them to the excavation site for questioning. If
  spotted, they'll fall back before returning later using
  disguise self to appear as rebels.
  3
  Break Time. A goblin boss and 2d4 goblins are looking
  for a place to slack off. They won't immediately attack,
  preferring to avoid confrontation, but will definitely
  tell their superiors about the players when they make
  it back.
  4
  Rebels With a Cause. 2d4 rebels (stats as thugs) have
  come to stop the excavations. They will join the party
  but are extremely noisy, and will immediately engage
  any goblinoids encountered.
  5
  A Light Rattle. 1 will-o-wisp and 1d4 skeletons and
  wander the halls, looking for living interlopers to end.
  The players will initially see an approaching light and a
  rattling sound, giving them plenty of time to hide or
  avoid the fight.
  6
  Slim Pickings. 1d3 hungry carrion crawlers silently
  search for new prey, most of the flesh having been
  picked off the bones of the dead. They'll approach
  along ceilings or walls quietly for an ambush but
  passive 13 perception spots them.
  7-9
  Mixed Company. 1d4-1 bugbears, 1d4-1 hobgoblin
  and 1d4-1 goblins exploration party is nearby, either
  resting, or searching.
  8
  The Call of the Oculus. A cult fanatic and 1d6 cultists
  search the underground labyrinth for the entrance to
  the Oculus. They care not for the timepiece until its
  clear it's required to open the door. If let inside, they'll
  assist the star spawn (who don't care about them, and
  will slaughter them after the hobgoblins are dealt
  with).
  9
  Family Reunion. The next area the players enter have
  been infested with spiders. 1d3 giant spiders lurk in a
  lair of webs, and if disturbed 1d3 swarms of spiders
  emerge to assist their parents.
  10
  Bar Guest. A goblin named Ogo will approach the
  party looking for booze, using charm person and
  suggestion as needed. If supplied, he'll move on. He'll
  also shy away from any fire held. If attacked, he'll shift
  into a barghest and defend himself.
  11 Chaos Variable. Roll twice. Two random encounters
  are interacting with each other in the next room.
  12
  A ghostly hobgoblin appears before you, bedecked in
  wizard robes. “The Oculus must not be unsealed.”
  suddenly a massive fist crushes their left arm and
  face, leaving a gory mass. The hobgoblin mutters
  again through a ruined mouth “Do not unseal the
  Oculus...” before fading away. If the players encounter
  this again, a ghostly light will appear before them and
  lead them towards 1 at 60ft/round, not stopping for
  any reason.
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  6/14
  Warren Rooms
  Warren Rooms
  1. The Timepiece
  1. The Timepiece
  The 4-foot-tall stone door to this chamber is barred close with
  a stone draw bar. The bar bears a rune in hobgoblin signaling
  danger. Inside, the room is 4 feet tall. In the center of the small
  chamber a large, 3-foot hourglass made of a queer, dark-blue
  stone that appears to be like water solidified into rock. The
  hourglass is filled with obsidian pebbles all trapped in the top
  portion of the glass. The walls are wet and upon closer
  inspection it appears to exude blood.
  1a. Halls of the Dead
  1a. Halls of the Dead
  This eerie, labyrinthine vault is filled with low stone
  chambers. Overlooking the ground floor are several raised
  platforms bordered by skull-encrusted columns. The light
  dances and plays wildly here, and the musty smell of decay is
  heavy. Water drips from stone-cut ceiling and forms small
  puddles on the floor.
  4 goblins and 1 giant poisonous snake pet are rooting
  around here. After the first creature is slain, their blood flows
  into the bone pit and awakes a giant skeleton. The skeleton
  attempts to grapple (+5 athletics) anyone in the surrounding
  area. On its next turn, it will throw them for 3d6 damage. The
  skeleton will collapse into a pile again after 2d4 rounds.
  The giant skeleton will attack anyone close by, including
  goblins.
  2. Bone Pit
  2. Bone Pit
  A set of stairs lead down into a pit filled with broken bones.
  The pit is surrounded by columns carved in the likeness of
  skulls and spines. if any blood enters the pit (by sacrifice or if
  any creature is slain in the surrounding area) a giant skeleton
  awakens in the pit for 2d4 rounds before collapsing. The
  bones could be thoroughly smashed to prevent its
  resurrection, but it would be a time consuming and lengthy
  task.
  3. Flaying Chamber
  3. Flaying Chamber
  A wave of stale, disgusting air wafts out of this room. It's lined
  with stone tables, and gruesome rusted instruments hang
  from the wall for flaying skin. Several skin drying racks, rotted
  to nothing, sit against the far wall.
  4. Bone Carving Room
  4. Bone Carving Room
  The floor of this room is covered in a thick layer of white dust.
  Several workbenches along with rusted chiseling and carving
  tools adorn the walls. A few unfinished pieces of bone still sit
  on the workbenches, some carved into mugs or candle
  holders.
  5. Burial Niches
  5. Burial Niches
  The door to this room is trapped. The first person to touch it
  without speaking Maglubiyet name must make a DC11
  Wisdom save or be teleport to room 70. Disabling the magic
  requires a DC12 investigation check and DC10
  From floor to ceiling are burial niches stuffed with bones.
  Some are neatly arranged; some niches are stuffed with two
  or three sets of remains. A dais on one side of the room
  supports an open book.
  6. Flooded Burial Chamber
  6. Flooded Burial Chamber
  This room is reached by taking a few steps downward. From
  floor to ceiling this room is filled with burial niches. The room
  has flooded and bones and rags float freely in murky water.
  7. Skull Room
  7. Skull Room
  This carven stone room is relatively rough on the eastern side
  except for a few cavern walls, which are adorned with wooden
  doors swollen from moisture and banded in iron.
  On the western side of the room, the ceiling vaults to reveal a
  massive carven skull with two bulging eye holes. Its mouth
  hangs open and the jaw forms a ramp to two stone doors set
  inside the skull, covered in depictions of bones.
  8. Pool
  8. Pool
  A clear pool here is filled by dripping water, and transparent
  fish can be swimming in its depths.
  9. Hall of Souls
  9. Hall of Souls
  A small tree holy to Maglubiyet grows here. Black fruit hang
  from its boughs, and when thrown onto the ground transform
  into sentient ravens loyal to hobgoblins. This relic is treasured
  by the hobgoblins. Anyone attacking the tree will be beset by a
  swarm of ravens.
  10. Glowing Cave
  10. Glowing Cave
  This cave is composed of calcium deposits that appear to
  'drip' down from the ceiling like thousands of icicles. It's warm
  here, and on the walls lives a type of glowing worm that
  bathes this cave in a eerie white-blue light.
  A doppelganger impersonating a hobgoblin is resting here –
  the creature known as Quell is trying to take the place of
  higher-ranking bugbears but has so far been unsuccessful.
  He's not above making a deal with the players, or betraying
  them if the time is right.
  11. Store Room
  11. Store Room
  The humans who used this area used this side-room to store
  digging implements, wooden beams, ropes and the like.
  12. Unstable Cavern
  12. Unstable Cavern
  This cave has shifted from weight from the city above and is
  not in a stable condition. If a particularly loud explosion
  occurs in the area, everyone in the cave takes 2d10 damage
  from falling debris, requiring a DC15 athletics check to
  escape. The area will become impassable after that.
  13. Nest
  13. Nest
  1d3 carrion crawlers nest here. 50% chance they are out
  hunting.
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  7/14
  14. Statue
  14. Statue
  There is a defaced statue of a silver flame here.
  14a. Ancestral Chamber
  14a. Ancestral Chamber
  This tomb contains one stone sarcophagus set behind a rod-
  iron gate.
  15. Sand-filter
  15. Sand-filter
  The walls here are porous and steadily drip water. A small
  river of water, covering the stone floor in slick algae, fills the
  hallway to the shins and runs and leaks through the doorway
  at 47.
  16. 
  16. Narrow Passage
  Narrow Passage
  The passage way here is wet, dark and narrow.
  17. Prayer Room
  17. Prayer Room
  This small room contains a rotten leather whip on the wall,
  and is spotted with blood.
  18. Cell 1
  18. Cell 1
  This cell contains the rotting remains of former adventurers.
  They have a crude map showing the shape of 1d3 nearby
  rooms.
  19. Cell 2
  19. Cell 2
  This cell's door hangs open, but is empty.
  20. Cell 3
  20. Cell 3
  A key is hidden in the rotten straw mat of this cell. It has a
  10% chance of unlocking any locked door in Freystand or the
  Warren, and afterwards only opens that lock.
  21. Secret Antechamber
  21. Secret Antechamber
  This antechamber contains the skeletons of hobgoblin's and
  crude carvings on the wall, cursing the silver flame.
  22. Burial Chamber 1
  22. Burial Chamber 1
  This burial chamber is filled with stone sarcophagus's stacked
  on top of one another, some having tipped over and spilled out
  dusty contents. In the back, a small hidden crack runs to 33.
  23. Burial Chamber 2
  23. Burial Chamber 2
  2d4 goblins and 1 goblin boss are searching this room for
  valuables and avoiding work,.
  24. Burial Chamber 3
  24. Burial Chamber 3
  This burial chamber is roughly carved and is filled with pots
  of varying sizes, all containing ashes of the dead.
  25. Burial Chamber 4
  25. Burial Chamber 4
  One side of this burial chamber has collapsed, and those
  picking through the rubble can emerge into a system of
  natural caverns.
  26. Burial Chamber 5
  26. Burial Chamber 5
  This burial chamber is half carved, clearly not completed. A
  rotted painting stands against the wall, depicting a man in
  rags. It smells like the goblins are using this room to poop.
  27. Burial Chamber 7
  27. Burial Chamber 7
  This room is well-traveled, and the sarcophagi have been
  pushed aside to clear a path through,
  28. Burial Chamber 8.
  28. Burial Chamber 8.
  This room's floor is cracked and uneven, but otherwise the
  floor is cleared.
  29. Secret Statue Entrance
  29. Secret Statue Entrance
  There is a secret entrance here into the burial chambers via a
  hidden door. The entrance is concealed underneath the statue
  of the silver flame that has been defaced, requiring a passive
  15 perception check or a DC15 Wisdom (Perception) check to
  find it for those actively looking.
  30. Worship Chamber
  30. Worship Chamber
  This worship chamber has room for the pennant to pray
  before the silver flame. Offerings are scattered all over the
  floor, having been kicked by passing goblins.
  31. Hall
  31. Hall
  This main hall is covered in stone doors. A collection of 1d4
  goblins and their giant spider pack mule are using this area
  as a base of operations to search the chambers.
  32. Intersection
  32. Intersection
  Standing in this intersection water can be heard from the
  north, while wind blows from the south. The halls to the east
  are carven and clearly go to somewhere proper.
  33. Treasure Vault
  33. Treasure Vault
  A cache of hobgoblin treasures exist here, hidden. It contains
  1800 cp, 1100 sp, 100 gp, Bloodstone (50 gp), Sardonyx (50
  gp), Star rose quartz (50 gp), 3 x Zircon (50 gp), 2 x Potion of
  Healing (common, DMG 187)
  34. Burial Corridor
  34. Burial Corridor
  This claustrophobic hallway is lined with standing sarcophagi.
  The last's ones door is spring loaded, and is held firmly shut
  from this side.
  35. Reservoir
  35. Reservoir
  This room has access to an underwater well, and is filled with
  a large pool.
  36. Carven Entrance
  36. Carven Entrance
  This small antechamber is lined with skulls.
  7
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  8/14
  37. Church of the Silver Flame
  37. Church of the Silver Flame
  Entrance
  Entrance
  The wall here is illusory and transparent from the silver flame
  side. The hallway leads back up into the silver flame church.
  38. Slime
  38. Slime
  This small storage chamber is filled with a black pudding.
  39. Dig site
  39. Dig site
  This is where the hobgoblin's are currently trying to break into
  a sealed part of the lower level vault where the blood throne is
  supposed to be. At any time, there are 1d12 slaves (stats as
  commoners) and 2d4 goblins overseeing their work.
  40. Unstable Cave
  40. Unstable Cave
  This dig site is unstable and has a chance of collapsing if a
  particularly loud explosion occurs in the area, dealing 2d10
  damage to anyone caught in the area and burying them,
  requiring a DC15 athletics check to escape. The area will
  become impassable after that.
  41. Wet Caves
  41. Wet Caves
  The walls and floors of this cave are slick and rounded, and
  covered in water.
  42. Cavern Tunnel
  42. Cavern Tunnel
  This uneven dug passageway leads to the main dig site.
  43. Cistern
  43. Cistern
  This is a central cistern for the city, A large pool rests in the
  center, and water up to your knees fills the rest of the space. A
  thin walkway runs along the edges.
  44. Butcher Room
  44. Butcher Room
  1 wight lairs in the secret abattoir. He was a serial killer
  before the fall of the city and turned feral eating the dead.
  45. Stone Room
  45. Stone Room
  This featureless stone room is square.
  46. Flooded Chamber
  46. Flooded Chamber
  A hole in the ceiling here lets water flow downwards into the
  dungeon.
  47. Surge Room
  47. Surge Room
  The water flows through this room to 48.
  48. Channel Room
  48. Channel Room
  A thin channel runs to 49.
  49. Cistern Entrance
  49. Cistern Entrance
  The water flows here into an enchanted cistern, a wide and
  deep reservoir of water. Over a period of a week, any water in
  the cistern is purified to drinkable standard.
  50. Stone Chamber
  50. Stone Chamber
  Plain stone chamber bereft of notable features.
  51. Hidden Armory
  51. Hidden Armory
  This room is stacked with rusted swords, rotten shields,
  broken arrows and corroded armor. Enough to arm a small
  militia if any of it worked.
  52. Fungal Colony
  52. Fungal Colony
  A large number of mushrooms have spored here, coating the
  ceiling and floor. Need to be cut down to proceed.
  53. Cobweb Chamber
  53. Cobweb Chamber
  This chamber is thick with cobwebs that obscure vision past
  10ft.
  54. Lair
  54. Lair
  A rogue barghest lairs here, drinking its hours away. 50%
  chance it's home or coming back soon.
  55. Caustic Pool
  55. Caustic Pool
  A low pool rests here, filled with an acidic liquid. 2d4 acid
  damage per round while standing in it. A potion of greater
  healing twinkles at the bottom, protected in a crystal flask.
  56. Sinkhole
  56. Sinkhole
  The floor slopes sharply, descending 30 feet into this low
  cavern. It's colder here.
  57. Natural Chamber.
  57. Natural Chamber.
  A natural tunnel winds along here before coming to a cave in.
  58. Sinkhole
  58. Sinkhole
  The water proceeds downwards through a squeeze. Daring
  creatures can make a DC15 athletics check to pull through
  and reach 43. Otherwise, they are stuck and drowning.
  60. Slave Hovel 1
  60. Slave Hovel 1
  This dark crowded room is home to the slaves that dig in 39
  or are sent ahead to trigger traps in the complex. About a
  dozen slaves (stats as commoner) sleep here.
  61. Slave Hovel 2
  61. Slave Hovel 2
  Five expert dwarven miners live here (stats as commoners).
  The hobgoblin's keep close tab on these ones, as there
  earthwork knowledge is key to the excavation.
  62. Goblin Hovel
  62. Goblin Hovel
  A dirty, disgusting hovel for the goblins in the area. 2d4
  goblins and 1d3 goblin boss are here resting.
  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  9/14
  63. Bugbear Longhouse
  63. Bugbear Longhouse
  Decapitated heads of rebellious slaves adorn spikes outside
  the longhouse. 2d4 bugbears lounge here at all times,
  avoiding work.
  64. Hobgoblin Barrack
  64. Hobgoblin Barrack
  Clean, orderly barracks for the hobgoblins. At anytime there
  are 1d6 hobgoblin's here training, sleeping or eating.
  65. Storehouse
  65. Storehouse
  This building is filled with food and water, along with digging
  supplies.
  66. Command Hut
  66. Command Hut
  The hobgoblin warleader Thrugget (stat as hobgoblin
  captain) and the bugbear chief Hlaaz make their plans in this
  hut. In case of invasion, they will rally a counterattack and
  hunt the players down. Slaying these two leaders will strike a
  serious blow to the hobgoblin forces.
  67. Hobgoblin Shrine
  67. Hobgoblin Shrine
  Two hobgoblin priests (stats as priest except they have the
  Martial Advantage feature found on hobgoblin's.) tend the
  executioner block here.
  68. Excavation Site
  68. Excavation Site
  This area is frequented by patrols, roll for random encounter
  every 10 minutes but only give the Mixed Company result. Any
  battle will draw the occupants of the buildings in 1d6 rounds.
  69. Explored Room
  69. Explored Room
  This square room has an odd crystalline east wall that allows
  occupants to view 70.
  70. Staging Point
  70. Staging Point
  This large circular room is used as a staging point to explore
  the rest of the complex. A hobgoblin captain keeps time for
  the goblin patrols and processes their reports at a wooden
  lectern. Every ten minutes, roll for a random encounter in this
  area but only give the Mixed Company result.
  71. Fortified Hallway
  71. Fortified Hallway
  This hallway has a broken down ballast on the southern end
  and has low stone cover to defend against intruders coming
  down the hallway.
  73. Sealed Room
  73. Sealed Room
  This room is sealed closed. Inside it stinks like acid and the
  walls and floors are covered in circles the star spawned grue
  have carved over the years. It contains 4 star-spawn grue and
  1 choker. They are in a dormant state but awaken as the
  doorway is opened. They are escapees from the Oculus.
  74. Unsealed Room
  74. Unsealed Room
  The corpses of hobgoblins and star-spawned grue litter the
  ground here. The captain's ordered the bodies left behind, as
  they all fester with a strange disease.
  75. Trap Room
  75. Trap Room
  The walls of this room are scorched and several goblin
  corpses lie here, toasted. The floors are pressure plate
  triggered trap. DC15 to find, DC10 to disable, any creature in
  a 20ft cone of the wall take DC12 Dexterity saving throw or
  take 2d10 fire damage, or half on a success.
  77. Throne Entrance
  77. Throne Entrance
  Large iron double doors dominate the end of this room,
  splashed with blood. A crossbar blocks the way forward, and a
  hourglass indentation magically seals the doors closed. They
  key is an hourglass hidden in Room 1.
  The contents of these rooms are magically locked in time, the
  final moments of a desperate losing battle stretched into
  infinity.
  78. Throne Amphitheater
  78. Throne Amphitheater
  This room is dominated by a large amphitheater that
  descends downwards 50ft, with a sandpit bottom. A battle
  rages between two sides: 1 star spawn hulk, 5 star-spawn
  grue versus 1 hobgoblin warlord and 5 hobgoblin's. The
  Hobgoblin warlord wields Unbroken, a magical battleaxe.
  If the player's don't interfere, the hobgoblin's will be slain and
  the hulk will be at 68hp and 1 star-spawn grue will remain.
  Unbroken Wondrous Item, Major, Uncommon. Battleaxe. You
  have +1 bonus to attack and damage made with this weapon.
  Once per day, recharging at dawn, the wielder of Unbroken
  can deal an additional die of damage to a creature it hit if that
  creature is within 5ft of an ally of the wielder that isn't
  incapacitated.
  79. Throne
  79. Throne
  A dozen slain hobgoblins and star-spawn creatures litter the
  broken, uneven ground around the Blood Throne of Maglubiyet.
  The throne sits in the center of this room, a unholy monolith of
  steel built for a giant. It's base is carved with the skulls of a
  variety of races, and spikes stick out of the back like a halo,
  slowly dribbling blood from a set of impaled heads. The earth
  around the throne is cracked and heaved and a deep-green
  eldritch glow comes from beneath.
  Mounted on the walls of this room and displayed in
  decorative stands are enough ancient arms and armor, though
  mismatched, could supply a 100 men.
  A hobgoblin wizard, smashed flat by the hulk's fists, lies at
  the base of the throne.
  If the players search the hobogoblin wizard, they find clutched
  in his fist a necklace of fireballs.
  9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  10/14
  If they players peer down into the cracks in the floor, read the
  following:
  The cracks descend into a tunnel lined with swirls like that of
  nebulas and twinkle with starlight, descending into darkness.
  The breath like that of a great beast wells up at regular
  intervals.
  Bloodthrone. Any creature who swears fealty to Maglubiyet
  can kneel before the throne and beseech the god for aid. If
  Maglubiyet deems them worthy, they can receive at cleric spell
  up to level 3 cast of them. This effect can occur 5 times a day.
  While a spell is active on a creature, they shed a orange light
  and are filled with the urge to do battle. The throne can be
  destroyed by anyone bearing a holy symbol of another god.
  Treasure. Scattered around the throne are also offerings to
  Maglubiyet: 1900 cp, 1200 sp, 100 gp, a fistful of precious
  stones worth 60gp, and a tube containing a scroll of vicious
  mockery, (common, dmg 200), a scroll of locate object
  (uncommon, dmg 200), and a potion of healing (common, dmg
  187).
  End the Adventurer
  End the Adventurer
  The throne can be destroyed by anyone bearing a holy
  symbol of another god, or with the use of the necklace of
  fireballs. If the throne is destroyed the people of Freystand
  will be inspired to rise up against the invaders. People will
  once again bear the icon of the silver flame. If the players do
  not destroy the throne, the hobgoblins will do all they can to
  reach it and move it out of the city.
  If the timepiece is placed on the door again the world is
  safe from the creatures lurking in the Oculus. If it's left
  unsealed, roll at the beggining of each week on the following
  table to see what happens.
  Oculus Occurences
  2d6 Roll
  2
  A war priest named Valiant Dimargo arrive in the city,
  seeking hands to help them descend into the Oculus
  to seal it again.
  3-6 1d2 star-spawn mangler take up residence in the
  Warrens, defending the Oculus.
  7-9 2d6 star-spawn grue and a choker emerge, prowling
  the night in the city.
  10-
  11
  1d4 star-spawn hulks emerge to terrorize the
  townsfolk during all hours of the day.
  12
  The star-spawn seer emerges, mastering all star-spawn
  that have emerged so far. Permament twilight falls
  over Freystand Valley, and swiriling nebulas and
  glittering stars become a permanent fixture of the sky.
  Meteorites regularly rain down into the valley,
  bringing more star-spawn.
  Driving the hobgoblin's away. If the players can amass
  enough arms for the people and complete some of the city
  encounters, they can inspire an uprising led by Joraskul to
  drive the hobgoblins away.
  If the player's descend into the Oculus, they are in trouble.
  The shaft descends 400ft into a dark, monolithic cavern
  dotted by stalagmites the size of castles. Among these pillars,
  dozens of star spawn grue lurk lead by a star spawn seer.
  The seer has seen where the players will arrive, and will take
  the timepeice before allowing them to return to the surface
  and warn its fellows that doom is coming. if the players fight,
  they will certainly be annihilated.
  10
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  11/14
  Legal
  Legal
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast.
  Credits
  Credits
  Cover Art. Idyllis of the King by Gustave Dore.
  11
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  12/14
  Appendix A: Alternate
  Appendix A: Alternate
  Starts
  Starts
  Start 1: Underground
  Start 1: Underground
  You land with a sploosh in a thick liquid that clogs your eyes,
  throat and ears. Sputtering, gasping, desperately wiping thick
  substance away from your face, you pull yourself out of the tar.
  You're lying on your back, gasping, In a cave, on the shore of
  a pool of thick tar. The entrance you fell through has collapsed
  - bits of rubble rain down into the black tar and sink. Purple
  fungus grows on one side of the room, giving the place an
  unearthly light. The roof is low, with stalactite within arms
  reach. You are trapped.
  Location: Deep underground, edge of a tar lake Smell: Acrid
  lamp oil. Sound: Far-off dripping. Sight: Very little - purple
  glow from fungus. Dramatic Question: Can we escape from
  this hole?
  Omen
  Omen
  if you've played through Sorrow of the Sand Lord, those were
  Infected with mummy-rot notice their flesh is cracked and
  desiccated - and It hurts terribly. Every 24 hours, they will lose
  1 Constitution. This will continue until they die or have a
  remove curse cast on them.
  Points of investigation:
  Points of investigation:
  Whichever way players decide, they are now wandering
  through caverns of the deep earth. Use the following
  Exploration mini-game to resolve.
  At the beginning of the day, have the players choose roles. if
  you have more than 4 characters, they can double up for
  advantage in one area.
  if the navigator succeeded their check, add a d4 to the
  navigator dice pool. Then roll the pool and consult the table
  for what the player's encounter.
  if the lookout succeeded, the players Identify this encounter
  beforehand and can go around or prepare. Otherwise the
  scene opens with them In the thick of It.
  if the mapper succeeded, the players can re-roll the navigator
  pool if they've already encountered this particular encounter.
  This only happens once a day.
  Exploration Summary
  Role
  Check
  Navigator
  Wisdom (Survival) to try and find a way out.
  Success: Add a cumulative 1d4 to the next
  encounter roll. Failure: Nothing.
  Forager
  Intelligence (Nature) to identify safe food/water.
  Success: Find enough food/water for everyone.
  Failure: Players have three points of energy
  storage. Eating/drinking adds 1 storage. Not
  eating/drinking for a day depletes 1 storage. At
  the end of the day, if they have no energy stored
  everyone takes 1 point exhaustion.
  Lookout
  Wisdom (Perception) check. Success: Notice
  the next encounter. Failure: Stumble into next
  encounter without time to avoid, stealth or
  prepare.
  Mapper
  Needs a way to map. (quill & ink, chalk, carve
  into skin). Success: Re-roll navigator pool if you
  roll an encounter you've already had. Only do
  this once a day. Failure: Roll Encounter.
  Result Encounter
  0
  You wander back into the tar-pit room, where you
  began. This is going to be a long journey.
  1
  Village accessed by a squeeze - 4 dog-headed
  humanoids, stats as warriors (remnants of Atok
  Kaman's people) live underground, worshiping 2
  magma mephits (they call them motes of the sun).
  Humanoids have ever seen the sun and fear to seek
  it out. Humanoids could be convinced to help if you
  have the golden staff from Sorrow of the Sand Lord.
  Mephits won't like that. if encountered again, the
  humanoids have run out of food - the PC's should
  do.
  2
  .5-mile wide cavern with low jagged ceiling-
  underground lake. 1d8 sightless mermaids lurk
  here. non hostile, but know no way out. Will supply
  food and water for 3 days. Ruined camping gear,
  packs, shredded bedrolls on one shore. mermaids
  pretend innocence, sharp fangs showing. if
  encountered again, the mermaids will cast nets and
  attempt to drag the PC's down for a meal.
  3
  2d4 goblin bones scattered about in a ruin of a
  three-level cave-village. Each one only bears one
  wound: a piercing of the skull where a mindflayer
  drained their brain. if encountered again, a
  mindflayer arcanist floats among the ruins, enacting
  rituals to resurrect them as skeletons. He'll accept
  sincere offers of help against his foe, a beholder.
  4
  The sound of clinking equipment and moaning
  announces their presence: 4 corpses of
  adventurers, tangled in ropes. None of these 4
  ghouls can be ten feet apart from one another due
  to the ropes. if encountered again, a lone priest is
  encountered (Ekan, halfling priest). he's searching
  for his lost friends. "must be around here
  somewhere…" He has a week's worth of rations, can
  cast remove curse if the player's are willing to help
  him.
  12
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  13/14
  Result Encounter
  5
  Open, sprawling cave filled with
  stalagmites/stalactites. Floating among them are
  1d6 gas spore's, their beady eyes sightless. Passive
  perception 5. if encountered again, a Beholder with
  central flaming eye is patrolling the area. He's
  searching for his foe, a mindflayer, and promises
  gold if they find the creature.
  6
  A rubble-strewn passage that appears to have been
  recently cleared after a cave-in. A breeze and the
  scent of wood leads you on. The surface must be
  close. If encountered again, 4 hook horrors are
  doing battle with 8 drow warriors. Neither faction
  has interest in letting the heroes live. Roll 1d3 to
  determine how many die on each side per turn.
  Drow have ammo and 8 rations but no gold.
  7
  T-intersection, a strong draft can be felt here.
  surface air? ground is muddy and difficult terrain. A
  giant centipede corpse lies nearby, moldering.
  inspection reveals it was pierced from above. if
  encountered again, the last three people passing
  thru the intersection is attacked by 3 pierces.
  Ceiling is 10ft high.
  8+
  You climb up a narrow tunnel and stand in the rim
  of a natural underground spring. A mighty waterfall
  tumbles through the center of the room, and a river
  lies 50 ft below. A narrow stone formation connects
  your side of the cavern to the opposite. Blessed,
  beautiful daylight streams in from a tunnel on the
  opposite side, and you can hear birds chirping, and
  clean air brushes past you. As you cross the stone
  bridge, a figure moves to block your path on one
  side. A possessed suit of dwarven animated armor,
  haunted by the spirit of a dwarven knight. He must
  be defeated in an honorable duel or defeated by wit
  of a riddle. if challenged to a fight he'll engage on
  the bridge, mixing in shove actions. Otherwise if
  the players ask a riddle, have them make an
  Intelligence DC15 check. if the characters simply
  pelt him with ranged attacks, he'll retreat across the
  bridge and take cover. The armor has a hoard from
  all those he's defeated. His willing to part with them
  against a noble opponent that bests him. Hoard
  (181 gp 59lb): 2,100 cp, 800 sp, 60 gp, 25gp Pair
  of engraved bone dice, 2 potions of healing. The
  cave entrance opens up on a ridge, and players will
  see Freystand valley and the city itself nearby.
  Proceed to Freystand Valley section at the
  beginning of this book.
  Start 2: Mountains
  Start 2: Mountains
  You crawl up a slope, sweat beading on your brow. It's been a
  few days since you've left the desert, and this mountain range
  is proving to treacherous. You know there is a fort on the
  other side of the range, one of the few points of light in these
  wild borderlands.
  Location: Wild mountain range. 
  Smell: Dust, cold wind, sweat. 
  Sound: Wind, echoing eagle cries. 
  Sight: Scree covered slopes, rocky cliff-faces, small shrubs
  wracked by wind. 
  Dramatic Question: Can we cross this mountain range?
  Omen
  Omen
  if you've played through Sorrow of the Sand Lord, those were
  Infected with mummy-rot notice their flesh is cracked and
  desiccated - and it hurts terribly. Every 24 hours, they will lose
  1 Constitution. This will continue until they die or have a
  remove curse cast on them.
  Points of Investigation:
  Points of Investigation:
  Whichever way players decide, they are now wandering
  through wild mountain range. Use the Exploration minigame
  outlined earlier to resolve.
  Roll Encounter
  0
  It's been a rough, rocky day with many twists and
  turns. You come across your campfire from this
  morning…this is going to be a long journey.
  1
  You come across a set of chiseled stairs in the
  mountainside. Following them, they climb about 91
  feet up the mountain side before ending abruptly on a
  flat rocky outcrop. A wide, clear pool of water has
  formed here, and bushes covered in thick edible
  berries grow around It. You can find 3 days worth of
  rations here. Climbing the stairs once more, two eagle-
  lion crossbreed (stats as hippogriff) animals are
  slurping water. They look up at you, a hungry look in
  their eyes.
  2
  You've been traveling along a goat-path, making good
  time. A rock crashes nearby and looking up the slope
  you see a 9-foot-tall gray-skinned man, laughing
  heartily before drinking from a horn. A drunk Goliath
  named Gauth (stats as barbarian) with a violent
  temperament challenges the players to a rock-
  throwing contest. if he loses, he'll angrily demand a
  wrestling contest. if he loses, he'll challenge someone
  to a battle to the death. You come across a young
  woman Goliath, looking for her brother. He's a drunk,
  and wanders off to go climbing on its own frequently.
  if she discovers he has been slain, she apologizes for
  the trouble. if the players help her find her brother,
  she will bless the navigator, which will let him re-roll
  his next Survival check.
  3
  A collection of stone obelisks, gray and featureless but
  clearly erected here. Bones scatter the ground In this
  area.You come across a collection of stone obelisks. 4
  hobgoblins are busy tying ropes around them to pull
  them down.
  4
  You spy a ravine covered in thick webs. Going another
  way subtracts navigation dice. 7 Giant wolf spiders lurk
  in the area.
  5
  Banners flap in the breeze. Up ahead, you spot an
  encampment. A skeletal warhorse, 3 flesh-picked
  zombies lurk around the fire and a ghoul broods over
  maps of the journey they were undertaking in life.
  Taking the maps add a bonus navigation dice to the
  next roll. 7 goblins have made this camp their home,
  serving the undead if they haven't been slain. They
  know what's going in Freystand.
  13
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  3/23/2019
  Title | GM Binder
  https://www.gmbinder.com/documents/print/-LaXqKVbhu7bcZBsHbu1
  14/14
  Roll Encounter
  6
  A nearby peak is smoking and is rent. Molten-hot
  magma oozes down the side. You can continue on,
  but you'll be forced to walk along a twisting path that
  overlooks a magma flow. if encountered again, 4
  magma mephits lurk along the banks of the lava. They
  are cruel but stupid.
  7
  A group of mountain men returning from a raid. 5
  bandits and 8 mastiffs. They are refugee's from
  Freystand. if encountered again, these men are doing
  battle with 8 hobgoblins on patrol. Roll 1d3 each
  round to find out how many die on each side.
  8
  You round a hilly bend, the wind whipping fiercely.
  Suddenly, the valley below you is revealed. Proceed to
  the Freystand Valley section.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Blood Throne of Maglubiyet.pdf