One-Shot Adventures

One Shot: Beyond the Vale of Madness - 5e

This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.

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2 Make a DC 10 Wisdom saving throw. If you succeed, you may pry the weapon lose. Otherwise, you have no stomach for such matters and decide to abandon your search. (If you take this mace, it does 1d6 bludgeoning damage and weighs 4 lbs.) If you go through the servant's door, go to 14. If you go through the guardhouse door, go to 11. #3 Snow crunching underfoot, you jog along the intact half of the castle. Just as you begin to tire, you spot a broken gateway, where once armored guards stood with tall halberds. e portal lies open and shattered and leads into the courtyard of the castle. You swing under the broken gate and look around. Dozens of statues – most crumbled – litter the courtyard. You see two doors beyond the statue graveyard. e smaller one seems to be a servant's entrance; the other seems to be a guardhouse door. If you search the courtyard, go to 43. If you go through the servant's door, go to 14. If you go through the guardhouse, go to 11. #4 You see a woman, half-dressed, standing in the room. Her skin is icy pale. She picks up the remnants of her clothes and stares at you, her ice blue eyes burning into the back of your head. Before you can even wonder about the true nature of this delicate creature, she disappears in a flurry of fine ice. You shake your head and enter the room. Go to 45. #5 You manage to loop the grapple around the gargoyle's wing. Con- fident in your skill, you begin the treacherous climb. CRACK! e gargoyle breaks away and you plummet to the snowy ground. e fall does 1d4 damage. Tending your sore arm from the fall, you decide to circle around the castle and look for another way in. Go to 3. #6 As you are about to leave, you spot a tarnished, silver ring on one of the skeletons. You pull it off and examine it. Apparently, it was the captain of the guard's signet ring. Pocketing it, you head out the door for the servant's entrance. Go to 14. #7 You stride forward with confidence and crack open the half-broken door but quickly realize that you can't see – it's too dark to make out anything but dim silhouettes. You fumble to get a torch lit as you hear a hissing cackle that chills your bones. Make a DC 10 Dexterity check. If you succeed, go to 38. If you fail, you can't get your torch lit on time. Write down the word DARKNESS and go to 38. #8 You're in luck – the strange monster is too busy with his meal to notice you. You glance around the icy room and notice that there is a small tunnel that continues past the creature. With any luck, you can get to it without him noticing you. If you decide to sneak by, go to 44. If you decide to turn around, go to 22. Or, you can draw out your weapon and attack! Go to 17. #9

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