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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3 As you quietly move along the dark tunnel, you hear a disgusting noise from up ahead. You hear pained squeals and horrible rending sounds about forty paces in front of you. Your skin crawls at the thought of what lies ahead. If you turn around and go back the other way, go to 22. If you quietly venture ahead, go to 31. If you scream a battle cry and charge, go to 49. #10 You dash past the creature into the smaller tunnel beyond him. You quickly jog down the cavern leaving the disgusting crunching noise behind you. e tunnel winds its way for about twenty minutes until you can make out a bright white light from up ahead. When you come to this exit, you notice a thick layer of snow covering the cave open- ing. You pull out your weapon and start digging. Your heart is pounding. Make a DC 5 Constitution check. If you fail, you are exhausted and suffer disadvantage on your next roll. Suddenly, from behind you, you hear the roar of the ice fiend. Dig faster! Make a DC 10 Strength (Athletics) check. If you succeed, go to 26. If you fail, go to 20. #11 You approach the guardhouse door and push on it. No luck. Ap- parently, the guardhouse door is either locked or frozen shut. You can use your dagger to try prying the lock. Go to 18. Or, you can try to force the door open. Go to 40. #12 It feels warmer the moment you step into the cave, though the winds make an eerie whining sound throughout these dark tunnels. Fortunately, you had enough foresight to bring a torch. Stretching your numb fingers several times, you take out your tinderbox and light the torch. e heat seems to melt your very face. Taking a deep breath, you walk down the winding tunnels making mental notes of its rock formations in case you get lost. It seems as if someone, or something, walked these tunnels in the recent weeks. In a few minutes, you see that the tunnel turns and branches. If you head down the more trodden path, go to 9. If you head down the icier path, go to 22. If you trod down the warmer, rock path, go to 54. #13 You spot something unusual – a small trap door in the side of the room. Smiling, and remembering that guardhouses often keep valu- able weapons locked away, you head towards the door. Kneeling down, you pry it open easily – the lock has long since rusted away. Inside the cubby hole is a pitted iron shortsword. It probably wouldn't last a single swing, so you toss it aside. Behind the blade, however, is a steel-plated shield. Painted on its face are three white bears. ough the paint is a little worn, it apparently protected the shield from the elements. You carefully take the shield out, brush off some ice, and strap it to your back. Go to 6. #14 You need to duck your head to get into the servant's entrance – the doorframe collapsed years ago. After your eyes adjust to the dim entranceway, you see that some great creature entered the castle here. Giant footprints have cracked through the wood of the floor here, and age-old blood has been spattered against the walls. It gives you a shiver to think of what kind of creature attacked the castle. Digging through some old supplies, you uncover a skeleton of a dead servant. You're not sure if it was a man or woman, as only tattered cloth lies around its bones. If you search the area around the corpse, go to 16. If you continue onwards, go to 33.

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