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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10 #48 With an unnatural gurgle, the gruesome thing falls to the ground, dead. Lighting a new torch to better see the room, you discover that this was once a servant's chamber. ere is a framed picture on the wall of what seems to be the servant tending to a a strik- ing, white-haired queen. You're startled at the realization that the servant in the painting looks like the creature you just fought. You rummage around the room looking for anything of value. Make a DC 10 Constituton check. If you succeed, go to 56. If you fail, you do not have the stomach to rummage through the room's bloody contents. You decide to come back to the castle some other day –- perhaps with friends –- and discover its secrets in the safety of numbers. Go to 60. #49 You race down the icy corridor, weapon clenched tightly in hand. Screaming a battle cry, you charge headlong into a gruesome sight. A blood-covered fiend has his teeth half-sunk into a squealing seal. He looks at you in surprise, throws the half-dead seal into the cavern wall, and roars his own battle challenge! Go to 17. #50 Holding on to a marble railing, you begin to climb up the long spiral stairs that surely leads up to one of the castle's turrets. As you make your way up, you notice that the steps are worn and icy from years of being exposed to the elements. Make a DC 10 Dexterity (Acrobatics) check. If you succeed, go to 59. If not, go to 29. #51 You try to stuff both tapestries into your bag, but they're just too heavy. Unless you succeed a DC 18 Strength check, you can only carry one of them. Choose now and write that down. You can take either the maiden tapestry, or the axe tapestry. When you've decided, you wander over to examine the hole in the floor. Go to 55. #52 e cliff is icier than expected. You grasp and claw your way around the cliff, the winds threatening to pick you up and toss you over. As you circle around the cliff, a powerful gust picks up and sends you hurling towards the edge! Make a DC 10 Dexterity check. If you succeed, you catch on to the edge and manage to pull yourself to safety. Go to 36. If you fail, you plummet down the cliffside! Take 1d6 damage. If you're still conscious, you plod towards the castle. Go to 36. Otherwise, your unconscious body is found by roaming grave ghouls and you are hungrily devoured alive... #53 You run from the castle, glad that you have managed to find the few valuables that you did. Perhaps one day you will gather friends and return to the castle. Go to 60. #54 As you walk down the rock path, the ground beneath your boots turns to slush. Several minutes later, you find yourself walking through ankle-deep water. You fill up your waterskin from this source – it's better than eating snow. You light a torch, as most of the light from the cave entrance has faded away. As you continue onwards, the ground becomes steadier and smoother. You kneel to examine it, and find a thick, half-frozen red liquid on the ground. You study it closer – blood! Before you have time to think about your grisly discovery, you hear a moan from up ahead. You take a few steps forward, but see that

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