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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5 #19 You stumble another half-hour in the snow. e cave was prob- ably the home to a pack of yetis, or ice fiends. It's a good thing you avoided it. Unfortunately, the cold winds have begun to take their toll. Make a DC 8 Constitution (Survival) check. If you fail, you suffer 1 hp damage from hypothermia and are exhausted and suffer disadvan- tage on your next roll. You stare up at the looming castle. Its stone has been covered with sheets of ice as thick as your body. With any luck, you won't have to climb up the walls to find an entrance. If you decide to circle around the castle looking for an entrance, go to 3. If you decide to use your pitons and rope to climb the wall to a window, go to 35. #20 You can't dig fast enough. e ice fiend bounds up the cavern roaring in anger at your intrusion. You turn your weapon on to the foul beast! Write the word AMBUSHED on your character sheet. Go to 17. #21 You spit a curse at the defeated fiend. You quickly search the creature's lair but find nothing of interest other than some bloody bones and fiend teeth. You spend some time bandaging your wounds. is counts as a short rest. You can spend one or more Hit Dice, up to your maximum number of Hit Dice. For each Hit Die spent, roll die and adds your Constitution modifier. You regain hit points equal to the total Anxious to leave this chamber before the ice fiend finds the courage to come back, you push your way down a long twisting corridor. e end of the tunnel appears about twenty minutes later, but it's been completely frozen shut with ice and snow. You draw your weapon out and start pounding. Make a DC 7 Strength check. If you succeed, you break down the door quickly. If not, you are exhausted from the work and your next roll will be at disadvantage. In a few minutes you manage to break through. You push your body out the hole you've made and feel something hard and stone- like in front of you. Go to 47. #22 Your body warms as you jog down the icy path. ough the walls of this tunnel are frozen solid, it is much warmer in here than in the cold, biting winds. You glance down at the floor as you run, and are startled to see several large footprints walking in the direction you're going. You draw out your weapon to be on the safe side, and continue your journey down the dim hall. Almost an hour later, you find the tunnel going uphill. You slow down you pace – no need to get tired before reaching the castle. Suddenly, bright sunlight hits your eyes. You've found an exit! You crawl out the small tunnel and find yourself looking over the edge of a tall cliff! Almost directly below you lies the Castle of Madness. Once you manage to get down the cliff, you'll be near the walls of the castle. If you try climbing down the icy cliff, go to 15. If you try walking around the wind-torn cliff, go to 52. #23 Some of the tapestries are still together; others are torn and de- stroyed. Two, in particular, catch your eye. One tapestry shows a striking, blue-eyed maiden in ornate armor, the other shows a runed axe lying on a gilded table, being presented to a white-haired queen. Make a DC 15 Intelligence (History) check to examine these old tapestries further. If you succeed, go to 57. If you fail, go to 51. #24 Wrapping some cloth around your hand for protection, you try to wedge the glass dagger out. With any luck, this exotic dagger will be worth a lot of silvers. Or maybe you'll decide to keep it as a backup weapon. Make a DC 10 Dexterity check. If you fail, the dagger slices through your gloves and deep into your hand. Take 1d4 damage. If you succeed, you carefully pry the glass-like dagger out without injury. is is a very fine dagger +1, enchanted to be shatterproof despite the fact that it looks to be made from glass. You continue onwards. Go to 33. #25 Deciding to head towards the main part of the castle, you skip the bedrooms and head down a long, winding hallway. Much to your surprise, the castle in this part looks sturdy and complete. Perhaps

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