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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8 e man shudders. "Here, take this ring and give it to my the guard captain in Winterhaven. He will contact my family and tell them of my useless death. And if you see that great elk, hunt it down, roast it over a fire... and think of me." He hands you an amethyst ring and you nod. e warrior starts shaking and shuddering, and you decide it is better to leave him now. You head back to the slushy path and go back to the main cavern. If you head down the more trodden path, go to 9. If you head down the icier path, go to 22. Or, you can leave the cave and trek to the castle through the snow. Go to 19. #38 You draw your weapon, expecting danger. e stench from this dark room is choking you. You stare across the litter-filled room and gasp when you see that the whole room is covered in a liquid that can only be blood. In the middle of the room, you can barely make out a skinny, man-like creature wearing practically nothing. You see that his eyes are bloodshot and his skin is a disgusting mottled-red. He lets out a half-hiss, half-cackle and stumbles towards you. You're in mortal combat with this inhuman beast. is creature will not run from you... only one will remain after this fight. Because of his horrific nature, you must first resist his power of fear (see the description above). You can trade blows with the blood man or jump into tactical combat using the battle map provided at the end of the adventure. In this case, make a DC 12 Wisdom (Insight) check. If you succeed, the blood man starts near the door and you can choose your starting position on the map. If you fail, you start adjacent to each other near the doorway. If you've written down the word DARKNESS, you're in extra trouble. e blood-creature can see in the dark, but you get disadvantage to your attack rolls (unless you have a spell or ability to help cancel that penalty). e blood man's tactics are to first wound its target with its claws, and then grapple them to use his bloody seep ability to begin to dissolve and absorb its victim. If the creature is slain, go to 48. If you died, your adventure ends here. Perhaps heroes more stalwart than yourself will return to the castle to defeat this gruesome creature. #39 e ice and cold soon begins to numb your fingers, so you decide to give up your search. e snow is too deep now in the courtyard to find anything of value. If you go through the servant's door, go to 14. If you go through the guardhouse door, go to 11. #40 e old door is heavy, and may even be locked, but you push with all your might. Make a DC 12 Strength check to break down the sturdy door. If you succeed, go to 30. If you fail, you can try prying the lock. Go to 18. If you've already failed prying the lock, or just want to try the servant's door, go to 14. Blood Man Medium undead, neutral evil Armor Class 10 Speed 30 ft. Hit Points 26 (3d10+9) STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 16 (+3) 5 (-3) 6 (-2) 5 (-3) Saving rows Wis +0 Damage Immunities necrotic, poison Condition Immunities exhaustion, poisoned Senses Darkvision 60', passive Perception 10 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 1/2 (100 XP) Claw Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Seep Blood. Once a target is wounded, the blood man attempts to seep its cor- rosive blood into its target. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6 + 2) necrotic damage and the target must make a DC 10 Con saving throw or be exhausted.

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