This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500713
9 #41 As the ice fiend is licking his claws clean, his beady black eyes falls on you. He lets out a roar from his wierd, circular mouth, tosses the mortally wounded seal against the side of the cave, and charges you! Draw out your weapon and go to 17! #42 You loop your grapple around the neck of the broken gargoyle. Testing the rope a few times, you hoist yourself and scramble up the thick rope. In a few seconds, you reach an icy window sill. If you peer into the room first, go to 4. If you quickly scramble in, go to 45. #43 You dig around the bases of the various statues, looking for any- thing of value. Make a DC 10 Intelligence (Investigation) check. If you succeed, go to 2. If you fail, go to 39. #44 To sneak past the ice fiend, you must succeed at a DC 14 Dexterity (Stealth) check. If you succeed, go to 10. If you fail, go to 41. #45 You swing your body over the icy sill of the window and leap into the dim room. e white light shines through the window and il- luminates the remnants of this old bedroom. A broken bed lies in the corner of the room, its decorative blanket still well preserved in the cold. A dresser with a shattered mirror sits opposite the bed, and you can almost feel the ghosts of the nobility who once slept here. You look through some of the dressers, and find nothing but old clothes. No, wait. Underneath a fine blue chemise is a tarnished silver tiara. Smiling, you place the jewelry and the blue chemise in your sack. You walk to the door and peer out. Dark stairs lead upwards into a turret, and to the right, a corridor heads down to more abandoned bedrooms. If you climb the stairs, go to 50. If you head to another bedroom, go to 28. If you skip the bedrooms and go down the corridor, go to 25. #46 You carefully press your ear to the door, holding your breath to keep the stench from interrupting your concentration. Suddenly, you feel this horrible pain in your ear. You tear your ear from the door only to discover that you're bleeding from hundreds of pores on the side of your face. You gasp and draw out your weapon. Take 1d4 damage from the wound. If you're still alive, you can either run from the castle and go to 53... ...or, you can bravely confront this dangerous menace behind the door. You relight your torch and angrily tear the half-broken door off its hinges. Go to 38. #47 You look up and see a crumbled statue of an armored warrior in front of you. You look around... you found a way into the courtyard of the Castle of Madness! Beyond the graveyard of dozens of bro- ken statues are two doors. 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 door, go to 11.

