This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
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3 gold bracelet, goblin-design, on the floor. An Intelligence check concludes it is worth at least 600 silvers. • A DC 15 Wisdom (Perception) uncovers an ancient dwarven axe tossed amidst the rubble, inlaid with jewels and decor coated in brilliant platinum. A DC 12 Intelligence (History) check reveals that the axe is at least 1,000 years old. Any wiz- ard who studies the item will see that the platinum is essential platinum, an utterly rare element. e is named by ancient dwarven runes on its handle, "Kahd," which roughly trans- lates to "Harbinger." Appraising the axe, and making a suc- cessful DC 12 Intelligence (History) reveals that the gems in the axe are worth at least 200 gp! As a very fine battleaxe, Kahd does 1d10 damage. Furthermore, the axe is enchanted with a seek minerals enchantment, which enables the user to con- centrate for 10 seconds and locate the direction of a nearby large source of metals, with a particular affinity for dwarf-dug deposits (6 charges, regains 1 charge at dawn each day). • A DC 10 Wisdom (Perception) check uncovers an iron door, frozen over with ice. If the ice is melted or chipped away (which takes hours), the fine lock can be opened via lockpick- ing - a DC 14 check. Inside is a small dwarven storage closet, with three picks, 50' of fine rope, and an beautiful, dwarven- style pot-helm (worth 150 gp), decorated with a goat-head sigil also made from essential platinum. • A brazier, made of polished metal, attached to a stone pedes- tal in the floor. Around the pedestal are more dwarven runes: "Snowstorm Beacon." Lighting this beacon with fire will cause a great mechanical, hammering sound to be emanate from the cave. PCs who look from the entrance to the cave will see a second fire lit in the distance. is fire marks the entrance to the legendary mine of Davihn-Karr. • Finally, any successful search roll also reveals that there is an ancient chest in the corner of the cave, well-hidden in a hole in the ground and buried under a large rock. e chest looks like it was half-buried in a hurried attempt to hide it. e boulder is 500 lbs., requiring a DC 20 Strength check (or two people can try, both succeeding on a DC 12 Strength check). Once uncovered, PCs can see that the chest is unusally chaped, like a pentagram, with large metal bulges on the outside. It is carved with dwarven runes that read (also see Handout B): Possession of Dunther of Zark Mage of Fine Magicks (and Royal Tax Collector) e chest is locked but can be opened with a DC 12 lockpick- ing check. It is trapped with an old dwarven explosive booby trap, which requires a DC 10 find traps check to detect. If opened, the chest's bulges explode in freezing mist (DC 10 Constitution save or suffer 2d4 damage). Inside the chest lies a small cask of dwarven Beetle Oil (see p.7; note this will be frozen and shattered if the trap goes off), yeti-skin leather gloves (woth 150 gp) and a +1 dwarven throwing axe. If Ott is with the PCs, he will stammer excitedly about how the party has discovered one of the old entrances to the lost, legendary mine of Davinn-Kahr, and, if they can find anoth- er entrance, how a vast pile of platinum awaits them — not to mention a mighty reputation for locating the site! Journey to the Great Mine If the PCs are following the lit beacon, a DC 10 Wisdom (Perception) roll finds a path that lead to it. Or, since the axe is enchanted with a mineral seeking spell, it can also easily be used to locate a working entrance to the legendary dwarven platinum mines (and gives advantage to any checks to find the path, if used). Either way, the entrance to the mine is an eight hour walk to the north. Navigating this journey re- quires an Wisdom (Survival) check to survive the harsh con- ditions; failure indicates 1d4 damage from various mountain and wilderness injuries. The Manakill Crevasses After several hours of journeying, the PCs will find them- selves in a strange mountain pass. Six unusual, humanoid statues of ice dot the snowy landscape. A DC 10 Intelligence (History) check recalls a local legend. According to the story, wizards who fail the final test of the White Crystal Peak sor- cerous cult are banished and turned into ice statues — cursed to protect the White Crystal Spire for eternity. As the PCs cross this area, the statues begin to move and creak, like the sound of glass slowly breaking. Slowly, the statues point at any PCs without spellcasting ability within view, and the ground underneath those PC begins to crack and turn fragile. e PC must make a DC 10 Dexterity (Ac- robatics) save to leap to safety as a crevasse forms underneath them. Fortunately, the crevasses are not that deep. ey aver- age about 5-10 yards deep (up to 2d4 damage). Climbing out requires a DC 12 Strength (Athletics) roll, difficult due to the slick, snow-covered rock. After six crevasses have been created, the statues grow still again. e statues have 60 hp (resistant to piercing and slash- ing), if the PCs wish to destroy them. However, destroying these statues alerts their presence to the evil White Crystal Peak sorcerers. Within a few hours, they will find themselves being followed by a strange, red-eyed snowy owl. While this event has no effect on this adventure, the PCs may encounter

