One-Shot Adventures

One Shot: Cold Bounty 5e

This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.

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6 the statue as a pre-enchantment golem. A roll of 18+ lets the PC recognize that I'Zor'zah plans to use the essential platinum as a part of the golem to give it some kind of special ability. A roll of 20+ deducts that the essential platinum will allow the golem to move through any stone or metal less-precious than platinum. • A DC 12 Wisdom (Nature) roll identifies the chunks of rock as those that carry metal, likely platinum. A DC 12 In- telligence (Arcana) roll notices that the strange blue fire seems to be smelting the platinum into a rare, new essential metal. • PCs who study the scaffold and make an DC 15 Wisdom (Perception) check will observe two man-sized, white spiders nesting in the structure. A DC 12 Wisdom check reveals that the scaffold is not especially well-made (130 hp, resistant to slashing, bludgeoning, and piercing) and could perhaps be collapsed with enough damage to a single main support (30 hp). If the PCs try to interact with the slaves, the slaves do their best to ignore them and carry on their work. If, however, a PC is violent or intimidating towards a slave, the slave will run up the scaffold to inform I'Zor'zah of the PCs' presence. A Dispel Magic spell will break a slave from their daze. An orc slave will take advantage of his freedom to flee into the mountains. A human slave will beg the PCs to run and help them escape. ey all fear I'Zor'zah, and know little of his operation other he hates the "crystal wizards," as he calls them, and that he is preparing platinum for a powerful spell when the statue is complete. I'Zor'zah is too focused on his essential platinum to pay much attention to the PCs, unless they do something to obviously catch his eye, like harming a slave or materially interfering with his operation. If he does see them as a threat, he will confront them and try to use his mind control magic to cap- ture or enslave them. I'Zor'zah will avoid using his slaves as combatants (preferring to lure PCs near the ironouth spiders, who he allows to eat weak slaves), but will order his laborers into combat if he becomes desperate (the DM should treat them as unarmed, average people but with only 2 hp as they are weak from the cold and hard labor). If the PCs tarry too long, within an hour, I'Zor'zah will be- gin pouring the essential platinum into the golem. e thing slowly comes to life, veined with the shining substance. Fighting this creature will likely be a lost cause for all but the most powerful or clever adventurers. The Finale ere are several possible endings to this adventure. e PCs can confront I'Zor'zah and attempt to slay him – his death will release the minds of his slaves. ey can also attempt to destroy his statue, either before or after it is animated, but this will take some a clever plan or powerful magic (such as a Mold Earth or Earth Tremor spell). Lastly, the PCs can retreat (likely with Aldara's guidance, or using St. Bernard's Peak as a landmark), alerting the nearby towns to the danger of the azure wizard. However, within a day or so, I'Zor'zah will test his golem on a nearby human settlement... before tasking it with destroying the wizard cult he despises. After the Adventure DMs can give out bonus XP based on good roleplaying and success, especially if the players managed to capture or kill Fat Farlsbag (100 XP), or if they destroyed the statue or oth- erwise stopped I'Zor'zah (100 XP). Ironmouth Spiders Medium beast, unaligned Armor Class 12 Speed 30 ft. Hit Points 13 (3d8) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4) Senses passive Perception 10 Challenge 1/2 (100 XP) Mandibles. Melee Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 4) piercing damage, and the target must make a DC 11 Consti- tution save, taking 5 (2d4) poison damage on a failed save, or half on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Mind-controlled Slaves Medium humanoid (mostly human), neutral Armor Class 10 Speed 30 ft. Hit Points 2 (1d8) STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 10 (+0) 8 (-1) 8 (-1) 8 (-1) Senses passive Perception 10 Languages Common Challenge 0 (10 XP) Mining Tool. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.

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