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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2 of the most precious of essential metals, would be able to walk through the earth itself. It would be easy for the construct to annihilate the tower of his enemies. en, he could use the golem to cause havoc among the settlements above and below ground, inevitably taking control of the north, and starting his own order of sorcerers. The Beginning e adventure begins immediately after the bloody battle. e PCs are lost without their guides; they know they are days from the nearest town. ey are cold, wounded, but alive. eir comrades and fellow bounty hunters lie dead or mor- tally wounded around them. Each PC must make a DC 10 Wisdom check roll to have successfully endured the ambush. A failure indicates 1d4 of general battlefield damage. A DC 5 Wisdom (Nature) roll will reveal that a dark storm is brewing to the north. An DC 10 Wisdom (Nature) check will indicate that storm will hit in two to three hours. It's go- ing to be a freezing snowstorm, no doubt, and one that will be difficult to survive without shelter. Search for Survivors If the PCs search for survivors, they will find few who are hardy enough to walk on their own off the battlefield. ere is also the danger of half-dead orcs still stabbing out at them in hatred and spite. A Perception roll will find one old dwarf that may live, how- ever. His name is OTT Z'ORTO, and except for a stubborn, bleeding head wound (which a healing spell or DC 10 Wis- dom (Medicine) check will stop), he will survive his injuries. If the PCs are helpful, he'll agree to stay with them, otherwise he'll stubbornly set out into the wilderness on his own. DM's Note: If some or all of the PCs are lower than 2nd level, Ott will make a helpful companion in the adventure head. The Storm Arrives e storm brews quickly, and shelter becomes a necessity. A Survival roll will assemble one from the snow and rocks gath- ered at the base of the mountains. An DC 10 Wisdom (Sur- vival) check or suitable spell will locate a cave a dozen yards up, high on a rocky cliffside. A closer look will reveal that an old wooden ladder drops from the cave, though it ends at least five yards before the ground. Getting to the ladder requires some rock climbing, or a magi- cal solution. A single DC 15 Strength (Athletics) roll will suf- fice. e ladder, however, is old and fragile. If a large creature (200 lbs. or more) grabs on to it, it will begin to tear free from the wall. If a PC falls, he will side several yards to the hard snow below, for 1d6 damage. The Old Cave e cave is dark, strewn with rubble, but warm. It stretches back sixty feet into the rock. Examining the cave will dis- cover two things – there are ancient dwarven runes set into the rock, and that the cave is partially carved! A DC 12 Intel- ligence (History) check (DC 5 for dwarves) reveals that these carvings are typically found in thousand-year-old dwarven mineshafts, built before the the last magical catacylsm, and common to the "Jighamner" lineage of miner-kings. Anyone who understands dwarven can read chunks of the inscription, which describe the duties of the dwarven work- ers that used this entrance: ree carts of three dwarves' worth of platinum. Every third week, leave here for third crew to haul to the Halls of Davihn-Karr. Another DC 15 Intelligence (History) check will reveal that Davihn-Karr was a legendary platinum mine of the Zarkian dwarves. According to the old stories, dwarves would haul out platinum without end from these mines. Wizards from all across the land would pay greatly for the Davihn-Karr chains and brooches that would hold their magic-storing ioun stones. After the PCs have made some noise in the cave, a guttural growling sound will be heard from the back of the cave. is cave is home to two territorial and vicious Crag Yetis! Near the yeti lair, amidst the rubble of what looks like an ancient cave-in, the PCs will find the remains of several crag men, whose meat has been picked clean from their bones. A search through the rubble will reveal several interesting dis- coveries: • A DC 5 Wisdom (Perception) check will discover a solid Crag Yetis Medium undead, neutral evil Armor Class 14 Speed 30 ft. Hit Points 40 (5d8+10) STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 8 (-1) 10 (+0) 5 (-3) Skills Stealth +6, Survival +2 Senses Darkvision 60 ft., passive Perception 10 Languages Yeti Challenge 1 (200 XP) Claw Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) slashing damage.

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