This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
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5 cort him to a nearby town. If the PCs impress the count, they may earn his long-term patronage (DM's discretion). Travel- ing with him will likely slow the PCs down, unless they do an utterly amazing job healing him. St. Bernard's Peak As the PCs head towards the beacon, they will turn a bend and see a huge peak in the distance. e peak looks vaguely like a man with outstretched arms. A DC 5 Intelligence check will identify the mountain as St. Bernard's Peak after its shape. e peak is a well-traveled pilgrimage location for the faithful dwarves and men of Zark. More importantly, this peak will help orient the PCs towards civilization. A DC 5 Wisdom (Nature) check will enable them to trace a route towards the mountain and its main road that will take them south into Megalos. Davihn-Karr and the The Golem Veined with Platinum After a few hours journey towards the beacon (or via the tug of the axe Kahd, which will soon be yanking its owner along briskly!) As the PCs summit the lip of a valley, an awesome sight will render itself – a three-story statue of a great, bearded sorcerer, made of marble, and veined all over with grooves. A few hun- dred yards behind the statue is the entrance to the Davihn- Karr itself. e mine's great doors are detached, and lay buried in rubble and snow, cracked and fallen. Dozens of ancient dwarven mine carts lay turned over and broken near the en- trance to the mine, as if vomited up by the mine itself. A scaffold surrounds the great construct, and half a dozen slaves climb the scaffold carrying chunks of rock, depositing them in a large cauldron at the top, which burns with blue fire. Elsewhere, more slaves push mine cards of the rock to the base of the statue. At the top of the scaffold, a robed man, blue-faced, wearing an iron crown, and white fur robes silently watches the pro- cession. He occasionally gestures at his cauldron, heating it to just the right temperature. is is I'Zor'zah the Azure. All around the statue are dozens of slaves, mostly orc and half-orc, a few human, goblins, or dwarves. Some are even dressed in the uniforms of the peasant militia that set out to capture Fat Farlsbag! eir eyes are pure white, their minds gone (a wizard making a DC 10 Intelligence (Arcana) check will identify this as some kind of variation of an enslavement spell). Some haul rocks away from the base of the statue, others use picks and hammers to mold the marble statue into greater detail. (is is a great spot to introduce one of the PCs' old friends or allies — perhaps even Ott the dwarf from earlier int he adventure — as one of the I'Zor'zah's slaves!) PCs who study the area may notice a few additional details: • A DC 15 Intelligence (Arcana) check successfully identifies I'Zor'zah the Azure Medium humanoid, chaotic neutral Armor Class 16 Speed 30 ft. Hit Points 39 (6d8+12) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 17 (+3) 11 (+0) 10 (+0) Saving rows Int +4, Wis +2 Skills Arcana +4 Senses passive Perception 10 Languages Common, Dwarvish Challenge 2 (450 XP) Spellcasting. I'Zor'zah is a 3rd-level spellcaster. He casts with Intel- ligence (spell save DC 13, +5 to hit with spell attacks). He has the following spells: • Cantrips (at will): fire bolt*, message, prestidigitation, shocking grasp • 1st level (4 slots): magic missile*, protection from evil and good, thunderwave • 2nd level (2 slots): hold person, scorching ray* * I'zor'zah has studied rare variations of these spells so that they appear as crystalline and stone projectiles, versus fire and light. Multiattack. e wizard makes one attack with his dagger and casts a cantrip. +2 Dagger "Bitterwhite". Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (1d4 + 6) piercing damage. Born two-hundred years ago, I'Zor'zah has been obsessed with his theories on platinum golems and platinum earth elementals. Until this day, he has lacked the materials and

