This folder contains short adventures for the Dungeons & Dragons 5e tabletop role-playing game.
Issue link: https://scolumbus.uberflip.com/i/1500776
7 Extending the Adventure ere are few open areas of the adventure, ripe for the DM to add detail: The Sorcerers of the White Crystal Peaks I'Zor'zah's motivation is to destroy the wizard cult he hates, the Sorcerers of the White Crystal Peaks. ey don't make an appearance in this adventure. If their name comes up, a DC 15 Intelligence (Arcana) check reveals that they are a small group of hermit wizards who mostly keep to themselves, studying powerful ice and weather magic, and occasionally dabbling into necromantic arts. ey would be entirely unknown ex- cept for some occasional raids they make into dwarven or hu- man settlements to capture slaves for their invisible tower in the mountains, the White Crystal Spire. Regardless of whether I'Zor'zah survives the adventure, the PCs can track the Sorcerers down to inform them of the threat. is may earn them their thanks, if the PCs actually save their tower from danger. On the other hand, if the PCs are seen to be threats to them (for example, revealing the lo- cation of their hidden tower), the Sorcerers will make good Enemies for future campaigns. The Mine of Davinn-Kahr If the PCs rid the land of I'Zor'zah, they will have discovered a legendary dwarven mine all to themselves. is could have several repurcussions: • e PCs can take ownership of the mine. While the rare platinum has mostly been mined ages ago, there is enough of it left to make rich men of the PCs. However, running a mine is a complex operation. e PCs will need to attract laborers to this far-off location, and repair the broken mining machin- ery, which could cost tens of thousands of silvers. Further- more, they'll face claims by dwarven royalty, who claim the mine as their own, and will be willing to take it back by force. • e PCs can bring the location of the mine to the nearby Dwarven lords. is will earn them a good reputation among dwarves, and likely a patronage. e dwarves will pay hand- somely for the location (thousands of gp, or perhaps a rare item from their vaults). • It's also likely I'Zor'zah has turned the mines into a labry- inthine, monster-filled, dungeon. Great rewards await the ad- venturers who can clear it out of the remaining orcs, trolls, hobgoblins... and the sleeping dragon that lies dormant in the bottom chamber. Magic Items Dwarven Beetle Oil Despite its name, this greasy black liquid is created from the concentrated blood of cave-dwelling ironmouth spi- ders. (Dwarves, careful with their secrets, would never call this oil by a more obvious name!) When applied to a metal blade, the oil imbues the weapon with magical sharpness that lasts one hour, increasing the blade's dam- age by +1d4. It has no effect on bludgeoning weapons. I'zorzah's Diamond Powerstone I'zor'zah has an immensely rare, diamond, manastone that gives +2 to all spell checks. e stone, however, has two crippling quirks. First, it only works for spells not cast on living subjects. Second, it immediately broadcasts its location to ten random undead sorcerers, who can tempo- rarily channel their magical energy through it. The Golem Veined with Platinum Large construct, unaligned Armor Class 20 Speed 30 ft. Hit Points 210 (20d10+100) STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 20 (+5) 3 (-4) 11 (+0) 1 (-5) Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Common, but can't speak Challenge 16 (15,000 XP) Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. e golem is immune to any spell or effect that would alter its form. Magic Resistance. e golem has advantage on saving throws against spells and other magical effects. Magic Weapons. e golem's weapon attacks are magical. Multiattack. e golem makes two melee attacks. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Poison Breath (Recharge 6). e golem exhales particle gas in a 15- foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If you enjoyed this adventure, or ran it for a group, all the au- thor asks is that you give a shout out and let me know how it went. Send a note to @Sagealcos on Twitter or send an owl or email to thalcos@hotmail.com

