One-Shot Adventures

One Shot: Death House 5e

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

Issue link: https://scolumbus.uberflip.com/i/1500777

Contents of this Issue

Navigation

Page 9 of 11

10 APPENDIX B | Death House If Rose's skeletal remains (see area 20) are placed in the coffin, the child's ghost finds peace and disappears forever. A character possessed by Rose's ghost when this occurs is no longer possessed (see also the "Devel- opment" section in area 20). 23F. Thorn's Crypt The stone slab is etched with the name Thornboldt Durst. The chamber beyond contains an empty coffin on a stone bier. If Thorn's skeletal remains (see area 20) are placed in the coffin, the child's ghost finds peace and disappears forever. A character possessed by Thorn's ghost when this occurs is no longer possessed (see also the "Devel- opment" section in area 20). 24. Cult Initiates' Quarters A wooden table and four chairs stand at the east end of this room. To the west are four alcoves containing moldy straw pallets. 25. Well and Cultist Quarters A 4-foot-diameter well shaft with a 3-foot-high stone lip descends 30 feet to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five side rooms once served as quarters for senior cultists. Each contains a wood-framed bed with a moldy straw mattress and a wooden chest to hold personal belongings. Each chest is secured with a rusty iron pad- lock that can be picked with thieves' tools and a success- ful DC 15 Dexterity check. Treasure In addition to some worthless personal effects, each chest contains one or more valuable items. 25A. This room's chest contains 11 gp and 60 sp in a pouch made of human skin. 25B. This room's chest contains three moss agates (worth 10 gp each) in a folded piece of black cloth. 25C. This room's chest contains a black leather eye- patch with a carnelian (worth 50 gp) sewn into it. 25D. This room's chest contains an ivory hairbrush with silver bristles (worth 25 gp). 25E. This room's chest contains a silvered shortsword (worth 110 gp). 26. Hidden Spiked Pit The ghostly chanting heard throughout the dungeon gets discernibly louder as one heads west along this tunnel. A successful DC 15 Wisdom (Perception) check reveals an absence of footprints. Characters searching the floor for traps find a 5-foot-long, 10-foot-deep pit hidden under several rotted wooden planks, all hidden under a thin layer of dirt. The pit has sharpened wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking 3 (1d6) bludgeoning damage from the fall plus 11 (2d10) pierc- ing damage from the spikes. 27. Dining Hall This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor—the remains of the cult's vile banquets. In the middle of the south wall is a darkened alcove (area 28). Characters who approach within 5 feet of the alcove provoke the creature that lurks there. 28. Larder This alcove contains a grick that slithers out to attack the first character it sees within 5 feet of it. Any charac- ter with a passive Wisdom (Perception) score under 12 is surprised by it. The alcove is otherwise empty. 29. Ghoulish Encounter The ghostly chanting heard throughout the dungeon is noticeably louder to the north. When one or more char- acters reach the midpoint of the four-way tunnel inter- section, four ghouls (former cultists) rise up out of the ground in the spaces marked X on the map and attack. The ghouls fight until destroyed. 30. Stairs Down It's obvious to any character standing at the top of this 20-foot-long staircase that the ghostly chants originate from somewhere below. Characters who descend the stairs and follow the hall beyond arrive in area 35. 31. Darklord's Shrine This room is festooned with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a vo- luminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb. The room has exits in the west and north walls. Chant- ing can be heard coming from the west. The statue depicts Strahd, to whom the cultists made sacrifices in the vain hope that he might reveal his dark- est secrets to them. If the characters touch the statue or take the crystal orb from Strahd's hand, five shadows form around the statue and attack them. The shadows (the spirits of former cultists) pursue those who flee be- yond the room's confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east wall with a suc- cessful DC 10 Wisdom (Perception) check. It's basically an ordinary (albeit rotted) wooden door hidden under a layer of clay. The door pulls open to reveal a stone stair- case that climbs 10 feet to a landing (area 32).

Articles in this issue

view archives of One-Shot Adventures - One Shot: Death House 5e