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A ve t re f r E t n 5

adventure shorts
Designed for a party of four to five level one characters

By Rowan & Doug Schultz


R&D D&D
&D Adventures

Table of Contents Introduction


Adventures The following is a collection of short adventures, each which can
be played in an hour or two. They take place in various nondescript
Forgotten Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 outdoor environments and can be used as stand-alone encounters
Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 or dropped into any low-level campaign. We leave the season,
weather and time of day the encounters take place up to the
Abandoned Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Dungeon Masters discretion.
Old Cottage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Black Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Before running any of these short adventures, it is recommended
that the DM read the entire encounter. This will help in planning
for the challenges the adventurers will face and allow time to
Appendix gather all the materials necessary for things to run smoothly.
Forgotten Tomb Players Map . . . . . . . . . . . . . . . . . . . . . . . . . 13
Setup: The setup contains a short, concise description of the
Ambush Players Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 encounter as well as any monsters, creatures, animals or non-
Abandoned Mine Players Map . . . . . . . . . . . . . . . . . . . . . . . 15 player characters encountered. It also includes any traps, obstacles,
magic items or anything else that needs to be specifically
Old Cottage Players Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 described. The setup relies on the Monster Manual to give the DM
Black Tower Players Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 creature statistics but will contain any variations required for the
encounter.
Black Tower Clue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Open Game License . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Narrative: The narrative contains a read-aloud introduction
or hook to start the adventure. The blue text can be read or
paraphrased and is meant to describe the current surroundings
to the players. Green text should be read as if one of the monsters,
creatures or NPCs in the encounter is speaking.

Tactics: In the Tactics section, information is given about how


the enemies in the encounter will act during combat. This might
include their initial positions, if they surprise the player characters,
or any other tactical advantage they might have.

Features: This section typically contains detailed text that


describes the setting, physical features, traps, rooms, clues, objects
and obstacles, including treasure to be found in the encounter.

Maps: Each encounter includes a map that can be used to set up


a playing grid for use with miniatures. A set of maps that can
be enlarged to make copies for your own player grids has been
included in the Appendix.

Credits
Rowan Schultz
Writer
Play Tester

Doug Schultz
Writer
Artist
Graphic Design

For more information visit us as R&D D&D Adventures online at:


http://randd-dandd.blogspot.com.

2015 Schultz
R&D D&D
&D Adventures

Forgotten Tomb
Fift h Edition Rules Adventure Shorts Volume 1, Number 1

Designed for a party of four to ve level one characters Hail of Needles Trap (1): The needles are released from the visor
Setup of statue #3 . Pressure plates to activate the trap are located at
Long ago, this tomb was made to honor four great warriors, but both #3s on the map . CR 1/4 (50 XP); +10 ranged (2d4); Wisdom
over time it has been forgotten . When the tomb was built traps (Perception) to detect DC 15; Dexterity (Sleight of Hand) to disable
were installed to discourage tomb robbers, and now four skeletons DC 15 . Trap resets when pressure plate is released .
have taken up residence there and will attack anyone who enters .
The encounter includes the following creatures and traps: Narrative
As the adventurers approach the tomb they observe the following
Skeletons (4): Represented by the Xs on the map . features:

At the foot of a low hill in the woods you see an opening that looks
Skeleton like a cave between two large overgrown bushes. When you look
Medium undead, Lawful Evil closer you discover that the opening is framed with carved stone and
Armor Class: 13 (armor scraps) that the stone door is partially open.
Hit Points: 13 (2d8+4)
Beyond the door there is a short flight of stairs leading down about
Speed: 30 ft. 20 feet.
Str Dex Con Int Wis Cha
10 (+0) 14 (+2) 15 (+2) 6 (2) 8 (-1) 5 (-3) As the adventurers look into the chamber they observe the features
below . Any humans in the group would need a light source to see
the entire room .
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
The light in the room ahead of you is very dim. There is a thick
Condition Immunities: Exhaustion, Poisoned layer of dust and small bits of rubble on the floor, giving you the
Senses: Darkvision 60 ft., passive Perception 9 impression that no one has been here in a very long time. To your
Languages: Understands all languages it knew in life but cant right you see four stone sarcophagi lined up in a row. At the head of
speak. each there is a niche in the wall with a large stone statue of a knight
Challenge: 1/4 (50 XP) in armor. At the foot of each is a wooden chest.

Tactics
Actions The skeletons are hidden behind the third sarcophagus until
Shortsword: Melee weapon attack; +4 to hit, reach 5 ft., one the adventurers make some sort of noise . Anything louder
target. Hit: 5 (1d6+2) piercing damage. than talking will arouse the skeletons, which then attack . If the
Shortbow: Ranged weapon attack; +4 to hit, range 80/320 ft., one adventurers trigger a trap or try to open one of the chests, the
target. Hit: 5 (1d6+2) piercing damage. skeletons will attack . There is no intelligence to the way they
p. 272 MM attack, they just rush forward . They do not trigger any of the traps .

Features
Torch Holders: All the torch holders are empty but usable . There
Arrow Trap (1): The arrow is released from the visor of statue is a torch holder on the south wall near the door, and three more
#1 . Pressure plates to activate the trap are located at both #1s on between the statues .
the map . CR 1/4 (50 XP); +5 ranged (1d6); Wisdom (Perception) Statues: These are large, about one and a half times as big as a
to detect DC 15; Dexterity (Acrobatics) DC 15 avoids; Dexterity normal human . The statues have holes in the visors where the
(Sleight of Hand) to disable DC 15 . Trap resets when pressure plate arrow and dart mechanisms are located .
is released . Sarcophagi: The sarcophagi are plain and sealed . They once had
inscriptions carved into the foot, above the chest, but time has
Pit Traps, 10-feet deep (2): Represented by boxes at #2 and #4 on made the letters indecipherable .
the map . The trap trigger is located in the lock of the chest at the Wooden Chests: There is a locked wooden chest at the foot of each
foot of the sarcophagus in front of statue #2 . The trap is triggered sarcophagus . Each has an AC 15 and 8 HP . Each lock has an AC
when anyone tries to open the lock . CR 1/4 (50 XP); no attack 19 and 10 HP . To open each lock requires a Dexterity (Sleight of
roll necessary; multiple targets; 10-ft . deep (1d6, fall); Dexterity Hand) check DC 12 .
(Acrobatics) DC 15 avoids; Wisdom (Perception) to detect DC 15;
Dexterity (Sleight of Hand) to disable DC 15 . Trap door collapses
then closes and resets after one minute .

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Chest Contents:
Chest #1: Carved wooden holy symbol of Pelor, holy book, brass
chalice, 5gp, 30sp .
Chest #2: Carved wooden holy symbol of Heironeous, smoking
pipe, 3gp, 20sp, chalice with lapis lazuli gems (105gpv) .
Chest #3: Carved wooden holy symbol of Kord, red dragon-tooth
necklace, 3gp, 20sp .
Chest #4: Carved wooden holy symbol of Ohad-Hai, book of
family heraldry, 2pp, electrum dagger (100gpv) .

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Ambush
Fift h Edition Rules Adventure Shorts Volume 1, Number 2

Designed for a party of four to ve level one characters Tactics


Setup The kobolds stay hidden until the adventurers enter the canyon
A group of greedy kobolds has been ambushing travelers on the and get near the hay cart, then they begin their attack with sling
road using a small canyon and a trap theyve made to slow their bullets . They have also dug a covered pit trap next to the broken
victims down . The canyon is on the way to a destination the down hay cart hoping that when they start their attack someone
adventurers are trying to reach, and there is no other way to get trying to use the cart as cover will fall into it . Assume that the
there . The encounter includes the following creatures and traps: kobolds are attacking from above with 1/2 cover (+2 to AC) and
gain the advantage of a surprise attack in the first round of combat .
Kobolds (8): Represented by the Xs on the map . Be sure to consider the range of the slings, which is 30 feet, giving
the koblods a disadvantage to attack rolls when their target is
beyond that distance . They continue their attack with slings until
Kobold the adventurers have been significantly weakened or climb the
Small Humanoid (Kobold), Lawful Evil slopes and engage the koblods in melee combat . If the adventurers
simply try to run out of the canyon the kobolds move down to the
Armor Class: 12
road to block their exit . Assume that the kobolds can move to do
Hit Points: 5 (2d6-2)
this rather quickly so the adventurers cant escape without a fight .
Speed: 30 ft.
Str Dex Con Int Wis Cha Adventurers moving up the slopes on either side of the road will
7 (-2) 15 (+2) 9 (-1) 8 (1) 7 (-2) 8 (-1) have to succeed at a Strength (Athletics) check DC 5 . See the rules
for climbing on page 182 PH .
Senses: Darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Features
Canyon: The road passes through a narrow canyon in the middle
Challenge: 1/8 (25 XP)
of a high ridgeline . Its the only place to pass for many miles in
either direction . The sides of the canyon rise sharply from the road
Sunlight Sensitivity: While in sunlight, the troglodyte has at about a 45-degree angle . The sides of the hills are mostly grassy
disadvantage on attack tolls, as well as on Wisdom (Perception) down low near the road, with a few rocks scattered about and
checks that rely on sight. gradually gets rockier toward the top of the ridge .
Road #1: The road that runs through the canyon is at and level .
Pack Tactics: The kobold has advantage on an attack roll against
There is some at ground between the edge of the road and the
a creature if at least one of the kobolds allies is within 5 ft. of the bottom of the slope on either side .
creature and the ally isnt incapacitated. Hay Cart #2: There is a hay cart in the middle of the canyon on the
west side of the trail . One of the wheels is broken and there is hay
Actions strewn all around .
Pit Trap #3: The pit trap is located behind the hay cart . To
Dagger: Melee weapon attack; +4 to hit, reach 5 ft., one target.
camouage it the kobolds have covered the opening with hay . Its
Hit: 4 (1d4+2) piercing damage. not easy to locate because hay is spread over the entire area .
Sling: Ranged weapon attack; +4 to hit, range 30/120 ft., one Cave #4: About halfway up the west side of the canyon is a cave
target. Hit: 4 (1d4+2) bludgeoning damage. that the kobolds are using to hide the spoils of their raids . One side
p. 195 MM of the cave is piled with items of clothing and bones . The other side
of the cave looks like a makeshift sleeping area and an area where
valuables are being stored . The cache contains: plain gold ring
(10gpv), silver bracelet with carved designs (5gpv), bronze cloak
Covered Pit Trap, 10-feet deep (2): p . 115 DMG, Represented by pin (1gpv), dagger (2gpv), throwing axe (8gpv), hooded lantern
the box at #2 on the map . CR 1/4 (50 XP); no attack roll necessary; (7gpv), silver ask (2gpv), unopened bottle of wine (5gpv), 32gp,
multiple targets; 10-ft . deep (1d6, fall); Dexterity (Acrobatics) DC 703sp, 531cp .
15 avoids; Wisdom (Perception) to detect DC 15 .

Narrative
As the adventurers approach the canyon they observe the following
features:

As youre traveling on the road through a wooded area you suddenly


come out of the trees and are faced with a ridgeline that extends
east and west as far as you can see. Directly ahead you can see that
the only way to get past it is through a narrow canyon.

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Abandoned mine
Fift h Edition Rules Adventure Shorts Volume 1, Number 3

Designed for a party of four to ve level one characters Narrative


Setup As the adventurers approach the mine entrance they observe the
Long ago this mine was worked by dwarves but was left abandoned following features:
when they were attacked . Recently two troglodytes have made
the mine their home and will defend it if theyre disturbed . The Near a low, rocky cliff in the forest you notice what looks like a
encounter includes the following creatures and obstacles: small ore car. The car is small, rusted and its wheels are partially
embedded in the ground. You also observe a set of rails leading
Troglodytes (2): Represented by the Xs on the map . away from the ore car, toward the cliff.

The rails lead to what appears to be a mining tunnel. You assume


Troglodyte this because you can see support timbers at the opening. The
Medium Humanoid (Troglodyte), Chaotic Evil opening itself is small, about 2-1/2 feet wide by 4-1/2 feet tall.
Armor Class: 11 (Natural Armor)
If the adventurers venture inside the tunnel they observe the
Hit Points: 13 (2d8+4)
following features . Theyll most likely need a light source:
Speed: 30 ft.
Str Dex Con Int Wis Cha Looking around at the hewn stone tunnel walls there appears to
14 (+2) 10 (0) 14 (+2) 6 (2) 10 (0) 6 (-2) be bands of something glittering sprinkled throughout the rock. It
might mean that gold was mined here.
Skills: Stealth +2
About 20 feet into the tunnel you come to an area where the tunnel
Senses: Darkvision 60 ft., passive Perception 10 floor has completely collapsed. The chasm appears to be about 20
Languages: Troglodyte feet to the opposite side, about 20-feet deep and spans the entire
Challenge: 1/4 (50 XP) width of the tunnel. The rails are still in tact and bridge the void like
two balance beams. In the dim light of your torches (or lanterns) it
looks like there might be another old ore car on the other side.
Chameleon Skin: The troglodye has advantage on Dexterity
(Stealth) checks made to hide.
Tactics
Stench: Any creature other than a troglodyte that starts its
The troglodytes stay hidden until the adventurers enter the
turn within 5 feet of the troglodyte must succeed on a DC 12 chamber and start to look around . Assume that the troglodytes
Constitution saving throw or be poisoned until the start of the are well hidden and gain the advantage of a surprise attack in
creatures next turn. On a successful saving throw, the creature is the first round of combat . They attack by throwing javelins in the
immune to the stench of all troglodytes for 1 hour. first round, attack with long spears in the second round, and then
Sunlight Sensitivity: While in sunlight, the troglodyte has attack by clawing and biting (Multiattack) in subsequent rounds .
disadvantage on attack tolls, as well as on Wisdom (Perception)
checks that rely on sight. Features
Tunnel: The tunnel is very dark, and only adventurers with
darkvision will be able to see without a light source . Some support
Actions beams have fallen, partially blocking the tunnel . The tunnel is
Mulitattack: The troglodyte makes three attacks: one with its bite approximately 70-feet long, sloping down moderately from the
and two with its claws. opening to the main chamber . Ore car rails follow the tunnel from
Bite: Melee weapon attack; +4 to hit, reach 5 ft., one target. Hit: 4 the entrance all the way down to the main chamber . There are a
(1d4+2) piercing damage. few small spider tunnels that lead off the main tunnel, but they are
Claw: Melee weapon attack; +4 to hit, reach 5 ft., one target. Hit: 4 all short and lead to dead ends .
(1d4+2) slashing damage. Ore Car in the Tunnel: The ore car is small, only big enough for
one adventurer to ride in at a time . It can be used to ferry the
p. 290 MM
adventurers across the chasm using a rope and grappling hook,
if they have one . The rails can only support the ore car and one
occupant weighing less than 170 pounds, otherwise it will collapse .
The rope could be used to hook the car and bring it across the
Chasm (20-feet wide, wall-to-wall): Adventurers must succeed
chasm with a Dexterity (Acrobatics) check DC20 . The adventurers
in a Dexterity (Acrobatics) check DC15 . A successful check lets
will have to cross it on the way out of the tunnel too .
the PC move across the rails safely . A failure means the PC falls .
Main Chamber #1: The main chamber has a low ceiling, roughly
CR 1/2 (100 XP); 20-ft . deep (2d6, fall) . To climb out requires a
hewn walls and timber support beams all around . There are three
Strength (Athletics) check DC12 .
passageways leading off to the north, east and west .

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Junk Pile #2: The junk pile consists of wood scraps, broken
earthenware jars, an old cloth, pieces of rusted metal and other
miscellaneous junk piled up in a heap .
Rubble Pile #3: The pile is mostly rocks and stones left over
from excavation of the mine chambers . A successful Wisdom
(Perception) check DC15 yields 30 small gold nuggets, each worth
about 1gp .
Bone Pile #4: A fairly large bone pile . Some of the bones are old
and some are fresh .
Mining Chamber #5: Remains of two dwarves are found in this
chamber . One has a pouch with 22gp, 56sp, 32cp and on his
skeletal hand is a plain gold ring (10gpv) . The second is carrying a
pouch with 18gp, 62sp, 54cp . Around his neck is a silver necklace
R&D(75gpv) .
with a black onyx pendant D&D Adventures
All of their other clothing and
personal items are decayed and useless .
Mining Chamber #6: A troglodyte used this as a personal
chamber . It has a bedding area and an area with a neatly arranged
cache of steel mining tools and a few weapons, including a dagger,
longsword and a greataxe .
Mining Chamber #7: A troglodyte used this as a personal
chamber . It has a bedding area and an area with a neatly arranged
cache of steel mining tools and a few weapons, including a short
sword and a two-handed sword .

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Old Cottage
Fift h Edition Rules Adventure Shorts Volume 1, Number 4

Designed for a party of four to ve level one characters two soldiers leading their horses. When they meet you they seem
Setup very wary and look you over carefully before speaking to you.
Someone or something has been attacking and robbing rural farms
and homes . The local authorities have dispatched soldiers to hunt Soldier: Who are you and what are you doing in these woods?
down the offender but with no luck . This has led to the offering
of a 100gp reward for the resolution of the matter . The culprit is a If the adventurers are reasonable and give a reasonable answer the
half-ogre who has taken up residence in an old cottage deep in the soldiers calm down and share more information with them .
woods where hes hoarding the spoils of his raids . The adventurers
follow the his trail to the old cottage and when they arrive no The soldiers tell you that theres been attacks on nearby houses and
one is there . Upon searching the cottage they find miscellaneous farms lately. The local magistrate has ordered them out to search
hoardings and some treasure . While theyre inside the half-ogre for the offender and has even offered a 100gp reward to anyone
returns . The encounter includes the following creatures and who resolves the problem. The soldiers tell you theyve been tracking
challenges: something they think is the culprit but have just lost the trail. They
say that the tracks look like those of some kind of large humanoid
Half-ogre (1): The half-ogre may be a bit strong for adventurers of that doesnt wear any boots.
this level so it must to be played carefully if everyone is to survive
the encounter . If the adventurers are unreasonable the soldiers are not friendly .
They still end up sharing some information with them but dont
tell them what the tracks look like or that they have just lost the
Half-ogre trail . In this case the difficulty to initially pick up the trail requires
Large Giant, Any chaotic alignment a Wisdom (Survival) check DC 17 . Each failed attempt by all
adventurers results in a one-hour time delay .
Armor Class: 12 (hide armor)
Hit Points: 30 (4d10+8) Soldier: Youd better mind yourselves. Were on important business
Speed: 30 ft. tracking something thats been raiding these parts. The local
Str Dex Con Int Wis Cha magistrate has offered a 100gp reward to anyone who deals with the
problem. He authorized us to use force too, so dont get our way.
17 (+3) 10 (+0) 14 (+2) 7 (2) 9 (-1) 10 (+0)

Senses: Darkvision 60 ft., passive Perception 9


Tactics
Once the adventurers get to the cottage they find it empty . If
Languages: Common, Giant
someone is on lookout they see the half-ogre coming and are not
Challenge: 1 (200 XP) surprised . The adventurers could shoot ranged weapons from the
windows . They could also try to hold the door shut by attempting
Actions a Strength (Athletics) check against the half-ogre . The door is big
enough for two adventurers to work together and combine
Battleaxe: Melee weapon attack; +5 to hit, reach 5 ft., one target.
their check .
Hit: 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage
if used with two hands. If no one is on lookout, have the adventurers roll for a Listen check
Javelin: Melee or Ranged weapon attack; +5 to hit, reach 5 ft. or against the half-ogre . If they fail the half-ogre surprises them,
range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage. enters the cottage and immediately attacks .
p. 238 MM
Features
The Cottage: The cottage is a one-room structure with a thatched
roof, earthen brick walls and a dirt oor . The windows have long
Tracking: CR 1/2 (50 XP) . The adventurers must succeed in been broken and the door is barely on its hinges . Inside theres
tracking the half-ogre through the woods for six miles using a some crude furniture, including: a wardrobe #1, a chest of drawers
Wisdom (Survival) check DC 12 . A skill check should be made #2, central fire pit with a cooking pot #3, shelves with earthenware
when they begin and for each mile of tracking . A failed attempt by jars and pots #4, a few random benches, stools and chairs, two
all adventurers results in a one-hour time delay . tables, moldy sacks of corn meal and our #5, one of the tables has
two candles in iron candlesticks #6, and a bed #7 . All the contents
Narrative of the cottage have obviously been fouled by the half-ogre .
As the adventurers are traveling through they have the following Junk Pile #8: The junk pile looks like a place where the half-ogre
encounter: has been casting things he considers useless . It contains wood
scraps, broken earthenware jars, old clothes, a few metal household
One day while traveling on the road through the woods you meet utensils and other miscellaneous junk piled up in a heap . A

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Wisdom (Perception) check DC 12 reveals a few potentially useful


items, including: a map case with four sheets of parchment, a vial
of ink and an ink pen, a whetstone, a smoking pipe and box of
tobacco, and a ask containing some strong-smelling liquid .
Bone Pile #9: A fairly large bone pile . Some of the bones are old
and some are fresh .
Under the Bed #7: The half-ogre has been storing all his valuables
under the bed . Theres a small chest (unlocked) with 75gp, 262sp,
& A
331cp, a plain gold ring (10gpv), a silver ring with engraved designs
(4gpv), a moonstone gem (50gpv) and a silver necklace with an
amethyst pendant (175gpv) . Theres also a number of tools and
weapons, including: a hand axe, a spade, a dagger, longsword, a
short sword, and a light crossbow .

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Black Tower
Fift h Edition Rules Adventure Shorts Volume 1, Number 5

Designed for a party of four to ve level one characters light can illuminate it. If any of the darkness overlaps with an area
Setup of light created by a light spell of 2nd level or lower, the spell
Many years ago the black tower on the hilltop was inhabited by an creating the light is dispelled.
eccentric old knight who is said to have come into the possession p. 46 MM
of a cursed ring . Little is known about the towers history since
then and it has been left abandoned for many years . This encounter
includes the following creatures, obstacles and items:
Secret Door: CR1 (100 XP) . To open the secret door the
Darkmantle (1): The darkmantle is lurking in the stairwell . adventurers must find and solve the clue, a rebus letter . The clue
reads: To open the secret door step to the west . The door is opened
by stepping on the W paver stone and only stays open for one
Darkmantle round .
Small Monstrosity, Unaligned
Armor Class: 11 Ring of Agoraphobia (cursed magic item): CR1 (100 XP); At
Hit Points: 22 (5d6+5) first glance the ring seems like a plain silver ring with an opal
gemstone, but when worn over time it causes wearers to become
Speed: 10 ft., fly 30 ft.
more possessive of it and increasingly afraid to go outside whatever
Str Dex Con Int Wis Cha building they happen to be in . Once someone wears the ring, its
16 (+3) 12 (+1) 13 (+1) 2 (4) 10 (+0) 5 (-3) effects immediately begin to take hold . What seemed like a normal
ring now appears to be special, and wearers must succeed at an
Skills: Stealth +3 initial Wisdom saving throw DC13 to be able to remove it, allow
someone to remove it, or be able to leave the room theyre currently
Senses: Blindsight 60 ft., passive Perception 10
in . After another minute passes the Wisdom saving throw
Languages: None
difficulty increases to DC15 and continues to increase by two every
Challenge: 1/2 (100 XP) minute until the DC reaches 30 . The effects of the ring can strike
wherever it is worn . If the ring is put on outdoors the wearer will
Echolocation: The darkmantle cant use its blindsight while immediately seek shelter in the nearest structure . A Remove Curse
spell will allow the wearer or someone else to remove the ring .
deafened.
False Appearance: While the darkmantle remains motionless, it
is indistinguishable from a cave formation such as a stalactite or Narrative
The adventurers observe the following features as they approach
stalagmite.
the old tower:

Actions In a remote area of the forest you spot an old tower on a hilltop.
Crush: Melee weapon attack; +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6+3) bludgeoning damage, and the darkmantle Once youre on the hilltop you see that the tower is perched on an
outcropping of rock, connected to the main part of the hilltop by a
attaches to the target. If the target is Medium or smaller and
narrow stone bridge. The tower has an ominous look, as its made
the darkmantle has advantage on the attack roll, it attaches by entirely of black stone.
engulfing the targets head, and the target is also blinded and
unable to breathe while the darkmantle is attached in this way. As you approach you see the main door has a portcullis thats open.
While attached to the target, the darkmantle can attack no other Entering the tower you see a large compass design inset into the
creature except the target but has advantage on its attack rolls. floor pavers in the middle of the room. It doesnt look like anyone
The darkmantles speed also becomes 0, it cant benefit from any has been here for a very long time because the floor is covered in
bonus to its speed, and it moves with the target. dirt and pigeon droppings, and there are a few scattered boards and
A creature can detach the darkmantle by making a successful shingles lying around. Looking up you see the inside of a timber
frame roof 60 feet above your head thats beginning to collapse.
DC13 Strength check as an action. On its turn, the darkmantle can
Theres a fair-sized hole in the roof letting in a stream of light and
detach itself from the target by using 5 feet of movement. a light breeze thats blowing tattered banners hanging from the
Darkness Aura (1/Day): A 15-foot radius of magical darkness beams. Just then a flock of pigeons takes flight, circling around the
extends out from the darkmantle, moves with it, and spreads room before they fly out the hole in the roof.
around corners. The darkness lasts as long as the darkmantle
maintains concentration, up to 10 minutes (as if concentrating on Tactics
a spell). Darkvision cant penetrate this darkness, and no natural The darkmantle is perched above the top of the stairwell just inside
the secret door . It stays hidden until the adventurers start down

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&D Adventures

the stairs then attacks the last one in line . The adventurers might
see the darkmantle if they are actively looking . Have them roll a
Spot check versus the darkmantles Hide check . Keep in mind that
it will be difficult for the adventurers to maneuver to attack the
darkmantle when its attacking the last person above them on the
stairs .

Features
Tower: To your left and right (east and west) there are two wooden
doors (both locked AC 15, HP 10) . Straight ahead (north) the stone
wall is blank except for a large metal shield with a faded crest
mounted about 10 feet above the oor . Set in each of the remaining
four walls is an arrow slit . There are torch holders mounted to the
walls between the doors and arrow slits . The door in the east wall
leads to the guard house . The door in the west wall leads to a spiral
staircase that leads up to the top of the tower .
Guard House: Upon entering the guard house there is a fireplace
straight ahead . The room also has some sparse furnishings,
including a table, a chair, a bench, a tapestry, and an old chest the
chest contains an old tattered wool blanket, an old pair of boots, a
ask, a bottle, a pouch with 10sp and 22cp, and a scroll case (with one square = 5 ft
a clue to open the secret door) . The clue uses pictographs (Rebus
letter) .
Compass: The paver with the W in the compass on the oor opens
the secret door when its stepped on .
Secret Door and Staircase: The secret door is on the north wall
and opens directly under the hanging shield . Behind it is a spiral
staircase the leads to the lower chamber . There is light fi ltering in
from somewhere and is evidently how the darkmantle got in . At
the bottom of the stairs is a wooden door to the knights chamber
(unlocked) .
Knights Chamber: The lower chamber was the knights quarters
and is the same size as the main room in the tower above . There
is a window in the north wall that overlooks the lands beyond
the tower, and theres a fireplace in the east wall . The chamber is
full of furniture and the knights possessions, including his bed,
a bookshelf lined with books, wardrobe, a small wooden chest, a
suit of half plate armor (masterwork +1), his longsword, his shield
and other assorted weapons (two daggers, a heavy mace and a great
sword) . The strangest feature of all is the remains of what appears
to be the knight himself, sitting in a chair behind a table strewn
with papers . Hes dressed in what once must have been a rich set
of clothes but have been decayed by time . On his skeletal hand is a
plain silver ring with an opal gemstone (the Ring of Agoraphobia) .
The wooden chest has a hardness of 5 and 5HP . Each lock has an
AC 19 and 10 HP . To open each lock requires a Dexterity (Sleight of
Hand) check DC 12 . In the chest is a carved wooden holy symbol
of Kord, a holy book, an hourglass (25gpv), a silver chalice (75gpv),
and 72gp, 194sp, 120cp .

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Statue 4

Statue 3

Statue 2

Statue 1

W E

S
one square = 5 ft

Forgotten Tomb
Enlarge 400% for 1" grid

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R&D D&D Adventures

W E

S
one square = 5 ft

Ambush
Enlarge 1,600% for 1" grid

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R&D D&D Adventures

W E

S
one square = 5 ft

Abandoned Mine
Enlarge 400% for 1" grid

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R&D D&D Adventures

W E

S
one square = 5 ft

Old Cottage
Enlarge 200% for 1" grid

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R&D D&D Adventures

one square = 5 ft

Black Tower
Enlarge 400% for 1" grid

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&D Adventures

Black Tower Clue

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R&D D&D
&D Adventures

OPEN GAME LICENSE Version 1.0a


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7. Use of Product Identity: You agree not to Use any Product Identity, including as an
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The owner of any Product Identity used in Open Game Content shall retain all
rights, title and interest in and to that Product Identity.

19

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adventure shorts
A collection of short, challenging
adventures each that can be played in
a single gaming session.

An Adventure to be played using rules


from the fifth edition of the world's
most popular roleplaying game.

2015 Schultz

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