Documente Academic
Documente Profesional
Documente Cultură
adventure shorts
Designed for a party of four to five level one characters
Credits
Rowan Schultz
Writer
Play Tester
Doug Schultz
Writer
Artist
Graphic Design
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 .
2015 Schultz
R&D D&D
&D Adventures
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) .
Statue 4
4
X X
X X
3
Statue 3
3
2 Statue 2
Statue 1
1
W E
S
one square = 5 ft
2015 Schultz
R&D D&D
&D Adventures
Ambush
Fift h Edition Rules Adventure Shorts Volume 1, Number 2
Narrative
As the adventurers approach the canyon they observe the following
features:
2015 Schultz
R&D D&D
&D Adventures
X
4
X
X 2
3 X
X
W E
1
S
one square = 5 ft
2015 Schultz
R&D D&D
&D Adventures
Abandoned mine
Fift h Edition Rules Adventure Shorts Volume 1, Number 3
2015 Schultz
R&D D&D
&D Adventures
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 .
X
7 4
W E
S
one square = 5 ft
2015 Schultz
R&D D&D
&D Adventures
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)
2015 Schultz
R&D D&D
&D Adventures
6
9
3
4
7
2
W E
S
one square = 5 ft
10
2015 Schultz
R&D D&D
&D Adventures
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
11
2015 Schultz
R&D D&D
&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 .
12
2015 Schultz
R&D D&D Adventures
Statue 4
Statue 3
Statue 2
Statue 1
W E
S
one square = 5 ft
Forgotten Tomb
Enlarge 400% for 1" grid
13
2015 Schultz
R&D D&D Adventures
W E
S
one square = 5 ft
Ambush
Enlarge 1,600% for 1" grid
14
2015 Schultz
R&D D&D Adventures
W E
S
one square = 5 ft
Abandoned Mine
Enlarge 400% for 1" grid
15
2015 Schultz
R&D D&D Adventures
W E
S
one square = 5 ft
Old Cottage
Enlarge 200% for 1" grid
16
2015 Schultz
R&D D&D Adventures
one square = 5 ft
Black Tower
Enlarge 400% for 1" grid
17
2015 Schultz
R&D D&D
&D Adventures
18
2015 Schultz
R&D D&D
&D Adventures
1. Definitions: (a) Contributors means the copyright and/or trademark owners 9. Updating the License: Wizards or its designated Agents may publish updated
who have contributed Open Game Content; (b) Derivative Material means versions of this License. You may use any authorized version of this License to copy,
copyrighted material including derivative works and translations (including into modify and distribute any Open Game Content originally distributed under any
other computer languages), potation, modification, correction, addition, extension, version of this License.
upgrade, improvement, compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) Distribute means to reproduce, 10. Copy of this License: You MUST include a copy of this License with every copy of
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; the Open Game Content You Distribute.
(d) Open Game Content means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody 11. Use of Contributor Credits: You may not market or advertise the Open Game
the Product Identity and is an enhancement over the prior art and any additional Content using the name of any Contributor unless You have written permission from
content clearly identified as Open Game Content by the Contributor, and means the Contributor to do so.
any work covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity; (e) Product Identity 12. Inability to Comply: If it is impossible for You to comply with any of the terms
means product and product line names, logos and identifying marks including trade of this License with respect to some or all of the Open Game Content due to statute,
dress; artifacts; creatures, characters; stories, storylines, plots, thematic elements, judicial order, or governmental regulation then You may not Use any Open Game
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, Material so affected.
formats, poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, enchantments, 13. Termination: This License will terminate automatically if You fail to comply with
personalities, teams, personas, likenesses and special abilities; places, locations, all terms herein and fail to cure such breach within 30 days of becoming aware of the
environments, creatures, equipment, magical or supernatural abilities or effects, breach. All sublicenses shall survive the termination of this License.
logos, symbols, or graphic designs; and any other trademark or registered trademark
clearly identified as Product Identity by the owner of the Product Identity, and which 14. Reformation: If any provision of this License is held to be unenforceable, such
specifically excludes the Open Game Content; (f) Trademark means the logos, provision shall be reformed only to the extent necessary to make it enforceable.
names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License by 15. COPYRIGHT NOTICE
the Contributor; (g) Use, Used or Using means to use, Distribute, copy, edit, Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
format, modify, translate and otherwise create Derivative Material of Open Game
Content; (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use.
No terms may be added to or subtracted from this License except as described by
the License itself. No other terms or conditions may be applied to any Open Game
Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use the Open Game Content.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion
of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holders name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not
to indicate compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such
Trademark or Registered Trademark. The use of any Product Identity in Open Game
Content does not constitute a challenge to the ownership of that Product Identity.
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
2015 Schultz
adventure shorts
A collection of short, challenging
adventures each that can be played in
a single gaming session.
2015 Schultz