TEXT: Designed for parties of five characters of levels one, three and five
  Volume One, Second Edition
  By Rowan & Doug Schultz
  Adventure Shorts
  Adventure Shorts
  Fifth Edition Compatible
  
  R&D Adventures
  R&D Adventures
  ©2015 Schultz
  The Encounters
  1. Forgotten Tomb
  With no apparent signs of recent visitors, it seems the tomb 
  of these four warriors has been long forgotten.
  2. Ambush
  The adventurers are confronted by a narrow canyon, the 
  only way they can find to get to where they’re going.
  3. Abandoned Mine
  The discovery of an old set of mining car tracks leads to 
  what appears to be an old mine.
  4. Old Cottage
  The adventurers meet a group of soldiers who tell them of a 
  disturbance in the area, and a reward.
  5. Black Tower
  On a high outlook stands a lonely black tower that may still 
  be the home of something interesting.
  Credits
  Doug Schultz
  Writer, Artist, Graphic Designer 
  Rowan Schultz
  Writer, Play Tester
  We sincerely hope that you enjoy playing our adventure 
  and welcome any comments, criticism or feedback. If at 
  any time you have any questions or need clarification about 
  something please don’t hesitate to contact us.
  You can connect with R&D Adventures at:
  http://randd-adventures.blogspot.com
  www.facebook.com/randd.adventures
  dougschultz1969@gmail.com
  Running the Encounters
  Encounter Levels
  Balanced encounter numbers, including monsters, NPCs 
  and treasure, have been provided for a party of five 
  adventurers of levels one, three and five. 
  Preparation
  Before beginning play, it’s recommended that the game 
  master (GM) become familiar with the encounters. This 
  will help in planning for the challenges the adventurers will 
  face and allow time to gather all the materials necessary 
  for things to run smoothly. Having the fifth edition core 
  rulebooks handy will also be helpful. Many of the details 
  have been accounted for, but it may be necessary to reference 
  the books when more detail is needed. It will also be helpful 
  to have your characters created in advance so the GM knows 
  the strengths and weaknesses of your group. 
  Reading the Entries
  Setup: Various areas within the adventure contain short 
  overviews or descriptions, including the number of 
  monsters, creatures, animals or non-player characters. It 
  also includes any traps, obstacles, magic items or anything 
  else that needs to be specifically described. A page number 
  in the core rulebooks is provided for all creatures and NPC 
  statistics. 
  Features: The text highlighted in blue typically contains 
  detailed text that describes the setting, physical features, 
  rooms, clues, objects, obstacles and items to be found in the 
  encounter. This text is meant to be read aloud to the players. 
  It can be read as is or paraphrased as necessary.
  Outcomes: When included, this section is provided to 
  summarize what the next steps or provide ideas about what 
  might happen next.
  Tactics: If needed, information is given about how the 
  enemies in the encounter will act before or during combat. 
  This might include their initial positions, if there’s a chance 
  they surprise the adventurers or any other tactical advantage 
  they might have.
  Adventure Extras
  There are also maps, notes, letters and miniature grids 
  included within the adventure or Appendix to provide all 
  the materials you’ll need for a rich visual experience.
  Adventure Shorts
  Fifth Edition Compatible
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  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.
  The light in the room ahead of you is very dim. There is a 
  thick layer of dust and small bits of rubble on the floor, giving 
  you the impression that no one has been here in a very long 
  time. To your right you see four stone sarcophagi lined up in 
  a row. At the head of each there is a niche in the wall with a 
  large stone statue of a knight in armor. At the foot of each is a 
  wooden chest.
  Tactics
  The monsters are hidden behind the third sarcophagus until 
  the adventurers make some sort of noise. Anything louder 
  than talking will arouses them, causing them to attack. 
  If the adventurers trigger a trap or try to open one of the 
  chests, this will also cause the monsters to attack. 
  Features
  Torch Holders: All the torch holders are empty but usable. 
  There is a torch holder on the south wall near the door, and 
  three more between the statues. 
  Statues: These are large, about one and a half times as big as 
  a normal human. The statues have holes in the visors where 
  the arrow and dart mechanisms are located. 
  Sarcophagi: The sarcophagi are plain, sealed and can’t 
  be opened without the use of stone mason’s tools and 
  someone proficient with the use of them. The sarcophagi 
  all have a coat of arms and a name carved at the foot end 
  facing the room. The names are: 1) Engel Rocque, 2) Dietz 
  Schermerhorn, 3) Kordel McKian, and 4) Hagen DeYoung. 
  If the adventurers do succeed in opening the sarcophagi 
  somehow, each warrior is buried with silvered longsword.
  Wooden Chests: There is a locked wooden chest at the foot 
  of each sarcophagus. Each has an AC 15 and 8 HP. Each 
  lock has an AC 19 and 10 HP. To open each lock requires a 
  successful DC 12 Dexterity check.
  Treasure: Each warrior in the tomb was laid to rest with 
  some of his belongings. Some of the items included in each 
  chest are dependent on character level.
  Chest #1: Carved wooden holy symbol of Pelor, holy book, 
  and a brass chalice.
  Level 1 – 200 sp
  Level 3 – 600 sp
  Level 5 – 1,100 sp, Robe of Useful Items
  Monsters per character level: Represented by the Xs on the 
  GM’s map. 
  Level 1 – 4 Skeletons (p.272 MM)
  Level 3 – 1 Specter (p.279 MM), 3 Skeletons
  Level 5 – 1 Wraith (p.302 MM), 3 Specters
  Location: Any path or road through a wooded area.
  Setup
  Long ago, this tomb was made to honor four great warriors, 
  but over time it has been forgotten. When the tomb was 
  built traps were installed to discourage tomb robbers, and 
  now four monsters have taken up residence there and will 
  attack anyone who enters. The encounter also includes the 
  following traps:
  Arrow Trap (1): The arrow is released from the visor of 
  statue #1. Pressure plates to activate the trap are located 
  at both #1s on the map. Arrow; +5 ranged (1d6); Wisdom 
  (Perception) to detect DC 15; Dexterity (Acrobatics) DC 
  15 avoids; Dexterity to disable DC 15. Trap resets when 
  pressure plate is released.
  Pit Traps, 10-feet deep (2): Represented by boxes at #2 and 
  #4 on the map. The trap trigger is located in the lock of the 
  chest at the foot of the sarcophagus in front of statue #2. 
  The trap is triggered when anyone tries to open the lock. No 
  attack roll necessary; multiple targets; 10-ft. deep (1d6, fall); 
  Dexterity (Acrobatics) DC 15 avoids; Wisdom (Perception) 
  to detect DC 15; Dexterity to disable DC 15. Trap door 
  collapses then closes and resets after one minute.
  Hail of Needles Trap (1): The needles are released from the 
  visor of statue #3. Pressure plates to activate the trap are 
  located at both #3s on the map. Needles; +10 ranged (2d4); 
  Wisdom (Perception) to detect DC 15; Dexterity to disable 
  DC 15. Trap resets when pressure plate is released.
  Narrative
  As the adventurers approach the tomb they observe the 
  following features:
  At the foot of a low hill in the woods you see an opening that 
  looks like a cave between two large overgrown bushes. When 
  you look closer you discover that the opening is framed with 
  carved stone and that the stone door is partially open.
  Beyond the door there is a short flight of stairs leading down 
  about 20 feet.
  Forgotten Tomb
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  Chest #2: Carved wooden holy symbol of Heironeous, 
  smoking pipe, chalice with lapis lazuli gems (105gpv).
  • Level 1 – 40 gp
  • Level 3 – 30 gp
  • Level 5 – 1,500 gp
  Chest #3: Carved wooden holy symbol of Kord, red dragon-
  tooth necklace.
  • Level 1 – 300 sp
  • Level 3 – 400 sp
  • Level 5 – 400 gp, Potion of Resistance
  Chest #4: Carved wooden holy symbol of Ohad-Hai, book of 
  family heraldry, electrum dagger (100gpv).
  • Level 1 – 20 gp, 5 Hematite gems (10 gpv each)
  • Level 3 – 20 gp, 10 Azurite gems (10 gpv each)
  • Level 5 – 90 pp
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  creatures move down to the road to block their exit. Assume 
  that the creatures can move to do this rather quickly so the 
  adventurers can’t escape without a fight.
  Moving up the slopes on either side of the road should be 
  considered difficult terrain for the adventurers.
  Features
  Canyon: The road passes through a narrow canyon in the 
  middle of a high ridge line. It’s the only place to pass for 
  many miles in either direction. The sides of the canyon rise 
  sharply from the road at about a 45-degree angle. The sides 
  of the hills are mostly grassy down low near the road, with a 
  few rocks scattered about and gradually gets rockier toward 
  the top of the ridge.
  1. Road: The road that runs through the canyon is flat and 
  level. There is some flat ground between the edge of the road 
  and the bottom of the slope on either side.
  2. Hay Cart: 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 strewn all around.
  3. Pit Trap: The pit trap is located behind the hay cart. To 
  camouflage it the creatures have covered the opening with 
  hay. It’s not easy to locate because hay is spread over the 
  entire area.
  4. Cave: About halfway up the west side of the canyon is a 
  cave that the creatures are using to hide the spoils of their 
  raids. One side 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 pin (1gpv), dagger 
  (2gpv), throwing axe (8gpv), hooded lantern (7gpv), silver 
  flask (2gpv), and an unopened bottle of wine. The cache also 
  includes the following level-dependent treasure:
  • Level 1 and  3 – 2,803 cp, 1,345 sp, 93 gp, 2 Obsidian gems 
  (20 gpv), 1 Tiger Eye gem (10 gpv), 1 Rhodochrosite gem 
  (10 gpv), 2 blue Quartz gems (20 gpv)
  • Level 5 – 907 cp, 3,457 sp, 1,591 gp, 46 pp, 3 Moonstones 
  gems (150 gpv), 1 Star Rose Quartz gems (50 gpv), 2 
  Zircon gems (100 pgv), 1 Chrysoprase gem (50 gpv), 2 
  Chalcendony gems (100 gpv)
  Monsters per character level: Represented by the Xs on the 
  GM’s map. 
  Level 1 – 8 Kobolds (p.195 MM)
  Level 3 – 8 Goblins (p.166 MM)
  Level 5 – 7 Bugbears (p.33 MM)
  Location: A canyon along any road or path.
  Setup
  A group of greedy creatures has been ambushing travelers 
  on the road using a small canyon and a trap they’ve made 
  to slow their victims down. The canyon is on the way to a 
  destination the adventurers are trying to reach, and there 
  is no other way to get there. The encounter includes the 
  following trap: 
  Covered Pit Trap, 10-feet deep (2): p. 115 DMG, 
  Represented by the box at #2 on the map. No attack roll 
  necessary; multiple targets; 10-ft. deep (1d6, fall); Dexterity 
  (Acrobatics) DC 15 avoids; Wisdom (Perception) to detect 
  DC 15. 
  Narrative
  As the adventurers approach the canyon they observe the 
  following features:
  As you’re traveling on the road through a wooded area you 
  suddenly come out of the trees and are faced with a ridge 
  line 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. 
  Tactics
  The creatures stay hidden until the adventurers enter the 
  canyon and get near the hay cart, then they begin their 
  attack with ranged weapons from the high ground. They 
  have also dug a covered pit trap next to the broken down 
  hay cart hoping that when they start their attack someone 
  trying to use the cart as cover will fall into it. Assume that 
  the creatures 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. Be sure to consider the range of the 
  their weapons, which could give them a disadvantage to 
  attack rolls when their target is beyond the range increment. 
  They continue their attack with their ranged weapons until 
  the adventurers have been significantly weakened or begin 
  to climb the slopes and engage them in melee combat. If 
  the adventurers simply try to run out of the canyon the 
  Ambush
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  light of your torches (or lanterns) it looks like there might be 
  another old ore car on the other side. 
  Tactics
  The creatures stay hidden until the adventurers enter the 
  chamber and start to look around. Assume that they are well 
  hidden and gain the advantage of a surprise attack in the 
  first round of combat. 
  Features
  Tunnel: The tunnel is very dark, and only adventurers with 
  darkvision will be able to see without a light source. Some 
  support beams have fallen, partially blocking the tunnel. 
  The tunnel is approximately 70-feet long, sloping down 
  moderately from the opening to the main chamber. Ore car 
  rails follow the tunnel from the entrance all the way down to 
  the main chamber. There are a few small spider tunnels that 
  lead off the main tunnel, but they are all short and lead to 
  dead ends.
  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 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 with a Dexterity (Acrobatics) check 
  DC 20. The adventurers will have to cross it on the way out 
  of the tunnel too.
  1. Main Chamber: The main chamber has a low ceiling, 
  roughly hewn walls and timber support beams all around. 
  There are three passageways leading off to the north, east 
  and west.
  2. Junk Pile: 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.
  3. Rubble Pile: The pile is mostly rocks and stones left 
  over from excavation of the mine chambers. A successful 
  Wisdom (Perception) check DC 15 yields 30 small gold 
  nuggets, each worth about 1gp.
  4. Bone Pile: A fairly large bone pile. Some of the bones are 
  old and some are fresh.
  5. Mining Chamber: Remains of two dwarves are found 
  in this chamber. One has a plain gold ring (10gpv) on his 
  Monsters per character level: 
  Level 1 – 3 Troglodytes (p.290 MM) Represented by the Xs 
  on the GM’s map. 
  Level 3 – 1 Basilisk (p.24 MM) Represented by the X on the 
  GM’s map leading to chamber number seven. 
  Level 5 – 1 Blue Slaad (p.276 MM) Represented by the X on 
  the GM’s map leading to chamber number seven. 
  Location: Any path or road through a wooded area.
  Setup
  Long ago this mine was worked by dwarves but was left 
  abandoned when they were attacked. Recently the creatures 
  have made the mine their home and will defend it if they’re 
  disturbed. The encounter also includes the following 
  obstacles:
  Chasm (20-feet wide, wall-to-wall): Adventurers must 
  succeed in a Dexterity (Acrobatics) check DC15. A 
  successful check lets the PC move across the rails safely. A 
  failure means the PC falls. 20-ft. deep (2d6, fall). To climb 
  out requires a Strength (Athletics) check DC 12.
  Narrative
  As the adventurers approach the mine entrance they observe 
  the following features:
  Near a low, rocky cliff in the forest you notice what looks like 
  a 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 away from the ore car, toward the cliff.
  The rails lead to what appears to be a mining tunnel. You 
  assume this because you can see support timbers at the 
  opening. The opening itself is small, about 2-1/2 feet wide by 
  4-1/2 feet tall. 
  If the adventurers venture inside the tunnel they observe the 
  following features. They’ll most likely need a light source:
  Looking around at the hewn stone tunnel walls there appears 
  to be bands of something glittering sprinkled throughout the 
  rock. It might mean that gold was mined here. 
  About 20 feet into the tunnel you come to an area where the 
  tunnel floor has completely collapsed. The chasm appears 
  to be about 20 feet to the opposite side, about 20-feet deep 
  and spans the entire width of the tunnel. The rails are still in 
  tact and bridge the void like two balance beams. In the dim 
  Abandoned Mine
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  skeletal hand along with a pouch containing the following 
  level-dependent treasure:
  • Level 1 – 22gp, 56sp, 32cp 
  • Level 3 – 47 gp, 115 sp, 69 cp
  • Level 5 – 93 gp, 231 sp, 142 cp
  Around the neck of the second dwarf is a silver necklace 
  with a black onyx pendant (75gpv). The second is carrying a 
  pouch with the following level-dependent treasure:
  • Level 1 – 18gp, 62sp, 54cp
  • Level 3 – 39 gp, 128 sp, 143 cp
  • Level 5 – 72 gp, 253 sp, 216 cp
  All of their other clothing and personal items on the 
  dwarves are decayed and useless.
  6 & 7. Mining Chambers: The troglodytes used these as 
  areas to store a neatly arranged cache of steel mining tools. 
  In higher-level encounters assume these chambers contain a 
  few mining tools left behind by the dwarves.
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  Monsters per character level: 
  Level 1 – 1 Half-ogre (p.238 MM) The damage a half-
  ogre can deal with a single attack may be a bit strong for 
  adventurers of this level so it must to be played carefully if 
  everyone is to survive the encounter. 
  Level 3 – 1 Ogre (p.237 MM)
  Level 5 – 1 Troll (p.291 MM)
  Location: Any path or road through a wooded area.
  Setup
  Someone or something has been attacking and robbing rural 
  farms and homes. The local authorities have dispatched 
  soldiers to hunt 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 creature who has taken up residence 
  in an old cottage deep in the woods where it’s hoarding the 
  spoils of it’s raids. The adventurers follow the his trail to 
  the old cottage and when they arrive no one is there. Upon 
  searching the cottage they find miscellaneous hoardings and 
  some treasure. While they’re inside the creature returns. The 
  encounter also includes the following challenge:
  Tracking: The adventurers must succeed in tracking the 
  half-ogre through the woods for six miles using a Wisdom 
  (Survival) check DC 12. A skill check should be made when 
  they begin and for each mile of tracking. A failed attempt by 
  all adventurers results in a one-hour time delay. 
  Narrative
  As the adventurers are traveling through they have the 
  following encounter:
  One day while traveling on the road through the woods you 
  meet two soldiers leading their horses. When they meet 
  you they seem very wary and look you over carefully before 
  speaking to you.
  Soldier: “Who are you and what are you doing in these 
  woods?”
  If the adventurers are reasonable and give a reasonable 
  answer the soldiers calm down and share more information 
  with them.
  The soldiers tell you that there’s been attacks on nearby 
  houses and farms lately. The local magistrate has ordered 
  them out to search for the offender and has even offered 
  a 100gp reward to anyone who resolves the problem. The 
  soldiers tell you they’ve been tracking 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 that doesn’t 
  wear any boots.
  If the adventurers are unreasonable the soldiers are not 
  friendly. They still end up sharing some information with 
  them but don’t tell them what the tracks look like or that 
  they have just lost the trail. In this case the difficulty to 
  initially pick up the trail requires a Wisdom (Survival) check 
  DC 17. Each failed attempt by all adventurers results in a 
  one-hour time delay. 
  Soldier: “You’d better mind yourselves. We’re on important 
  business tracking something that’s been raiding these parts. 
  The local magistrate has offered a 100gp reward to anyone 
  who deals with the problem. He authorized us to use force 
  too, so don’t get our way.”
  Tactics
  Once the adventurers get to the cottage they find it empty. If 
  someone is on lookout they see the creature coming and are 
  not surprised. The adventurers could shoot ranged weapons 
  from the windows. They could also try to hold the door 
  shut by attempting a Strength (Athletics) check against the 
  creature. The door is big enough for two adventurers to work 
  together to gain advantage on the check.
  If no one is on lookout, have the adventurers roll for a 
  Wisdom (Perception) check against the creature. If they 
  fail the creature surprises them, enters the cottage and 
  immediately attacks.
  Features
  The Cottage: The cottage is a one-room structure with a 
  thatched roof, earthen brick walls and a dirt floor. From 
  the outside the cottage looked like is was once a humble but 
  cozy home but now the windows are broken and the door is 
  barely on its hinges. Inside, the cottage has a foul smell and 
  place is a mess. All the contents of the cottage have obviously 
  been fouled by the creature. Some of the debris has been 
  piled into the corners. Inside there’s some crude furniture, 
  including:
  1. Wardrobe: In the wardrobe there’s a few sets of cheap 
  commoner’s clothes and a pair of old leather boots.
  2. Chest: An unlocked chest at the foot of the bed contains 
  bed linens, a couple of blankets  and a small wooden box 
  with a comb, a bronze cloak pin, a steel mirror, a small knife, 
  needle and thread, and a candle.
  Old Cottage
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  3. Fireplace: In the fireplace there’s a small iron pot hanging 
  from hook. Next to the fireplace there’s a small pile of wood.
  4. Shelves: On the shelf there’s a partial wheel of moldy 
  cheese, cookware, dishes, utensils, two small empty casks, 
  various empty peck-sized baskets, small earthenware jars of 
  cooking spices ( some of which have been spilled).
  5. Random Items: Other random items in the kitchen area 
  include: benches, stools and chairs, a tables, moldy sacks of 
  corn meal and flour.
  6. Table: One of the tables has a candle in a holder.
  7. Bed: The single bed is simple and very dirty. This is where 
  the creature has been storing all it’s valuables, under the bed. 
  There’s a wooden box (unlocked) with the following level-
  dependent treasure:
  • Level 1 – 75gp, 262sp, 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). 
  • Level 3 – In addition to the level 1 items include the 
  following: 2 Banded Agate gems (20 gpv), 1 Lapis Lazuli 
  gems (10 gpv), 1 Hematite gems (10 gpv), 2 Obsidian gems 
  (20 gpv)
  • Level 5 – In addition to the level 1 and level 3 items include 
  the following: Masterwork dragon scale bracers +1 to AC.
  There’s also a few weapons, including: a dagger, longsword, a 
  short sword, and a light crossbow.
  8. Junk Pile: The junk pile looks like a place where the half-
  ogre has been casting things he considers useless. It contains 
  wood scraps, broken earthenware jars, old clothes, a few 
  metal household utensils and other miscellaneous junk piled 
  up in a heap. A 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 hand axe, a spade, a smoking pipe and box of 
  tobacco, and a flask containing some strong-smelling liquid.
  9. Bone Pile: A fairly large bone pile. Some of the bones are 
  old and some are fresh.
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  Monsters per character level: The darkmantle(s) are lurking 
  in the stairwell.
  Level 1 – 1 Darkmantle (p.46 MM) 
  Level 3 – 2 Darkmantles
  Level 5 – 3 Darkmantles
  Location: Any path or road through a wooded area.
  Setup
  Many years ago the black tower on the hilltop was inhabited 
  by an eccentric old knight who is said to have come into 
  the possession of a cursed ring. Little is known about the 
  tower’s history since then and it has been left abandoned for 
  many years. This encounter includes the following creatures, 
  obstacles and items: 
  Secret Door: To open the secret door the 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 small, dark colored triangular stone on the 
  outer ring of floor compass near the west “W” paver stone. 
  The door only stays open for one round then resets.
  Ring of Agoraphobia (cursed magic item):  At first glance 
  the ring seems like a plain silver ring with an opal gemstone, 
  but when worn over time it causes wearers to become 
  more possessive of it and increasingly afraid to go outside 
  whatever building they happen to be in. Once someone 
  wears the ring, its effects immediately begin to take hold. 
  What seemed like a normal ring now appears to be special, 
  and wearers must succeed at an initial Wisdom saving throw 
  DC 13 to be able to remove it, allow someone to remove it, or 
  be able to leave the room they’re currently in. After another 
  minute passes the Wisdom saving throw difficulty increases 
  to DC 15 and continues to increase by two every 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 immediately seek shelter in the nearest structure. A 
  Remove Curse spell will allow the wearer or someone else to 
  remove the ring.
  Narrative
  The adventurers observe the following features as they 
  approach the old tower:
  In a remote area of the forest you spot an old tower on a 
  hilltop. 
  Once you’re 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 narrow stone bridge. The tower has an ominous 
  look, as it’s made entirely of black stone. 
  As you approach you see the main door has a portcullis that’s 
  open. Entering the tower you see a large compass design inset 
  into the floor pavers in the middle of the room. It doesn’t look 
  like anyone has been here for a very long time because the 
  floor is covered in dirt and pigeon droppings, and there are a 
  few scattered boards and shingles lying around. Looking up 
  you see the inside of a timber frame roof 60 feet above your 
  head that’s beginning to collapse. There’s a fair-sized hole in 
  the roof letting in a stream of light and a light breeze that’s 
  blowing tattered banners hanging from the beams. Just then 
  a flock of pigeons takes flight, circling around the room before 
  they fly out the hole in the roof.
  Tactics
  The darkmantle is perched above the top of the stairwell just 
  inside the secret door. It stays hidden until the adventurers 
  start down 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 darkmantle’s 
  Hide check. Keep in mind that it will be difficult for the 
  adventurers to maneuver to attack the darkmantle when it’s 
  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 floor. 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, 
  a bed, and an old chest – the chest contains an old tattered 
  wool blanket, an old pair of boots, a flask, a bottle, a pouch 
  with 10sp and 22cp, and a scroll case (with a clue to open the 
  secret door). The clue uses pictographs (Rebus letter). 
  Compass: The paver with the W in the compass on the floor 
  opens the secret door when it’s stepped on.
  Secret Door and Staircase: The secret door is on the north 
  wall and opens directly under the hanging shield. Behind it 
  Black Tower
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  Adventure Shorts Volume 1, 2nd Edition, Number 5
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  The chest also contains the following level-dependent 
  treasure: 
  • Level 1 – 72gp, 194sp, 120cp
  • Level 3 – 122 gp, 1,233 sp, 964 cp
  • Level 5 – 87 pp, 534 gp, 1,675 sp, 754 cp
  is a spiral staircase the leads to the lower chamber. There is 
  light filtering in from somewhere and is evidently how the 
  darkmantle got in. At the bottom of the stairs is a wooden 
  door to the knight’s chamber (unlocked).
  Knight’s Chamber: The lower chamber was the knight’s 
  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 there’s a fireplace in the 
  east wall. The chamber is full of furniture and the knight’s 
  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. He’s dressed in what once must 
  have been a rich set of clothes but now 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 and the lock has an AC 19 and 10 
  HP. To open the lock requires a successful DC 12 Dexterity 
  check. In the chest is a carved wooden holy symbol of Kord, 
  a holy book, an hourglass (25gpv), and a silver chalice 
  (75gpv). 
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  one square = 5 ft
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  one square = 5 ft
  Black Tower
  Enlarge 400% for 1" grid
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  Forgotten Tomb
  Ambush
  Abandoned Mine
  Old Cottage
  Black Tower
  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.
  Adventure Shorts
  Adventure Shorts
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/R&D Adventures/R&D Adventures - Adventure Shorts Volume 1, 2nd Edition.pdf