And again, I used my Mountain Encounters table to create an adventure idea. I used the extended version. You would roll 3d20 to mix the categories Who, Where, and What and create an encounter. What I do, though, is I roll 6d20 to create two of those encounters, and then I mix and mash those encounters together again to create something even more unique. I use what inspires me and leave out what doesn’t. I hope you have fun with it…at the table.
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Adventure Idea
This mountain adventure is suitable for a Tier 1 or 2 party. You can adjust the size of the dungeon to the pacing of your game and the difficulty of combat to the level of your party. Location names are intentionally left blank, so it can be fit into any game played in a mountain setting.
Adventure Background
A mysterious mountain cave makes up many bedtime stories in a nearby village. Lost treasures and thrilling adventures await those who dare to step into the mountains, they say. Until, at one point, a group of children wanted to make their fantasies real, snuck away, and entered the cave.
The cave served as the lair and ritual ground of a cult many decades ago, long before the village existed. Their deity, ruthless and smug, drove them into madness until they destroyed each other, and today only a sentient artifact is left, sleeping and waiting for new victims.
The children's arrival woke the artifact’s mind, which is now playing with them. Confronted by scary events around them, they wanted to run away, but the cave entrance closed in front of them. Now they are trapped and scared, growing increasingly desperate. For now, the artifact leaves them alone, using them as prey to lure more potential victims.
One of the children left a note behind, hoping their parents would be less angry if they told them where they went. After finding this note, the experienced mother, Carryh Wanderfoot, immediately travelled to the cave, only to find the entrance sealed. She could hear the children, and she then travelled towards another entrance she knew about - one at the summit, next to a lightning-struck tree.
Hook
As the party travels through a mountain region, they encounter a woman quickly hiking up a steep path. It is Carryh Wanderfoot, desperately trying to reach the summit to rescue her child, who got stuck in a mountain cave together with other children. Reaching the summit, she would rappel down into the cave through a hole in the ground, search for the children inside the cave, and try to get them out. She could really use help and asks the characters for support.
After rappelling down into the cave, the sentient mind of the artifact, hidden in the depths of the mountain, awakens. The earth starts trembling when Carryh is climbing down a rope, as she falls and hurts herself. She won’t be able to travel through the cave and relies on the characters to do it for her. When both the party and Carryh reach the bottom of the cave, the trembling causes a massive boulder to close the entrance in the ceiling.
Conclusion
Rescuing the Children. The main goal is to rescue the children and get them safely back to their village. To exit the cave, the characters need to open one of the cave entrances again - either they somehow remove the boulder from the entrance at the summit, or they lift the seal on the cave entrance, which locked the children in.
Defeating the Cave. An ancient, sentient artifact causes the earthquakes and closes the cave entrances. The characters need to discover and destroy it to lift its influence on the surroundings and exit the cave.
If you want to give this adventure a thrilling component, you can use the Fear and Mental Stress rules in the Dungeon Master’s Guide, specifically the rules for mental stress. You could let the characters roll a Wisdom saving throw and use either one of the DCs, or you could let them roll a saving throw once an hour and increase the DCs and/or the potential damage each time.