Side quests
Quest 1:
"The Missing Merchant's Goods"
Setup:
In the bustling marketplace of the city, the local merchant, Elric (Elk-person, frantically approaches the party. He claims that a shipment of precious goods meant for a nearby noble has gone missing. Without it, his reputation—and his business—are at risk.
Quest Hook:
Elric offers the party a reward of 50 gold pieces and a 10% discount on his wares if they retrieve the goods. He last saw the wagon heading through the nearby forest, but it never arrived at its destination.
The Task:
- Investigate the Backalleys:
The party follows the trail into the backalleys, finding signs of a scuffle—some dropped goods, overturned crates, and wagon tracks leading off the main street.- Confront the Bandits:
The tracks lead to a hidden bandit hideout. The bandits, led by a cunning rogue, have taken the goods and are celebrating their haul. The party must decide whether to negotiate, sneak, or fight to recover the shipment.- Surprise Twist:
Among the stolen goods is a mysterious locked chest that radiates faint magic. The bandit leader claims Elric wanted to sell it to shady buyers and insists the party investigate its contents before returning it.
Resolution:
- If the party retrieves the goods and returns them to Elric, he fulfills his promise.- If they investigate the chest and discover its secret (baby hellhound), they can decide whether to confront Elric or keep it for themselves. - Elric will keep his promise if they confront him, and because he tried smuggle a hell-hound baby he will let them keep it for their silence.
Reward:
Quest:2
"The Haunted Well"
Setup:
In the drought-stricken slums, the only well has become the center of ominous activity. Strange whispers emerge at night, and slum-dwellers have reported eerie shadows near the well. The villagers are desperate, as they need the water to survive but fear using it.
Quest Hook:
The slum-dweller's elder begs the party to investigate the source of the haunting. As payment, they offer a family heirloom—a silver ring worth 30 gold pieces—and free lodging in the village aka a unused house they can use as headquarters, it just needs some renovating and it should be quite nice.
The Task:
- Investigate the Well:
The whispers grow louder as the party approaches the well at dusk. A Detect Magic spell or keen observation reveals traces of necromantic energy. A rope leading down into the well suggests something might be lurking below.- Explore the Depths:
Descending into the well reveals a hidden cavern where the bones of an old villager lie scattered. A journal clutched in the skeletal hand tells the tale of a villager who died while protecting the village from a cursed relic buried in the water. The relic is now corrupting the well.- Confront the Spirit:
The spirit of the villager, now twisted by the curse, manifests to protect the relic. The party must either destroy the relic to banish the spirit or find a way to calm the spirit and properly bury the remains.
Resolution:
- If the party destroys the relic, the water is purified, and the whispers cease.- If they lay the spirit to rest, the spirit offers them a blessing, improving the well’s output and granting the village prosperity.
Reward:
- The silver ring, a purified well for the village, and possibly the spirit’s blessing (a one-time use spell or bonus).
Spirit stats:
Name: Restless Guardian
Type: Undead (Spirit)
Alignment: Neutral
Armor Class: 13 (natural armor)
Hit Points: 45 (10d8)
Speed: 0 ft., fly 40 ft. (hover)
Abilities
STR 6 (-2) | DEX 14 (+2) | CON 10 (+0) | INT 10 (+0) | WIS 12 (+1) | CHA 15 (+2)
Saving Throws:
Wis +3, Cha +4
Damage Resistances:
Necrotic, Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities:
Poison
Condition Immunities:
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses:
Darkvision 60 ft., Passive Perception 11
Languages:
Common
Traits
Incorporeal Movement:
The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Ethereal Sight:
The spirit can see 60 feet into the Ethereal Plane while it is on the Material Plane and vice versa.
Bound by Duty (Unique):
The spirit is compelled to protect the cursed relic and will only consider surrendering if the relic is destroyed or if its remains are sanctified.
Actions
Life Drain:
Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 10 (2d8) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If a creature's hit point maximum is reduced to 0, it dies.
Chilling Whispers (Recharge 5-6):
The spirit emits a mournful wail. Each creature within 15 feet of the spirit that can hear it must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 12 (2d10 + 1) psychic damage and is frightened for 1 minute. On a successful save, a creature takes half damage and isn’t frightened.
Ethereal Grasp (Recharge 4-6):
The spirit targets one creature it can see within 30 feet. The creature must succeed on a DC 13 Strength saving throw or be restrained (grappled by spectral tendrils). While restrained this way, the creature takes 5 (1d10) necrotic damage at the start of each of its turns. The effect ends if the spirit moves more than 30 feet away or uses this ability on another target.
Behavior in Combat
- The spirit starts combat using Chilling Whispers to disorient the party.- It prioritizes defending the cursed relic, attacking anyone attempting to interact with it.- If the party attempts to reason with the spirit, a successful DC 15 Persuasion or Religion check mid-combat can cause it to hesitate, potentially allowing for negotiation.
CR (Challenge Rating): 3 (700 XP)
Item drop:
Relic of the Restless Guardian
(Wondrous Item, Rare, Requires Attunement)
Properties:
- Protective Aura:
- Ethereal Grasp (1/Day):
- Restless Vigil:
- You cannot be surprised.
- You have advantage on Wisdom (Perception) checks.
- You can see into the Ethereal Plane out to 30 feet.
Once this property is used, it cannot be used again until the next dawn. - Guardian’s Memory:
If you take damage that would reduce you to 0 hit points, the pendant flares with ghostly light, and you are instead reduced to 1 hit point. Once this ability activates, the pendant loses its magic and becomes a mundane silver trinket.
While attuned to this pendant, you gain a +1 bonus to AC and saving throws.
As an action, you can call forth spectral tendrils from the pendant to restrain a creature you can see within 30 feet. The target must succeed on a DC 13 Strength saving throw or be restrained for up to 1 minute. The creature can repeat the saving throw at the end of its turns, ending the effect on a success.
You can activate the pendant as a bonus action to enter a state of heightened awareness for 1 hour. During this time:
Extra details: it glows faintly when undead are nearby, and it will only attune with those it deems worthy (Izzy)
Quest 3: The Task:- Explore the Mine:
The mine is dark, with the occasional glint of gemstones in the rock walls. The party hears eerie howls echoing through the tunnels. Along the way, they encounter signs of trouble: - Collapsed shafts requiring Strength checks to clear or bypass.
- An abandoned campsite with a miner’s journal detailing strange winds and whispers.
- Encounter the Cause:
Deep in the mine, the party discovers the source of the howling: a pair of Wind Elementals guarding a glowing crystal embedded in the rock. The crystal seems to pulse with magical energy, drawing the elementals to the mine. - Resolve the Situation:
- Combat Option: The party can fight and defeat the elementals, but this risks damaging the crystal and causing further collapses (Dexterity saving throws required).
- Negotiation Option: A character proficient in Arcana or Nature can determine the crystal’s link to the elementals. If removed carefully (DC 15 Arcana or Nature check), the elementals will leave peacefully.
- Return the Crystal (Optional):
The foreman offers extra gold for the crystal, but a nearby druid warns that removing it may disrupt the natural balance. The party must choose whether to turn it over for profit or return it to the earth.
Resolution:
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