In an attempt to pacify insatiable drive to finish a project, I wrote a quest within four parts, and have collated it now, including starter characters on D&D Beyond. It probably is suitable for Level 1-4. Enjoy.
Note: It’s a good idea to read ahead, and allocate each character a reason for being on the quest. Anything in quotation marks is to be read out.
‘Legends have told of a demon, called Karask. It tore through the region, an unrelenting hailstorm of fire and fury. Three warriors rose up to meet it, being called the Champions. They fought. And as the darkness gave way to the light, a better tomorrow was on the horizon.’
‘You’ve been travelling for around three days. You’ve received words of a huge store of gold inside a lost magical fortress. Rumours suggest other treasures await. You follow a map, given to you by Jolor Contrope, a kindly gnome from the human city of Dudor. The weather refuses to let off, and the last day’s rain has led to the flooding of a nearby stream. The quagmire you stand in wraps around your feet, as you beg for warmth’.
At this point, the players should introduce their characters. Who they are, why they’re here and things like that. But remember, they can keep secrets. I’ll make a few on a different blog, if that would be better?
‘You can hear the distant gurgle of the stream, as it recedes from the tree line. As you prepare to set off again, you hear a scream, the scream of a young woman, A shiver runs down your spine (unless you’re Chaotic Good), and panic seeps into your brain.’
The obvious thing is to check this out. If not, when the characters move, have the dead body in their path. Two Orc soldiers lurk in the forest. They have a 13 Armour Class, 15 health points, and can do 1d12+3 with a Greataxe, and 1d6+3 with a javelin. Here’s the Orc Stat Block.
Since the Orc’s are hidden, a DC 15 Perception check will reveal one Orc. This must be made by the leading character.
‘An Orc, lashes out, it’s Greataxe swinging, slicing straight through a tree. It’s snarl drowns you ears, as it attacks.’
A combat encounter will occur. If not detected, the second orc will wait until Round Two. IF he is detected, he attempts a DC 15 Charisma check, hoping to live and flee. See the stat block for details.
‘As his beaten body, hits the ground, his final breath forms into words: Karask is not gone. As the life leaves his body, you notice that he has the mark of a skull on is back. ‘
A DC 14 History check will reveal that it is a symbol of Vengeance, of spirits refusing to head to the grave without completing their mission. It does not bode well.
‘You see that the dead girl was stabbed in fourteen places. You do not know why, all you know is how. ‘
A DC 10 Insight Check will reveal a stone underneath the canopy. All characters can attempt this.
‘Beneath the body of the girl, is one dislodged stone. You pull at it, and the floor opens up, to reveal a dark stairwell.’
The characters can barely see down the stairs. A luck check (roll a d20, if 1-10 fail, if 11-20 succeed) will tell whether the characters misplace their step and fall. If they fail the check, they fall down the stairs and take 1d6+3 falling damage.
‘You hear groans as you reach the floor. You feel drained, and your life force seems to be deserting you…’
Three Zombies lurk in the shadows. Here’s the stat block for a zombie. This is an encounter. (Duh?)
After the zombies collapse to the ground, the darkness seems to abate. The distant groans have quelled, as the zombies are gone. Their rotting flesh causes your noses to shrink, as the foul stench fills the room. A narrow winding corridor lays before you.’
This is merely a set of interconnecting halls. Any attempts to create light causes it to snuff out almost instantly. In Room One, two ghouls stand, almost lifeless. A DC 12 Stealth check can sneak past them. Here is their stat block. In Room Two, there is a forgotten armoury.
‘The forgotten weapons are coated with a thick layer of dust. An Axe rests in the corner, a slight light emitting from it. ‘
Upon attempting to touch the axe, a wraith appears. A DC 16 persuasion check will convince him to give you the axe: Called Dawnbreaker
‘He continues to stare you down, ‘What is you business?’, he bellows,in a deep, spectral voice.’
If the players give a reason, DC 16 Persuasion check can be attempted. If they attempt to intimidate him, if automatically fails., and combat ensues. Here’s the stat block for a wraith.
‘He let’s out a ghostly cry, and collapses, sinking through the floor. A thin ring falls to the floor, with a quiet sound, barely reaching your ears.
The Ring has a glowing orange crystal. Is is the Ring of Ignus, and allows the use of the Burning Hands spell once per short rest. It also makes the wielder more angry.
‘The next room contains no other door. There is a hammer, as well as an anvil, including a monolithic cauldron. It’s still warm. ‘
A wizard lurks behind a pillar. He will attack when the party come into his view. Here’s the stat block
‘Upon falling, he screams out,and makes a run to the door. You chase him outside, and you follow him to a steep cliff. He leaps into the abyss, and a silver and bronze dragon swoops down, carrying him off’.
‘You stand in the forest. Your feet are coated in clumps of mud, and you feel a drab cold that reaches your core. The wizard has escaped, but a scroll lies in his place.
The scroll is the next bit of the quest. Read it’s message out loud:
‘Karask will rise. The ashes of Dralong will be the site of a demon’s resurrection’
‘Dralong is a city that was destroyed by a phoenix-like being. In it’s ruins, many travelling bands of assorted races camp, but often move on due to a myth, that states that a spirit possesses it.’
It will take about two days to travel to Dralong. The players will need to eat and rest on the way, so subtract two days of rations (or something similar).
‘As you near the city, a smoke hangs over the ruins. Small broken down walls squat there, much like the people who lurk in the ruins. In the centre of the city, a large door lies, a keyhole in the centre. Very little is actually in good condition, apart from a small cabin about 100 feet from the gate ‘
There are several places where people are squatting. The logical decision is to go to the cabin, and if not, try to persuade them to do so.
‘Broken vines hang between the planks of wood that makes up this cabin. You can hear the faint humming of a kindly maid, and you feel as if you want to enter.’
‘When you enter, the house is well kept, beautifully garnered with flowers and honeysuckle. An old lady, about 90 years old, sits in a rocking chair in the corner, knitting.’
The lady is named Circe, and is a former enchantress. She will offer the following information, if the players tell her that they are investigating Karask: The gate in the centre of town, when it has the key, will the release the demon Karask.
Whilst you’re talking to Circe, a band of black-cloaked figures walk into the centre of town, brandishing a key. They put the key in the gate, and in an explosion of fire, a demon walks out: Karask.
‘Fire smoulders around the woman. Her face is painted with burns, but you can tell that she looks almost human. Her eyes dart between the people in the city, as one of the black people walk up to her, and bow.
“My lord,” he says, his head still bowed, “It is an honor to be here, seeing your resurrection. I-” The woman holds up her hand, and a jet of fire incinerates the man, his scream running throughout the ruins. She smiles.
“I’ve been trapped in that rock for centuries. Who will be the next to burn?”
Each player needs to make a Stealth check. If they fail, Karask will spot them.
“Warriors once couldn’;t beat me. They tried to pawn me off, stop me with a temporary fix.” she growls, sneering at the player(s) she noticed. “FACE ME! PROVE THAT YOU’RE THE ADVENTURERS, THAT YOU MOST LIKELY THINK THAT YOU ARE”
Roll for initiative. Here’s the stat block for a Phoenix (ignore Lawful Good alignment) When she reaches half health, read out”
“Karask refuses to give up, as she screams in an explosion of fire and fury. “
The Cultists that were with the man who died, are taking cover behind a rock. A fast talking character could recruit them with a D 12 Persuasion check. Here’s the stat block if they join them. If Karask kills someone, she will resurrect that person, with a Chaotic Evil alignment. That person becomes a Cultist.If Karask loses, read out:
‘As Karask falls to her knees, her body begins to turn to ash. She whispers “I will rise again”, before screaming in pain, as the ash swirls around, and ignites, flying into the sky in the shape of a Phoenix. As Karask disappears, the surroudning camps poke their heads out, and stare at you, dumfounded. In an instant, they break into applause, and you have completed your mission. Lying where Karask did, is a glowing pendant, called the Soul of Karask.’
This adds +1 to the wearer’s rolls, and makes every attack do fire damage’ but it also causes insanity.
‘Upon returning to Jolor Contrope, he motions to the necklace, and congratulates you on finding the treasure. He mentions that he may need your help, in the future.’
Sequel Baiting, Yay! I hope this was useful, and please support the blog, and subscribe for updates on every post.