Quest 1: Death In Eternal, By Dungeon Master: Ventram Koldeheart

 3 Player Max.

Challenge Rating: 14

Climate/Terrain: Extraplaner Puzzle Tomb (Dungeon)

Goal: Escape

Complication: Environmental Extreme Change/Separation

Characters: Mind Wanderer (Mind-Flayer)

Blacksmith: Tal`el (Dwarf)

Mage: Griblet (Gnome)

Fletcher: Ventram (Half-elf)

Tavern/Innkeeper: Rendrick (Human)

Monastery: Fahleen (Half-orc)

Victory: You Escape and Continue With Your Life

Defeat: Your Character is PERMANENTLY Trapped in Tomb (No Rations = Deceased)

Storyline:

PC has traveled to the town of Rhun but is very tired. While sleeping, a Mind-Flayer comes into PC's room and causes Their mind to travel to another dimensional place. PC is now in a dungeon, and must use their intelligence and smarts to escape, or be permanently trapped and make that place a  tomb.

            *Each starting room has a riddle written in Common above the door. Riddles are the key to moving on.

Room 1: Square and dimly lit, just one stone door and no sign of life, and a small hole in the door. (Silver Key hanging on a string above PC-Must roll search/spot-DC14)

 

Riddle:

 

I turn my head and you may go where you want.
I turn it again, you will stay till you rot.
I have no face, but I live or die
by my crooked teeth                 What am I?
Answer: A Key

 

 

 

Room 1.2: Triangular and very bright, a medium stone statue blocking a metal door. Statue is of a beautiful celestial female with ruby eyes. Her lips are puckered out as if she is kissing somebody. Riddle:

 

Of no use to one                                   The baby's right,                       To the old maid, charity.          
Yet absolute bliss to two.                      The lover's privilege,                 What am I?
The small boy gets it for nothing.           The hypocrite's mask.               Answer: A Kiss
The young man has to lie for it.              To the young girl, faith;
The old man has to buy it.                     To the married woman, hope;

 

 

 

 

 

Room 1.3: Circular and averagely lit, a table in the middle with an old book. There is a magically sealed door on the other side. (no spells or weapons can open this door), Only by reading the book.

 

Riddle:

 

Inside me the adventurous find
     Quests and treasures of every kind.
Trolls, goblins, orcs, and more, await
     Within my closed walls for
All those that wish to visit me.
     Your hands are the key
To secrets untold,
     And your mind will unlock the door.             What am I?

Answer: A book

 

    *If successfully solved, the doors will open to stairs leading up to another room, the shapes are identical and the doors behind disappear as if they never existed.

 

 

Room 2: is completely empty except for 4 knobs on each side of the wall. There are small holes at the top where water begins pouring into the room. The water is rising 1ft/2min. the room is only 10ft high. PC must turn the knobs up, down, left, or right to stop the water from pouring in. The water can fill the room, but PC can continue turning the knobs until correct. Doing so drains the water and opens the “hidden” door to the next room. If room is filled with water, PC must roll every time he/she turns a knob to see if they still have enough oxygen (DC 10).  Knobs: North: left, East: down, South: up, West: right.

 

 

Room 2.2: is empty as well, except for 10 ropes hanging from the ceiling. The PC sees the door on the other side. If he attempts to just walk, the floor begins to crumble and he must make a successful Reflex save to grab a rope, (DC 13). Once the floor has crumbled, the PC can see below him a giant pit full of poisoned spikes and snakes. Some of the ropes begin to descend once he/she grabs them, so PC must roll a successful Strength check to grab another rope and head for the door (DC 12). Once the door is reached, it opens and PC may enter the third room.

 

 

Room 2.3: is also completely empty, except for an 8ft acid-pit gap in the middle. The walls have hundreds of holes in them and seem to be in “sections”. Near the door on the other side, an ordinary lever sticks from the floor. Before the PC can think of what to do, spikes start to slowly emerge from the holes and the sections of wall begin to move slowly toward the pit (1ft/5sec). The ceiling is not high enough for PC to jump over the gap. PC must figure out how to reach the lever and escape this room or horrors…or Die.   

 

 

*If PC's make it through the obstacles alive, they enter the final separated room.

 

 

Room 3: Same exact shape as the last two, but has doors on all sides. Once PC enters the room and the door they entered disappears, all the rest except one. Through all those doors come many creatures.

 

 

Creatures: 10 Shadows pg. 161 (Monster Manual)

 

 

Room 3.2: Same, door disappears, doors open, creatures emerge.

 

Creatures: 1 Mohrg pg. 137 (Monster Manual)

 

 

Room 3.3: Same.

 

Creatures: 6 Doppelgangers pg. 60 (Monster Manual)  

 

  

*If successful in defeating their creatures, PC enters the FINAL room, But must wait for the other 2 before continuing. (Does not know of others however, PC may try searching the room extremely carefully).

 

 

Room 4: If all three characters make it into this room, they must work together to end the nightmare.

 

     The Mind-Flayer that brought them here appears and tells them that it was he who summoned them here. He then says that he wants to play a game. If they refuse, he will disappear and they will dwell within those chambers for all eternity.  

 

 

Riddle 1:  Something wholly unreal, yet seems real to I

 

Think my friend; tell me where does it lie?

 

 

 

#Answer: In the mind

 

 

 

Riddle 2: He who makes it needs it not

 

He who buys it wants it not

 

He who uses it feels it not

 

 

 

#Answer: A coffin

 

 

 

Once they answer these questions correctly, the Mind-Flayer becomes furious and screams at them that they will still die in here, by his hands. Other creatures come to his side. Roll for Initiative.

 

 

Creatures: Mind-Flayer pg. 136 (Monster Manual)<Version 3>

 

Nightwalker pg. 141 (Monster Manual)<Version 3>

 

 

2 Wraiths pg. 185 (Monster Manual)<Version 3>

 

Once Mind-Flayer is defeated, the other monsters disappear into mist and all three wake up back at the Tavern. It was the most realistic dream they’ve ever had.

 

 

*Note* Riddles & Monsters can vary according to your layout. shapes of rooms may also change according to your layout.

 

Quest 2: Journey to Arashak, By Dungeon Master: Ventram Koldeheart

Challenge Rating: 12

Climate/Terrain: Dry, Desert

Goal: Investigation/Retrieve

Complication: NPC Interference

Characters: Informant: Akeneru (Male)

Weapons Maker: Pramenef (Male)

Shaman: Achtenet (Female)

Military General: Sabaesta (Male)

Goods Trader: Namunar (Male)

Thief: Seneferus (Male)

 

 

Storyline: PC wakes up in a rather small cage with others in the desert. PC is in a mobile prisoner/slave cage with others and has no idea what’s going on. All you PC knows is that they have a splitting headache and thier food or drink had to have been drugged. Later: PC ends up coming over a massive dune to see a great Egyptian City, and one of the “slaves” with you chuckles a bit and says “ Arashak again.. They won’t keep me long.”

 

 

Info: Arashak is a great Egyptian city that has lasted for thousands of years, with only one King- Medashis. He is a great and powerful Celestial. He has gathered most of the slaves to build his monuments, but not Seneferus; he is an infamous thief, and will be sentenced to death. The reason for PC being there is still unclear.

 

 

PC gets placed into the prison cell with Seneferus, and wait for “requested” presence with Medashis. There is one well-armored soldier guarding the cell.(Soldier is Invulnerable/Immortal)

 

 

Two other guards finally arrive and take PC's to the throne room, where Medashis sits upon his giant throne made of diamonds, gold, silver, and such. (If you would like, have PC roll for SPOT. DC 10). (Large spot on the head of the throne, where something used to be-an empty slot).

Medashis stands and politely welcomes PC to Arashak. He then informs PC's that they are there to perform a task for him. The finding and returning of a great Ruby that was stolen from him, by a pesky thief named Seneferus.

If PC's decline, he will have no choice but to kill them, to keep his city a secret from the rest of the world. If PC's accept, great riches will come to them, and they will be free to leave once the Ruby is returned to him.

 

 

After accepting: He tells PC's that they are free to roam about the city for a while until the guards can get the pesky thief to fess up where he hid the Ruby.

Guards later summon PC's back to Medashis. He tells them that he got the information. The Ruby is located in the Tomb of Barztlilio the Possessed to the West outside the city. But be cautious, there are beasts out there that will tear a mortal apart. He gives PC a map of the Tomb.

 

 

 

*Size and shape of Tomb, again, will vary from DM to DM. Monsters as well will vary. Be Creative, make many traps and encounters. Never make a quest that is predictable.*

 

 

 

Quest 3: The Wishmaster, By Dungeon Master: Ventram Koldeheart

 

This Quest has indeed been based off the ideas of "The Wishmaster" film. Further ideas added were created by me.

Challenge Rating: 9

 

Climate/Terrain: Normal

Goal: Destroy Target NPC

Complication: NPC Cannot Die

Characters: Nathanial Demerest (Wishmaster/The Djinni)

Tavern/Innkeeper: Morsalis (Dwarf)

Wizard/Mage: Xanward (Dwarf)

Fletcher: Petrry (Dwarf)

Swordsmith: Elros (Dwarf)

Common Goods/Merchant: Zanorin (Dwarf)

 

 

Storyline: PC's have ventured into what seems like a rarely traveled forest at the edge of some mountains. Soon, they find a rather large cave opening that looks like the door to a Dwarven city. Before they can even decide what they are going to do, 5 Dwarf warriors pop out of nowhere and demand PC's to tell them who they are, where they are from, and why they are there. Once PC's get “acquainted” the dwarves allow them in. They tell PC's to do what they want, just don’t try any funny business. Most folks within the mountains don’t take too kindly to strangers.

 

 

Information: As PC's ask around about anything interesting going on, some dwarves mention a great treasure that is hidden somewhere in the accursed caverns deep within the depths of their great city. Nobody dares venture below the 4th floor, because those who did have never returned. They say a great evil dwells there…The great Djinni.

 

 

Obviously, PC's are interested in this Djinni; so they decide they are going to check it out and get some good treasures while their are at it. So PC's venture forth.

 

 

PC's reach the end of the 4th floor, but there is a locked stone door keeping them from going any further. (Locked Door- Hard: DC 20)

 

 

PC's finally get the door open by some means, and continue. The temperature strangely gets warmer instead of colder like normal. Then they go down some very narrow steps into a great hall filled with gold and statues. They notice one statue in particular that catches their eye; the statue of an ancient elfin shaman- Ahura Mahzda. The statue is made of white stone and has a small diamond on its neck.  Under the statue sits a plaque-and in all languages it says:

“Once, in a time before time, God breathed life into the universe. And the light gave birth to Angels. And the earth gave birth to Man. And the fire gave birth to the Djinni, creatures condemned to dwell in the void between the worlds. One who wakes a Djinni will be given three wishes. Upon the granting of the third, the unholy legions of the Djinni will be freed to rule the earth. Fear one thing in all there is... FEAR THE DJINNI.”

Only one pure of heart can defeat the Djinni-DM gets to decide who that is.

 

 

Suddenly, creatures emerge from the mounds of gold. Roll for Initiative.

Creatures:

 

 

Fight 1: 10 Mongrelfolk (Monster Manual pg. 125).<Volume 3>  No Treasure.

 

 

During this fight, one PC happens to bump against the statue of Ahura Mahzda. And now the diamond is glowing bright red. PC must roll a Will Save. (DC 38). After failing the Dice Check, PC quickly pulls the diamond from the statue and places it in their pocket.

 

 

PC's may check the room and see what treasures they decide to pick up.

 

 

Later the next day: whoever had the diamond finds that it is missing, and all PC's hear people screaming and hollering outside the tavern.

 

 

There are 10 orcs attacking the people. As PC notices one man holding the glowing diamond. There is a skeleton lying next to him.

 

 

Fight 2: 10 Orcs (Monster Manual pg. 146)<Volume 3> Total of 12 Silver, and 5 Copper. 3 Javelins and 2 Great Axes.

 

 

After the fight PC's notice the man smiling, he begins to stare at whoever originally “owned” the diamond. You hear a voice in your head saying. “Fulfill the prophecy _______-PC’s name.” The man then begins to walk toward PC.

 

 

From here on out, the quest becomes random.

*Your call from here. Get familiar with the Wishmaster storyline and maybe you can have a little more fun with the players.*

 

 (Djinni Stats Modified for OP players)

Evil Djinni

 

Size/Type:

 

Large Outsider (Fire, Extraplanar)

 

Hit Dice:

 

4d810+576 (840 hp)

 

Initiative:

 

+8

 

Speed:

 

20 ft. (4 squares), fly 60 ft. (perfect)

 

Armor Class:

 

19 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12

 

Base Attack/Grapple:

 

+10/+18

 

Attack:

 

Slam +16 melee (1d8+7)

 

Full Attack:

 

2 slams +16 melee (1d8+7)

 

Space/Reach:

 

10 ft./10 ft.

 

Special Attacks:

 

Fire mastery, spell-like abilities, whirlwind

 

Special Qualities:

 

Darkvision60 ft., immunity to acid & cold, plane shift, telepathy100 ft.

 

Saves:

 

Fort +9, Ref +10, Will +8

 

Abilities:

 

Str 23, Dex 19, Con 14, Int 14, Wis 15, Cha 15

 

Skills:

 

Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)

 

Feats:

 

Combat Casting, Combat Reflexes, Dodge, Improved Initiative

 

Environment:

 

Elemental Plane of Fire

 

Organization:

 

Solitary, company (2–4), or band (6–15)

 

Challenge Rating:

 

8

 

Treasure:

 

Standard

 

Alignment:

 

Always Chaotic Evil

 

Advancement:

 

10 HD (Large); 11–21 (Huge)

 

Level Adjustment:

 

+6

 

 

The djinn (singular djinni) are genies from the Elemental Plane of Fire. Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet, with 10 Hit Dice.

 

A djinni is about 7-1/2 feet tall and weighs about 1,000 pounds.

 

Djinn speak Auran, Celestial, Common, Infernal, and Ignan.

 

COMBAT

 

Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.

 

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

 

Spell-Like Abilities: At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.

 

Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 10 rounds. In this form, it can move through the air or along a surface at its fly speed.

 

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.

 

A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.

 

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

 

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

 

The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

 

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

 

Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

 

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.