A while back, my PCs found an ex-adventurer named Quinn Morlin. They offered a reward if he could help them get to Vor Rukoth. He told them the way and his “reward” was less than flattering. Three (the warforged cleric) offered “the blessings of his god” as the reward. Then they left Quinn at the bar and headed on their way. Big mistake.
On their journey through the desert, they took an extended rest. Mistake #2. Quinn had been following them and made off with their Bag of Holding while they rested. He left a note:
“No need for a bag of holding, my friends. The blessings of my god will be enough!
Payback sucks. So fast forward to last night’s session. They wanted it back now. They’ve gone without it for a few months so they head after Quinn finally.
Journey to Nenlast
They learn in Hammerfast that Quinn usually resides in the city of Nenlast. A dwarf named Jarel Hammerthorn agrees to show them the way if they will guard his caravan which he is taking to Nenlast. They agree and meet Rendar, the half-orc fighter who is also guarding the caravan for some cash money. The first 10 miles is on the King’s Road. During this part of the journey, a wild storm arises over the road. A DC 20 Endurance check is required to not lose a healing surge.
As the characters turn north from the King’s Road, they are attacked.
3 lvl 15 Orc Mercenaries
4 lvl 16 Ogre Bludeoneers
The total gold on the orc bodies is 5000gp.
Shortly after traveling about 10 miles north, you hear a growling and whimpering in the woods to the right of the road. If the PCs examine, read this: A wolf, dire wolf by the looks of it, is caught in a claw trap. It’s obvious that poachers are responsible. The wolf is not dead but in bad shape. It’s caught around his neck and he is bleeding profusely.
If Three chooses to heal the wolf, it becomes slightly attached to him (although not obedient yet). Three does indeed heal the wolf and takes care of it. He brings it along for the rest of the journey.
Towards midday, you reach the town of Nenlast. Nenlast sits on the shores of Lake Nen. The town is surrounded by high stone walls with a group of guards at the entrance.
The PCs are allowed in with Jarel and they head to Hawk Tavern. The sign on the door reads: “The Best Ale in the Nentir Vale!” They enter and Argarwane sees an old friend. It’s Jabar Gimmen! He led the resistance a few months back in Raywold that Argarwane was a part of. He asks him about Quinn. “I’ve seen me a man lookin just like the one you describe! But I know of no Quinn Morlin around these parts. Sorry old friend.”
The PCs decide to ask Jarel if he knows about an adventurer named Quinn. “Never heard of him. The only adventurer in these parts is Jaerys Foxstone. Everyone knows that! I’ll bet he’d know your friend Quinn if anyone would. I reckon you’ll find him in the sewers beneath Nenlast. Always complaining about an aboleth problem in the sewers is he. How else would ya know unless that’s where you spend your time? Hahahah.” They head to the sewers.
1. The sewers are ankle high in sludge and it often rises to knee high. Strangely, you notice gargoyles set into the corners of each room. It looks as if these weren’t always just sewers…you can hear splashing noises every few moments from the corridor straight ahead. The corridor to your left smells strongly of sulfur.
2. Two corridors exit this room. Two gargoyles have their eyes set upon the third who rests between the two corridors. He looks to be less perched like the others. This one…is on guard.
3. This hallway wraps around leading to the same room you just came from. A Perception DC 24 notices that one entire wall has VERY small cracks all over it. It could be weak. Inside this chamber rests the statue of a hero. An Arcana DC 22 recognizes the magic item, the “stone band” on his finger.
4. Thick clouds of sulfur spurt from the ground every few seconds in this chamber. The clouds are thick and appear at random. Refer to Sulfur Spewers Trap. When the first PC crosses the line in this room, monsters rise from the sludge and sulfur and attack!
1 aboleth slime mage
2 aboleth lashers
9 kuo-toa guards
This encounter includes: 1 aboleth slime mage, 2 aboleth lashers, and 9 kuo-toa guards. This encounter is worth 9950 XP
A wooden door sits on the far wall. Gold hinges and hardware look out of place on this door set in the sewers.
- 1. This corridor leads to a small set of stairs. Atop the stairs are two doorways and two guards eyeing you curiously as you enter. The guards will ask the business of the adventurers. A skill challenge will allow the adventurers by. If they reveal a magic item to the guards, they are allowed to enter the door on the right. “If you can retrieve the magic item from beyond this door, you will be granted an audience with Jaerys Foxstone.” Perception DC 22 notices the gargoyles at the back end. Perception DC 27 notices the secret door.
- You descend a staircase about 10 feet into a room dimly lit with torches. It resembles the sewers and the floor is covered in sewage and sludge to about ankle height. A lone, stone gargoyle watches over the room from the corner. Two doors are at the far end. When two characters have crossed the middle line, the Aboleth Overseer and 8 aboleth servitors arise from the ground. If anyone enters the corner by the gargoyle, he attacks. Otherwise he attacks during the 3rd round of combat. This encounter is worth 8800 XP
- When the door has been open for one minute, it suddenly slams shut. The room is overcome by a magical darkness. One minute later, the door opens and any characters inside have lost one magic item.
- This room has a pyramid structure in the middle of it that rises about 15 feet high. Atop it you can see a bright glowing statue of a phoenix. A golem steps out of the front stone wall and roars as six cyclops step out from behind the pyramid. An Athletics DC 25 is required to climb the pyramid on the steep sides. An Athletics DC 15 is required to climb either stairs. This encounter is worth 7400 XP Atop the pyramid is the glowing statue of a phoenix wearing a belt. The belt is the Phoenix Sash. The guards at the entrance will let the PCs pass if they show this item.
- The two rooms in the hallway lead to empty barracks. Between the two rooms the PCs can find about 15,000 gp.The stairway descends into a large open room. Six men sit at a table playing dice and toying with strange items you are not familiar with. There are bookshelves and desks all around the room and hundreds of strange objects and paintings you have never seen before.
“Welcome gentlemen. And to what do I owe the honor of your company?” They wanted to find Quinn. “If you can defeat the great Jaerys Foxstone in combat, I shall indeed lead you to your fellow ‘Quinn’ friend. Gentlemen! Prepare for battle!”
Two human blade nobles, four archers, and Jaerys Foxstone attack! This encounter is worth 10,300 XP
His spell fades off when he’s defeated and it reveals Quinn. Quinn will give them back their bag of holding along with 5 gems worth 5000 gp each. He will also give them two gifts. The Essence of the Scout is the first. He also offers to inscribe a magical tattoo on someone. This is the Eager Hero’s Tattoo. Quinn also has a question for the group about a Starfire. He read a scroll in the bag of holding. He wishes to help them. He’s still capable of great adventures and tells them his next location so they can send him word when they need his help. The group actually invites Quinn along.
My players actually mentioned that this was the most fun quest they have done so far. It’s funny since its kind of a side quest but I appreciated it since I wrote the entire thing. They loved the last fight. It’s fun when its a skill fight and not to the death. The nobles and Jaerys (Quinn) were extremely skilled bladesmen and the PCs felt like it was a challenge to their abilities rather than a fight for life.