I am building a campaign from the ground up and need some help with a side quest. The players (4-5 Level 1 characters) will have possession of a ceremonial moonstone dagger that the enemy cult wants, but they don't know its purpose. They've gotten a tip that they can visit an NPC, who may know what its purpose is. So here's the question: Which monsters can I use that would have this sort of knowledge on occult rituals and their components? How dangerous could I reasonably make the journey, bearing in mind this is just a side quest? And one more thing: the cult should end up with the dagger, one way or the other. How do I get the dagger there without stealing from player autonomy?
Hags are always a nice choice, looking to trade information for favors, fortune, and misery. A "demon deal" is also a good option, as in a deal with a devil or some other extra-planar entity (i personally like deals with an fey). Or there is my favorite deus ex machina, that old hermit that lives in the woods.
As for difficulty, you call this a "side quest," but it sounds like that dagger is important and I assume it or the cult is related to the main plot of the adventure, which would make it not really a side quest. However, if you choose to treat it as such, that is up to you. Especially since they are pretty low-level, the hag or whatever you end up using is probably going to be a big enough danger in and of itself. So, at the end of the day, how prepared for that encounter do you want your PC's to be and what your PC's will want to see. Personally because I know what to expect from my players, I tend to lean a bit heavy on the danger, because they enjoy that type of thing and I know they can handle it.
For you last question, make the scenario one that is winnable for your PC's (even if the chances are remote). With that, you will have to be willing allow them to keep the dagger if they succeed. It could be a high-level rogue/thief pick-pocketing the dagger while in the city, an ambush by some cultists demanding the dagger in exchange for letting them go, or even a merchant or trader who takes an interest in the dagger, while they are in her shop. The possibilities are endless, but in the end if you are worried about the "autonomy," then you will have to be willing to not be able to get the dagger back.
Hags are a great idea, but also remember you are the DM. It can be anyone you want. If you want an ogre or a kobold or a flying pig to be an occult scholar, they are.
Danger level does not matter if it’s a side quest or not. Make it the normal level of challenging so the players don’t get bored That said, it can be fun to give players a fight way below their level sometimes, just to let them feel cool
And as ftk said, you can’t make sure something happens without compromising player autonomy. Even the best pickpocket can make a bad roll. Have a back up plan. Maybe the cult sends wave after wave of people after them until eventually the least has to show up and handle this himself.
The scholar NPC could also betray them out of the dagger. Maybe he’s charmed or mind controlled, or just blackmailed, but he’s willing to tell more about it and give them real info, but they got to him first. And while he’s inspecting it he takes it into another room and turns it over to the cult. It’s not a full-proof plan, but he’s probably most likely to be trusted with the dagger.
The journey there can just be rolling for random encounters. If you want another big showdown with cultists, it can happen at the Scholar’s cabin. Only this time, they don’t underestimate the party and send the dagger away as quick as possible while the main body of cultists hold you back from pursuit.
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I am building a campaign from the ground up and need some help with a side quest. The players (4-5 Level 1 characters) will have possession of a ceremonial moonstone dagger that the enemy cult wants, but they don't know its purpose. They've gotten a tip that they can visit an NPC, who may know what its purpose is. So here's the question: Which monsters can I use that would have this sort of knowledge on occult rituals and their components? How dangerous could I reasonably make the journey, bearing in mind this is just a side quest? And one more thing: the cult should end up with the dagger, one way or the other. How do I get the dagger there without stealing from player autonomy?
Hags are always a nice choice, looking to trade information for favors, fortune, and misery. A "demon deal" is also a good option, as in a deal with a devil or some other extra-planar entity (i personally like deals with an fey). Or there is my favorite deus ex machina, that old hermit that lives in the woods.
As for difficulty, you call this a "side quest," but it sounds like that dagger is important and I assume it or the cult is related to the main plot of the adventure, which would make it not really a side quest. However, if you choose to treat it as such, that is up to you. Especially since they are pretty low-level, the hag or whatever you end up using is probably going to be a big enough danger in and of itself. So, at the end of the day, how prepared for that encounter do you want your PC's to be and what your PC's will want to see. Personally because I know what to expect from my players, I tend to lean a bit heavy on the danger, because they enjoy that type of thing and I know they can handle it.
For you last question, make the scenario one that is winnable for your PC's (even if the chances are remote). With that, you will have to be willing allow them to keep the dagger if they succeed. It could be a high-level rogue/thief pick-pocketing the dagger while in the city, an ambush by some cultists demanding the dagger in exchange for letting them go, or even a merchant or trader who takes an interest in the dagger, while they are in her shop. The possibilities are endless, but in the end if you are worried about the "autonomy," then you will have to be willing to not be able to get the dagger back.
+1 for hag(s), they are very scary and powerful for level 1 characters, but can be used to good effect as a social encounter.
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Hags are a great idea, but also remember you are the DM. It can be anyone you want. If you want an ogre or a kobold or a flying pig to be an occult scholar, they are.
Danger level does not matter if it’s a side quest or not. Make it the normal level of challenging so the players don’t get bored That said, it can be fun to give players a fight way below their level sometimes, just to let them feel cool
And as ftk said, you can’t make sure something happens without compromising player autonomy. Even the best pickpocket can make a bad roll. Have a back up plan. Maybe the cult sends wave after wave of people after them until eventually the least has to show up and handle this himself.
The scholar NPC could also betray them out of the dagger. Maybe he’s charmed or mind controlled, or just blackmailed, but he’s willing to tell more about it and give them real info, but they got to him first. And while he’s inspecting it he takes it into another room and turns it over to the cult. It’s not a full-proof plan, but he’s probably most likely to be trusted with the dagger.
The journey there can just be rolling for random encounters. If you want another big showdown with cultists, it can happen at the Scholar’s cabin. Only this time, they don’t underestimate the party and send the dagger away as quick as possible while the main body of cultists hold you back from pursuit.