Dealing With the Noises (5e Quest)
Dealing With the Noises[edit]
Adventure Background[edit]
Worship of the minor demon of fire Aziraal has been outlawed, and for good reason. His cultists tend to cause a lot of trouble whenever they show up, and can rend even mighty fortresses to ruins. However, there are still those who practice his worship in secrecy...
Overview[edit]
A party of adventurers go to deal with a noise problem, but stumble upon something more sinister…
Hook[edit]
The party, while looking for work, could be told that Kent is looking for someone to help him with a noise problem.
While drinking or eating in the Grinning Goblin, Kent comes up to the party and asks them to help with the noise problem.
Stage 1: The Grinning Goblin[edit]
The Grinning Goblin Tavern is a small tavern, run by the commoner Kent Mardenn. Recently, few people have been coming to it, due to mysterious noises coming from beneath the tavern. Kent is looking for people to investigate the mysterious noises, and is willing to pay 10 GP to someone or a group for telling him what is causing the noise. Kent can be haggled with to pay up to 12 GP. A trapdoor in the room leads to the cellar.
Stage 2: Grinning Goblin Cellar[edit]
The cellar below the Grinning Goblin Inn is fairly small, but has several rooms, and stores several casks of cheap beer, extra materials, and fruit. It connects to the trapdoor via a ladder, and carefully searching the room reveals a cave entrance, hidden from view by a cask of beer.
Stage 3: Cave below the Cellar[edit]
The cave, connected to the cellar by a tunnel, is lit by torches, and is about 10 feet wide. Two cultists of Aziraal and 1d4 magma mephits are guarding the cave. The cultists are suspicious of the party, and ask them to leave. If the party does not comply, the cultists and mephits attack.
Stage 4: Altar of Aziraal[edit]
The altar room is at the end of the cave, and is about 30 feet by 30 feet wide. The room is full of fires and altars to Aziraal. Inside the room are five cultists of Aziraal, three magma mephits, and a cult fanatic, who is the leader of the cult. In addition, two of the cultists are performing a ritual to summon a fire elemental. The cult fanatic is a dwarf named Magnam Bouldertoe, and asks the party to leave the cave and cellar and not disturb the cult. A DC 15 Persuasion, Deception, or Intimidation check can also convince him and his cult to leave the cave, although Magnam will carry a grudge. If they refuse to comply or fail a check to get him to leave, then Magnam, the magma mephits, and the cultists not performing the ritual attack. Magnam carries a dagger of embers, detailed below. The cult is the source of the mysterious noises, and killing them or otherwise getting them to leave stops the noises.
Conclusion[edit]
Upon informing Kent about the cult, he pays the party, and if he doesn't know that the cult has been defeated or otherwise made to leave the cellar, search for law enforcement or mercenaries to kill them.
Rewards[edit]
The party is being paid at least 10 GP by Kent, possibly more if they haggled, and could obtain Magnam's dagger of embers if they fought him. In addition, each party member receives 100 EXP for completing the quest.
Dagger of Embers[edit]
The dagger of embers is a magical dagger that deals 2 (1d4) extra fire damage upon striking an enemy.
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