Adventure Hooks for Downtime #8 - Fanatic5 Solutions
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Adventure Hooks for Downtime #8

Hello there, Downtimers!

Here are a few adventure hooks straight from our brewery, I hope you’ll like them!


The leaders of two cities have decided to make trade easier and improve their relationship. The almost-impenetrable, treacherous mountains between the two dwellings caused a lot of problem in the past: merchants either took the risk of a shorter route, or made a huge detour and thus losing profit.

Now, thanks to the inventions of gnomes and artificers, the plan is to have an iron trail, on which mechanical carriages will be rolling. The first step is to make plans and designate the route for the rails. The party has to escort and protect a gnome artificer who will carry out surveys and field tests, trying the determine where the railroad should go. Should the NPC lose her life, the party has to carry out the mission.

Lost shrines, dangerous caves, and hungry monsters await our adventurers. And if this wasn’t enough: there’s a rival party out there, trying to sabotage their mission. Are they hired by a rival city? A merchant family? Or…?

The vineyard

Walking through a beautiful wine region, the heroes find a nice inn which is famous for its rich red cabernet. The vintner, and old fellow with just a slight casual alcohol problem, immediately starts complaining that he will soon be ruined! He’d rather burn the whole vineyard to the ground then sell it!

His workers started to disappear in the middle of the harvest, and since news travel fast among the locals, now he cannot find new labor! No one dares to work in his fields! Should the kind-hearted (or foolish?) party investigate, the only thing they find are misleading rumors about curses and tentacles and ancient ones. After hitting a few dead-ends, someone might realize that the number of scarecrows on the fields is steadily increasing…

Monster: Vineyard Scarecrow
Medium construct, chaotic evil
Armor Class 13
Hit Points 36 (8d8)
Speed 25 ft.

11 (0)15 (+2)11 (0)10 (0)10 (0)13 (+1)

Damage Vulnerabilities: fire
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: poison, necrotic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses: darkvision 60 ft.
Languages: understands the languages of its creator but can’t speak
Challenge: 2 (400 XP)

False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Multiattack. The scarecrow makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature, it must succeed on a DC 12 Stamina saving throw or be inflicted with the Scarecrow Curse.
Vineyard Scarecrow Curse. The victim who failed his saving throw upon a successful claw attack starts to turn into a vineyard scarecrow himself. The transformation happens in 10 turns, with the victim being able to repeat the saving throw at the end of each turn. The difficulty increases by 1 with every second turn, so it’s: 12, 12, 13, 13, 14, 14, 15, 15, 16 and 16 for the 10th one.


A forgotten god (suitable only for good and neutral characters)

After completing their last quest, the party is finally heading home. On their way they cross an especially calm forest, which immediately has a soothing effect on all of them. As they take deep breaths of the fresh forest air they feel that even if it’s only for a short time, they can finally get out of the hamster wheel and spend some quality time with each other. It’s fun and rewarding to chase monsters and save kingdoms, but there’s surely more to life than that.

The winding forest path they follow steadily rises for a long time, and then all of a sudden, they find themselves on the edge of a cliff. The view of the land is astonishing and it takes a few minutes before they realize that treacherous, narrow cliffside stairs descend to the bottomless crevice.

No doubt they will try to guess the depth and do their best to figure out who the master builder could have been. As they spend their time examining the stonework, their minds become focused and cleared as they feel that this place here is perfection, completeness and quietness.

For example, a dwarven character could feel this way when finally being able to see the tomb of his ancestor, after spending a lifetime with searching. A gnome most certainly feels this when she completes the invention of her life, or a druid finally becoming one with nature.

The party just stands there, silently, pondering about the meanings of life, totally losing their sense of time. Then as quickly as they came, the feelings and the thoughts are gone, replaced by a sense of longing. Glancing at each other, the party can see that everyone has been having similar thoughts. Staring down, they sense that something extraordinary is waiting for them at the bottom of the stairs…


Banisher – Legendary Artifact Weapon
Longsword (Requires Attunement by a Good character)The origins of Banisher are unknown. Maybe it was created by an ancient being, maybe it arrived from a parallel universe. Its powers are great, and it only shows itself if it can sense a worthy wielder. Maybe it wants to get home? Wants to find its maker? Or only spread greatness and change the fate of kingdoms?Upon a successful hit, the target must succeed on a Charisma saving throw (spell save DC: 12 + Character’s Charisma bonus) or banished from the plane (like the spell: Banishment). Usage limit: Character’s Charisma bonus + 5 / long rest.Divine Blade. The Banisher is a longsword with a +3 bonus to attack.Its damage is always 0.

Celestial Power. Your attacks do not provoke reactions or opportunity attacks.

Divine effect. The reach of Blade’s effect is 10 ft. (5 feet physically, 5 feet wave-like effect emitting from the sword, heading the same direction as the hit)