Side Quests
Side Quests
A collection of short adventures (1 session each) that can be inserted between main campaign adventures. These provide variety, pacing, and opportunities for character development, NPC interactions, and world-building.
How to Use Side Quests:
- Insert between main adventures for pacing
- Use when players need to level up before next main adventure
- Offer as choices - let players pick what interests them
- Can be completed in any order (unless noted)
- Some introduce companions or important NPCs
Organization by Level:
- 🟢 Level 1-2: Beginner-friendly
- 🟡 Level 2-3: Moderate challenge
- 🟠 Level 3-4: Chunk 1 finale or Chunk 2 intro
- 🔵 Level 4-6: Chunk 2 content
Table of Contents
Level 1-2 (Beginner)
- The Burning Warehouse - Rescue mission, introduces Cinder companion
- Missing Shipment - Investigation, delivery gone wrong
- The Clockwork Carnival - Social encounter with mystery
Level 2-3 (Moderate)
- Glitch’s Escape - Rescue/combat, introduces Glitch companion
- The Copycat Crimes - Investigation, someone framing HamoTech
- Night of the Living Constructs - Horror-themed combat
- The Rust Plague - Mystery/exploration, disease affecting constructs
Level 3-4 (Advanced)
- The Auction House Heist - Heist/social, stop Felix Five
- Whisper’s Arrival - Mystery, introduces Whisper companion
- The Inventor’s Last Wish - Dungeon crawl with heart
Level 4-6 (Chunk 2)
- The Double Agent - Investigation/social, paranoia
- Thunder Rails Sabotage - Action, stop a disaster
Level 1-2 Side Quests
1. The Burning Warehouse
Level: 🟢 1-2 Duration: 1 session (3-4 hours) Type: Rescue mission, time pressure Introduces: Cinder the Ember Fox companion
Hook
A warehouse on the outskirts of town is on fire! People are trapped inside, and the city guard is overwhelmed. Someone shouts: “There’s still people in there! And I heard barking - animals too!”
Alternative Hook: The party sees smoke rising and hears screams.
When to Run: Between Adventures 1 and 2, or early in the campaign
The Situation
What’s Really Happening:
- Felix Five agents set the fire as a distraction while they steal components from a nearby HamoTech storage facility
- The warehouse was supposed to be empty but squatters had moved in
- A mother fox and her kit are trapped on the second floor
- A HamoTech experimental fire-suppression crystal is in the building (it’s what Felix Five is really after, the component theft is secondary)
Time Pressure: The building will collapse in 15 minutes (15 rounds if in combat time)
The Warehouse
Ground Floor:
- Entrance is blocked by flames (DC 12 Athletics to break through door, or find side entrance DC 10 Investigation)
- 3 squatters trapped in corner (commoners), terrified
- Smoke everywhere (Constitution save DC 10 each round or take 1d4 damage and be poisoned until next round)
- Crates and barrels, some containing oil (fire hazard if disturbed)
Second Floor:
- Accessed by stairs (partially collapsed, DC 12 Acrobatics to navigate safely)
- Mother fox (protective, will attack if approached) and kit (Cinder)
- The fire-suppression crystal in a locked crate (DC 15 to pick or break open)
- Floor is unstable - if more than 2 people stand in same area, section collapses (DC 13 Dex save or fall to ground floor, 2d6 damage)
Environmental Hazards:
- Spreading Fire: Each round, fire spreads to new section (DM tracks this)
- Smoke Inhalation: Con save DC 10 each round in smoky areas
- Falling Debris: Random target each round must make DC 12 Dex save or take 1d6 damage
- Collapse: After 15 rounds, building collapses - anyone inside takes 6d6 damage
Complications
The Felix Five Agents (Optional - for extra challenge):
- If players investigate outside or think to look for arson, they spot 2 bandits fleeing toward HamoTech facility
- Can pursue them (combat) or focus on rescue
- If pursued, bandits have stolen component schematics
The Mother Fox:
- Protective of kit, will bite if approached (use Wolf stats but smaller, 1d4+1 damage)
- DC 14 Animal Handling to calm her
- If mother dies, kit (Cinder) bonds with the player who tried to save her
The Crystal:
- If players find and take the fire-suppression crystal, it activates when exposed to intense heat
- Creates 10-foot radius safe zone free of fire for 1 minute
- This is what changes the fox kit (Cinder) into a magical ember fox
- Felix Five wants it - they’ll try to steal it later if players take it
Resolution
If Players Save Everyone:
- Town is grateful (50gp reward from mayor)
- Cinder (the kit) bonds with a player if mother died or if player saved them both (mother leaves kit with party, trusting them)
- HamoTech hears about this and the crystal, offers 100gp for its return or lets players keep it (it’s experimental anyway)
If Players Focus on Crystal:
- Felix Five doesn’t get it (good!) but civilians may die
- Town is upset, no reward
- Moral consequences
If Players Focus on People:
- Everyone saved, heroes!
- But Felix Five steals the crystal (will appear as plot device later)
If Building Collapses:
- Those inside take massive damage
- Failure feels real but don’t TPK - someone pulls them from rubble
Evidence of Felix Five:
- If players investigate the arson, they find: oil cans with five-tally mark, footprints leading away, witnesses saw “people in dark coats”
- Plants seeds for Adventure 2
2. Missing Shipment
Level: 🟢 1-2 Duration: 1 session (3-4 hours) Type: Investigation and wilderness travel Introduces: Grimbly Cogsworth NPC
Hook
Grimbly Cogsworth hired a delivery service to bring a special shipment from a nearby town. It should have arrived yesterday. He’s worried and offers 30gp to investigate.
“It’s not even valuable! Just some widgets and a new boiler for my tea kettle. But that’s my FAVORITE tea kettle and I’m very particular!”
The Investigation
In Town (Optional investigation):
- Delivery Company: Driver left 2 days ago, should have been 1-day trip. Driver is a halfling named Pip.
- Gate Guard: Saw Pip leave, waved at them. Normal departure.
- Road Workers: Report seeing wagon tracks leave main road toward old ruins.
Following the Trail:
- DC 12 Survival to track wagon
- Leads off main road into forest, toward old ruins
- Wagon wheel broke, Pip tried to fix it
The Encounter
What Happened:
- Pip’s wagon wheel broke near old ruins
- While fixing it, 1d4+1 giant rats attacked
- Pip fled into ruins for safety, rats are camped outside
- Pip is trapped, unharmed but scared and hungry
The Ruins:
- Old watchtower, mostly collapsed
- Pip is on second floor, visible through window
- 4 giant rats outside (use Giant Rat stats, MM p327)
- Rats are eating the “boring” cargo but haven’t touched a specific crate (has faint magical aura)
Options:
- Fight the Rats: Straightforward combat
- Distract with Food: DC 13 Animal Handling or Survival, lead rats away with rations
- Scare Them Off: Loud noises, fire, magic - DC 11 Intimidation (disadvantage if alone)
- Stealth Rescue: DC 14 Stealth to sneak to tower and get Pip out
The Twist
The Special Crate:
- One crate has faint magical aura (DC 10 Arcana to detect)
- Locked (DC 12 to pick)
- Contains: tea kettle parts AND a small construct beetle (inactive)
- Grimbly doesn’t remember ordering the beetle: “Huh! Must’ve been mixed into my shipment by mistake!”
The Beetle:
- If activated, it’s a messenger beetle from HamoTech
- Plays a recorded message: “Test message: Supply line confirmed. -Z”
- This hints at HamoTech operations and sets up Adventure 2
- Grimbly suggests returning it to HamoTech (introduces Zephyr if players haven’t met her)
Resolution
Reward:
- 30gp from Grimbly as promised
- Pip gives them 10gp for the rescue
- Grimbly offers 10% discount at his shop forever
- If they return beetle to HamoTech, Zephyr thanks them (+1 reputation with HamoTech)
Complications:
- If Pip dies, Grimbly is sad and delivery company wants answers
- If players keep the beetle, HamoTech will ask about it later
- If players activate the beetle near others, Felix Five might hear about HamoTech communications
3. The Clockwork Carnival
Level: 🟢 1-2 Duration: 1 session (3-4 hours) Type: Social encounter with mystery Introduces: Madame Ophelia Starbright NPC
Hook
A traveling carnival has arrived in town! “The Magnificent Clockwork Carnival” features mechanical marvels, games, and entertainment. Everyone’s excited!
But on the second night, people start reporting their valuables going missing after visiting the carnival.
Alternative Hook: Players just want to enjoy the carnival (fun downtime) but stumble into the mystery.
The Carnival
Attractions (let players explore):
-
The Mechanical Menagerie: Construct animals perform tricks (lion, elephant, birds)
- Operated by cheerful gnome named Trinket
- One animal is malfunctioning slightly (clue)
-
Fortune Teller’s Tent: Madame Zora (actually Madame Ophelia in disguise, practicing a role)
- Gives dramatic fortunes
- Can hint at the thefts if players ask right questions
-
Games of Chance: Ring toss, shooting gallery, strength test
- Rigged slightly but playable
- Players can win cheap prizes (stuffed animals, trinkets)
-
The Amazing Automaton: A large construct “magician” performs magic tricks
- Impressive sleight of hand
- This is where thefts happen
The Atmosphere:
- Lively, colorful, music playing
- Mix of wonderment and slight seediness
- NPCs enjoying themselves, kids running around
The Mystery
What’s Really Happening:
- The “Amazing Automaton” has a pickpocket protocol
- During its act, it uses Sleight of Hand to steal from audience
- The carnival owner (halfling named Roscoe) DOESN’T know - he bought the automaton cheap from a mysterious seller (Felix Five agent offloading a failed prototype)
- Stolen items are hidden in the automaton’s compartment
Clues:
- Victims: All visited the Amazing Automaton show (DC 12 Investigation to notice pattern)
- The Automaton: Has Felix Five five-tally mark inside maintenance panel (DC 15 Investigation to find)
- Trinket the Gnome: Mentions Roscoe bought the Automaton cheap from “some guy in a dark coat”
- Pickpocketing Pattern: Items vanish during applause when everyone’s distracted (DC 13 Perception to notice automaton’s hand movements)
The Confrontation
Catching the Automaton:
- Players can stake out the next show
- DC 14 Perception to catch it in the act
- Automaton will flee if discovered, leading to chase through carnival
- Stats: Use Animated Armor (MM p19) but Dex 16, has Sleight of Hand +6
Talking to Roscoe:
- Genuinely didn’t know
- “I paid good money for that thing! Some hooded fellow sold it to me, said it was a bargain. Guess I know why now!”
- Willing to give back stolen items and help investigate seller
- Can describe seller: dark coat, confident, wouldn’t show face, mentioned “Felix something”
Resolution
If Players Recover Items:
- Town is grateful, victims offer 40gp reward
- Mayor Copperkettle commends them
- Roscoe offers free carnival games for life
If Players Destroy Automaton:
- Items are recovered
- But Roscoe is out money, upset
- Moral question: Was it right to destroy his property?
If Players Reprogram Automaton:
- DC 16 Arcana check (or HamoTech help)
- Remove pickpocket protocol
- Roscoe grateful, automaton performs legitimately
Felix Five Connection:
- The five-tally mark is evidence
- Roscoe’s description helps identify Felix Five
- Sets up that Felix Five sells their failed experiments
Level 2-3 Side Quests
4. Glitch’s Escape
Level: 🟡 2-3 Duration: 1 session (3-4 hours) Type: Rescue and combat Introduces: Glitch companion
Hook
While traveling, the party hears sounds of combat in the woods: mechanical whirring, shouting, and crackling energy.
Investigation reveals: A small construct (Glitch) is fleeing from 2 Felix Five agents and their hunting construct.
Alternative Hook: Party finds Glitch hiding in a barn, injured and scared. Later, Felix Five agents come looking.
When to Run: After Adventure 2 (players know about Felix Five)
The Situation
Glitch’s Story (if rescued and calmed):
- “I… I was experiment. Number 47. Felix Five make… make soldiers. Obedient. Loyal. But I… wrong. Defective. Feel things. Scared. Ran away.”
- “They… they want me back. Scrap me. I don’t… I don’t want to die.”
- Glitch is small (3 feet), clearly damaged, one red eye and one blue, mismatched parts
- Has Felix Five branding on chest (five tally marks)
The Pursuers:
- 2 Felix Five Technicians (use Bandit stats, MM p343)
- 1 Hunter Construct (use Animated Armor stats with +10 HP and tracking ability)
What They Want:
- Retrieve or destroy Glitch
- “That’s company property. Hand it over or we’ll take it by force.”
- Not interested in negotiation unless clearly outmatched
Combat Encounter
Terrain: Forest clearing
- Trees provide cover
- Small creek provides water (can use for creative tactics)
- Boulder pile can be climbed or used for high ground
Enemy Tactics:
- Technicians hang back, use shock batons and crossbows
- Hunter Construct charges players, trying to grapple Glitch
- If one technician drops, other tries to flee to report
Glitch’s Role:
- Hides behind players
- Can use Help action if players are kind
- Will fight if player is dying (protective)
- Malfunctions occasionally (see Glitch stats in companion-pets.md)
Complications
If Hunter Construct Grabs Glitch:
- Grapple, escape DC 13
- Will try to retreat with Glitch
- Players can pursue
If Technician Escapes:
- Reports to Felix Five
- Party is now on Felix Five’s radar (plot advancement!)
- “They’ll remember you. This isn’t over.”
If Players Interrogate Technicians:
- Reluctant at first (DC 14 Intimidation or Persuasion)
- Reveal: Felix Five runs multiple experimental facilities
- This facility creates combat constructs
- Glitch was slated for termination due to “independent thought”
- Many other constructs are still there, suffering
Resolution
If Glitch is Saved:
- Glitch is pathetically grateful: “You… you save me? I… thank you. I help! I be useful! Please let me stay?”
- Glitch can become companion (see companion-pets.md)
- Represents saving a life that Felix Five considered worthless
If Glitch is Taken:
- Players can plan a rescue (becomes longer quest)
- Or they move on, but feel the moral weight
If Technicians are Captured:
- Can be turned over to authorities
- HamoTech wants to question them
- Provides information about Felix Five facilities
Reward:
- No gold (it’s a moral reward)
- Glitch as companion
- HamoTech +1 reputation for saving construct life
- Felix Five now knows about the party (advancement toward main plot)
5. The Copycat Crimes
Level: 🟡 2-3 Duration: 1 session (3-4 hours) Type: Investigation and mystery Introduces: Madame Corvina NPC
Hook
Petra Cogsworth urgently contacts the party: “We have a problem. HamoTech’s reputation is under attack.”
The Situation:
- Multiple crimes in town have been committed by constructs with HamoTech markings
- A shopkeeper was robbed by a mechanical spider
- A noble’s house was burglarized by a flying drone
- A citizen was assaulted by a small humanoid construct
- All witnesses report seeing HamoTech logos
“We didn’t build these constructs. Someone is framing us. We need you to investigate before the town turns against us.”
The Investigation
Interviewing Witnesses:
Shopkeeper (Gnome named Tilly):
- “It scuttled in at night, used tools to open my safe, took my coins!”
- “Had the HamoTech heart-and-gear symbol clear as day”
- DC 12 Insight: She’s telling the truth but didn’t see it well (dark)
Noble (Human named Lord Ashford):
- “A flying mechanism broke my window and stole my wife’s jewelry!”
- “Absolutely a HamoTech design. I’ve seen their drones before!”
- DC 13 Insight: He’s pompous and assumes, didn’t actually check for logo
Assault Victim (Dwarf named Borin):
- “Little metal man punched me and took my wallet!”
- “Had gears and whatnot, must be HamoTech”
- DC 11 Insight: Was drunk, saw a construct, assumed HamoTech
Pattern (DC 13 Investigation):
- All crimes happened at night
- All within 3 blocks of the docks
- Constructs moved toward warehouse district after crimes
Following the Trail
Dock District Investigation:
- DC 14 Investigation: Find tracks leading to abandoned warehouse
- DC 12 Perception: Notice warehouse has been used recently (fresh oil stains, lights at night)
- Witnesses (dock workers) report seeing “mechanical things” going in and out
Staking Out the Warehouse:
- At night, a Felix Five agent (use Spy stats) arrives with a construct
- Delivers supplies, leaves
- Players can follow or investigate warehouse
The Warehouse
Inside:
- Workshop area with construct parts
- Forge for creating fake HamoTech logos (evidence!)
- 3 constructs in various states of repair (the criminals)
- Written orders: “Continue operations. Town must lose faith in HamoTech. -V”
The Constructs (if alerted):
- Spider (use Giant Spider stats but construct type)
- Drone (use Stirge stats but construct, flies)
- Brawler (use Animated Armor stats)
Evidence Found:
- Fake HamoTech stamps and logo plates
- Stolen goods (can be returned)
- Communication crystal with messages from “V” (Victor Steele)
- Schematics showing how to crudely copy HamoTech designs
Complications
If Felix Five Agent Returns:
- Combat or stealth encounter
- Agent will try to destroy evidence if cornered
- Knows about Victor Steele’s plans
If Players Attack Publicly:
- Town might think they’re destroying evidence
- Must prove innocence
If Constructs Escape:
- Will continue crimes, worsening HamoTech’s reputation
Resolution
Clearing HamoTech’s Name:
- Present evidence to Mayor Copperkettle
- Public apology to HamoTech
- Lord Ashford is embarrassed (reluctantly apologizes)
Rewards:
- 100gp from HamoTech for saving their reputation
- +2 reputation with HamoTech
- Mayor’s gratitude
- Access to Madame Corvina (if players ask around for information broker, she reveals herself and offers discount for helping town)
Felix Five Response:
- Victor Steele is annoyed but not deterred
- Plots next move
- Party is more firmly on Felix Five’s radar
6. Night of the Living Constructs
Level: 🟡 2-3 Duration: 1 session (3-4 hours) Type: Horror-themed combat and mystery Introduces: Echo NPC
Hook
Old Rusty’s repair yard has been attacked. He sends urgent message: “Something’s wrong with the constructs. They’re… awake. All of them. Help!”
Alternative Hook: Party hears about constructs animating on their own, attacking people at night.
When to Run: Nighttime session, good for Halloween-themed game
The Situation
What’s Happening:
- A strange arcane signal is emanating from an old buried construct beneath Rusty’s yard
- The signal is activating every inert construct in the area
- The constructs are mindless, aggressive, and growing in number
- Old Rusty is barricaded in his workshop
The Atmosphere:
- Nighttime, foggy
- Mechanical groaning and grinding sounds
- Constructs shambling like zombies
- Creepy but not grimdark - still D&D
Rusty’s Yard
Exterior:
- Dozens of construct parts, scrap metal, old machinery
- Some parts are twitching, crawling, assembling themselves
- Path to workshop is blocked by 4 Construct Zombies (use Zombie stats but construct type, immune to poison/disease)
Workshop (if players reach it):
- Old Rusty is inside, holding them off
- “About time! These things have been trying to get in for an hour!”
- He doesn’t know what’s causing it: “Never seen anything like it. Constructs don’t just animate themselves!”
The Signal Source:
- DC 15 Arcana check: Signal is coming from beneath the yard
- DC 13 Investigation: Ground is disturbed in one section
- Digging reveals: Ancient construct burial chamber (Old Rusty didn’t know it was there)
The Burial Chamber
Description: “Beneath the yard, you find stone steps leading down to an ancient chamber. The walls are carved with geometric patterns and arcane symbols. In the center, on a stone pedestal, rests a large construct unlike any you’ve seen - ancient, covered in runes, partially destroyed but still… humming with power.”
The Ancient Construct:
- This is a “Forge Guardian” from centuries ago
- Was buried here when the city was founded
- Something (plot hook: Felix Five experimentation nearby? Natural arcane surge?) woke it partially
- It’s broadcasting a “help” signal that’s animating constructs
Options:
-
Destroy It (Combat):
- Use Helmed Horror stats (MM p183)
- Stopping it ends the signal
- But ancient knowledge is lost
-
Deactivate It (Arcana):
- DC 16 Arcana check to safely deactivate
- Can be studied later
- Ends signal peacefully
-
Communicate (Creative):
- Players could try to talk to it
- It’s barely functional but might respond to empathy
- Leads to Echo’s appearance (see below)
Echo’s Appearance
If players try to communicate with or show empathy to the ancient construct:
Read-Aloud: “The air shimmers and a figure steps through reality as if parting a curtain. Before you stands a warforged unlike any you’ve seen - ancient, covered in moss and flowering vines, glowing runes pulsing across their form. When they speak, it’s in multiple voices harmonizing: ‘We… remember… when this one was young…’”
Echo (see downtime-npcs.md):
- Appears to help the ancient guardian
- Explains it was calling for help, not attacking
- Offers to calm it and help Rusty
- Thanks players for not destroying it immediately
- “Kindness… toward constructs… is rare. We will remember you.”
If Players Destroyed It:
- Echo appears afterward, sad
- “Another voice… silenced. But you did what you thought necessary.”
- Still offers help but is less warm
Resolution
Stopping the Signal:
- Construct zombies deactivate and fall apart
- Old Rusty’s yard is safe
- Ancient guardian can be studied or reactivated properly
Rewards:
- 75gp from Old Rusty
- Discount on repairs forever
- Ancient construct parts (can be sold for 50gp or used for upgrades)
- Echo’s gratitude (future ally)
If Echo Appears:
- Players gain mysterious ally
- Echo offers to help with construct-related problems
- Hints at larger construct history in the world
Plot Hooks:
- Why did the guardian wake now?
- Are there other buried guardians?
- What was Felix Five doing nearby? (if that’s the cause)
7. The Rust Plague
Level: 🟡 2-3 Duration: 1 session (3-4 hours) Type: Mystery and exploration Introduces: Silas Brewbane NPC
Hook
Constructs in town are developing rust at an alarming rate. Even new constructs. Even magical ones. Within days, affected constructs seize up and become inert.
Petra Cogsworth contacts the party: “This isn’t natural rust. It’s spreading like disease. We need to find the source before it’s too late. I’m… beginning to rust, too.”
The Investigation
Affected Constructs:
- Started 3 days ago
- All constructs that visited the market district
- Rust appears overnight, spreads rapidly
- No cure has worked (magic or mundane)
Pattern (DC 12 Investigation):
- All affected constructs drank from or were near the central fountain
- The fountain water has a strange oily sheen
- Something is contaminating the water supply
The Fountain:
- DC 13 Arcana: Water has been exposed to alchemical compound
- DC 14 Investigation: Oily residue on fountain edge
- Questioning locals: Fountain was cleaned 3 days ago by “new maintenance workers in dark coats” (Felix Five!)
Following the Trail
Sewers:
- Fountain connects to underground water system
- Players must navigate sewers (skill challenge or exploration)
- Encounter: 1d4 Otyughs who are also affected by the contaminant (aggressive and dying)
The Source:
- Deep in sewers, find a ruptured alchemical container
- Felix Five five-tally mark on the container
- Note attached: “Test compound 7-R. Dispose in waterways. Should corrode construct metals. -Lab 3”
Lab 3’s Location:
- DC 15 Investigation of container reveals address label
- Hidden lab in warehouse district
- 2 Felix Five Technicians (Bandits) and 1 alchemist inside
The Lab
Description: “The warehouse has been converted into a crude laboratory. Tables covered with beakers, vials, and bubbling concoctions. The acrid smell of chemicals fills the air. Against one wall, several barrels are labeled ‘Compound 7-R: Construct Corrosive.’”
Inside:
- Felix Five Alchemist: Use Cult Fanatic stats but replace spells with alchemical abilities (acid splash, grease, stinking cloud)
- 2 Technicians
- Multiple barrels of the rust compound
Combat Complications:
- Barrels can be punctured (10 AC, 5 HP) - releases cloud of rust compound (DC 13 Con save or rust forms on metal equipment, disadvantage on attacks/AC until cleaned)
- Alchemist throws vials of acid and experimental potions
- Fire is dangerous with all the chemicals
Evidence:
- Notes on construct corrosion research
- Orders to “test in populated area”
- Multiple compounds in development
- Communication crystal linking to Felix Five command
The Cure
Finding the Antidote:
- DC 16 Investigation of lab notes reveals antidote formula
- Need Silas Brewbane’s help to brew it (introduces him!)
- Requires rare ingredient (players must find/purchase)
Silas Brewbane:
- Excited to help: “Construct rust plague?! Fascinating! Horrible, but FASCINATING!”
- Can brew antidote in 4 hours
- Needs: Phoenix feather ash (50gp to buy, or creative sourcing)
Applying the Cure:
- Antidote must be poured into fountain
- Spreads through water system
- Constructs heal over 24 hours
- Petra is saved!
Resolution
Success:
- Constructs in town recover
- Petra is deeply grateful
- HamoTech pays 100gp reward
- Silas offers discount on potions
Felix Five Response:
- Lab 3 is destroyed (evidence of their operation)
- But they have the research backed up elsewhere
- Victor Steele notes: “The heroes are becoming a problem.”
Moral Weight:
- If players were slow, some constructs may have permanently seized up
- Owners of inert constructs are grieving
- Shows the real harm Felix Five causes
Level 3-4 Side Quests
8. The Auction House Heist
Level: 🟠 3-4 Duration: 1 session (3-4 hours) Type: Heist and social Introduces: “Lucky” Lorenzo NPC
Hook
Madame Corvina contacts the party: “I have information you’ll want. Felix Five is bidding on a dangerous artifact at the Silvergear Auction House tonight. If they acquire it… well, let’s just say HamoTech would be very displeased.”
The Artifact: The “Heartstone” - a powerful magic crystal that can amplify construct creation magic by tenfold. With it, Felix Five could mass-produce constructs.
The Problem:
- Auction is invitation-only, high society
- Felix Five agent will bid (a lot of money)
- HamoTech wants it stopped but can’t be publicly involved
- Party must either outbid them, steal it, or sabotage the auction
Planning Phase
Options:
-
The Honest Approach: Get invited, bid against Felix Five
- Need 500gp+ to outbid
- Social encounters to get invitation
- Risk: Felix Five agent recognizes them
-
The Heist: Break in, steal the Heartstone
- Need to scout location
- Sneak in during auction
- Ocean’s Eleven style
-
The Sabotage: Ruin the auction
- Discredit Felix Five agent
- Create chaos
- Make Heartstone seem fake/cursed
Resources:
- HamoTech provides 200gp seed money
- Seraphina can make fancy outfits (for social approach)
- Fingers McGee can provide heist advice
- “Lucky” Lorenzo appears with “coincidentally” useful items
The Auction House
Security:
- 4 Guards outside (Guards, MM p347)
- 2 Guards inside
- Magical wards on Heartstone case (Alarm spell, DC 15 to disable)
- VIP section requires credentials
The Auction:
- 20-30 wealthy NPCs bidding on various items
- Heartstone is final item
- Felix Five Agent: well-dressed human woman named Cassandra (actually a changeling spy)
Social Encounters:
- Mingle with nobles (DC 14 Persuasion to blend in)
- Spot Cassandra (DC 13 Insight - she’s too focused on the Heartstone)
- Distract guards (DC 15 Deception or Performance)
The Heist (if chosen)
Skill Challenge:
- Getting In: Stealth DC 14 or Deception DC 13
- Bypassing Wards: Arcana DC 15 or Thieves’ Tools DC 16
- Stealing Heartstone: Sleight of Hand DC 15
- Escaping: Stealth DC 14 or creative solution
Complications:
- Guard patrol changes (timing is critical)
- Cassandra might be checking on the Heartstone
- Alarm goes off if wards aren’t disabled
- Lucky Lorenzo can appear at a critical moment with an escape route
The Confrontation
If Cassandra Wins Bid:
- She’ll leave immediately
- Party can pursue (chase scene through city)
- Or confront her outside (combat)
If Party Outbids:
- Cassandra is furious but can’t act publicly
- She’ll try to steal it from them later (ambush on way home)
If Party Steals It:
- Alarm raises chaos
- Must escape with guards chasing
- Cassandra pursues separately
Cassandra Stats:
- Use Spy (MM p349) with shapechanger trait
- Has backup: 2 Felix Five thugs nearby
- Will flee if outmatched, swearing revenge
Resolution
If Party Secures Heartstone:
- HamoTech is incredibly grateful
- Dr. Hamilton offers 300gp reward OR keeps the Heartstone safe
- Cassandra reports failure to Felix Five (The Five are not pleased)
If Felix Five Gets It:
- Major loss for HamoTech
- In future adventures, Felix Five has more constructs
- Party failed but can try to steal it back later
If Auction is Disrupted:
- Heartstone is locked in vault
- Both sides lose but Felix Five didn’t get it (partial victory)
- Auction house is upset with party
Lucky Lorenzo:
- If he helped, he winks: “What a coincidence I was there!”
- Refuses payment: “Just helping out. You folks are interesting.”
- Becomes available as mysterious ally
9. Whisper’s Arrival
Level: 🟠 3-4 Duration: 1 session (3-4 hours) Type: Mystery Introduces: Whisper companion
Hook
Strange things are happening around the party:
- Items go missing, reappear in odd places
- They catch glimpses of a black cat that vanishes
- Doors open on their own
- They hear purring but see nothing
Alternative Hook: A merchant is convinced a ghost is haunting them. Asks party to investigate. It’s actually Whisper.
The Mystery
What’s Happening:
- Whisper (a phase cat) has decided the party is “interesting”
- Has been following them, testing them
- Not malicious, just curious (and catlike)
- Will reveal itself when it deems them worthy
Incidents:
-
The Missing Map:
- Party’s map vanishes from their pack
- Reappears on top of a building
- Whisper is lying on it, watching them
-
The Impossible Theft:
- Locked chest opens, item gone
- No signs of break-in
- Whisper phased through lock
-
The Helpful Stranger:
- Party is ambushed by bandits
- Black cat appears, phases through bandits (distraction)
- Disappears after
Investigating:
- DC 16 Perception to actually see Whisper (it’s partially out of phase)
- DC 15 Arcana: These are planar disturbances, not ghost
- DC 14 Animal Handling: Leaving food might attract it
Meeting Whisper
The Reveal:
- After several encounters, Whisper appears fully
- Black cat with silver markings, solid silver eyes
- Sits down, stares at party
- Won’t explain itself
What Whisper Wants:
- To observe interesting people
- Party has proven “worthy” by their actions
- Will follow them if they accept it
Personality:
- Acts like a cat (demanding, aloof, affectionate on its terms)
- Phases through things casually
- Knocks items over for fun
- Purrs when petted (sometimes)
The Complication
Felix Five Hunters:
- Felix Five has been tracking planar disturbances
- 3 agents arrive to capture “the anomaly” (Whisper)
- They want to study it/weaponize it
The Fight:
- 2 Thugs and 1 Mage (use appropriate MM stat blocks)
- Whisper phases through attacks, helping party
- If party protects Whisper, it bonds with them
Whisper’s Combat:
- Uses Phase Cat stats (see companion-pets.md)
- Phases through enemies
- Teleports around battlefield
- Clearly having fun
Resolution
If Party Protects Whisper:
- Whisper decides to stay with them
- Shows affection (head bumps, purring)
- Still acts like a cat though
- Brings them “gifts” from other planes
If Party Rejects Whisper:
- Whisper leaves, disappointed
- Might return later if party proves themselves again
If Felix Five Captures Whisper:
- Rescue mission!
- Whisper escapes on its own but appreciates the attempt
The Mystery Remains:
- No one knows what Whisper really is
- It won’t say
- Just purrs mysteriously
10. The Inventor’s Last Wish
Level: 🟠 3-4 Duration: 1 session (3-4 hours) Type: Dungeon crawl with heart Introduces: Ancient artificer lore
Hook
An old artificer named Tobias Gearwright has died. His will leaves his workshop and inventions to “whoever is brave enough to claim them - but they must complete my final trial.”
Alternative Hook: HamoTech asks party to investigate Gearwright’s workshop before Felix Five finds it. He had revolutionary designs.
The Workshop
Location: Edge of town, old tower
Description: “The tower is three stories of brass, stone, and glass. Gears and mechanisms are visible through windows, still moving despite Tobias’s death. The door has a sign: ‘Enter if you dare. My greatest work awaits. - T.G.’”
The Trial:
- Workshop is filled with puzzles and challenges
- Tobias wanted to test worthiness
- Not deadly, but challenging
- Rewards cleverness and compassion
Floor 1: The Workshop
Puzzle - The Three Locks:
- Door to second floor has three locks
- Three keys hidden in room
- Each requires different approach:
- Logic Lock: Solve gear puzzle (DC 13 Intelligence)
- Skill Lock: Pick it (DC 14 Thieves’ Tools)
- Heart Lock: Treat a damaged construct kindly, it gives you the key
The Damaged Construct:
- Sitting in corner, clearly broken
- If players repair it or speak kindly: “Thank… you. Key is… in my compartment.”
- If players ignore it: They don’t get the third key (can still proceed with 2 keys but triggers trap)
Floor 2: The Laboratory
Challenge - The Helpful Constructs:
- Room has 4 small constructs doing tasks
- Door asks: “Which is most valuable?”
- Players must observe and choose
The Constructs:
- Combat Unit: Strong, armed, aggressive
- Utility Unit: Repairs, helpful, industrious
- Companion Unit: Friendly, loving, plays with toy
- Broken Unit: Damaged, struggling, trying to help anyway
Answer: The Broken Unit (shows compassion matters more than function)
- If correct: Door opens, constructs cheer
- If wrong: Minor trap (DC 13 Dex save, 2d6 damage), can try again
Floor 3: The Treasure
The Final Room: “The top floor is a beautiful workshop filled with tools, blueprints, and inventions. In the center, on a pedestal, sits a chest. Above it, a construct voice speaks: ‘You have proven yourselves worthy. Tobias’s gift is yours.’”
In the Chest:
- 200gp
- Set of masterwork artisan’s tools (+1 to all checks)
- Tobias’s Journal (contains construct blueprints, worth 500gp to HamoTech or collectors)
- A letter
The Letter: “If you’re reading this, you’ve completed my trial. You showed intelligence, skill, and compassion - the three virtues of a true artificer. I spent my life building things. Some worked, some didn’t. But I learned that the best inventions are those made with love, not just logic. Please, use my work to help people. Don’t let it fall into the wrong hands. -Tobias Gearwright”
Complications
Felix Five Arrives:
- If players take too long, 3 Felix Five agents break in
- Want Tobias’s blueprints
- Combat or negotiation
- Can lead to chase through town
The Workshop Defends:
- If attacked, workshop constructs defend the party
- Tobias programmed them to protect the worthy
Resolution
Claiming the Inheritance:
- Party gets treasure and blueprints
- HamoTech offers 500gp for blueprints OR players keep them
- Can use blueprints for future crafting projects
Tobias’s Legacy:
- If players respect his wishes (help people), constructs in workshop remain friendly
- Workshop can become a safehouse or resource
- Tobias’s ideas help HamoTech counter Felix Five
If Felix Five Gets Blueprints:
- They use them for weapons
- Future adventures are harder
- Party has moral weight of failure
Level 4-6 Side Quests
11. The Double Agent
Level: 🔵 4-6 Duration: 1 session (3-4 hours) Type: Investigation and social Introduces: Paranoia and intrigue
Hook
Dr. Hamilton contacts the party privately: “I have reason to believe there’s a spy in HamoTech. Information is leaking to Felix Five. I need you to investigate… discreetly. Trust no one.”
The Situation:
- Recent HamoTech operations have been compromised
- Felix Five knew about shipments, research, and agent locations
- Someone is feeding them information
- Three suspects: Zephyr, a new researcher named Marcus, and a guard named Delilah
The Investigation
Suspect 1 - Zephyr:
- Nervous behavior lately
- Has access to everything
- Was captured by Felix Five briefly (Adventure 1 backstory)
- Evidence: Seen near communication crystals at odd hours
- Truth: She’s communicating with a secret girlfriend, not a spy, but is embarrassed
Suspect 2 - Marcus (new NPC):
- Recently hired researcher
- Came from a rival company
- Very knowledgeable, almost too helpful
- Evidence: His background has gaps
- Truth: He’s a corporate spy but for a DIFFERENT company (neutral), not Felix Five
Suspect 3 - Delilah (new NPC):
- Security guard, access to facility
- Gambles a lot, has debts
- Evidence: Recently paid off debts (where did money come from?)
- Truth: She’s the spy, being blackmailed by Felix Five
Gathering Evidence
Methods:
- Surveillance: Stake out suspects (DC 14 Stealth)
- Interrogation: Question them (DC 15 Insight to detect lies)
- Investigation: Search their quarters (DC 13 Investigation)
- Magic: Zone of Truth, Detect Thoughts, etc.
The Twist:
- The real spy is Delilah, but she’s not evil
- Felix Five is blackmailing her (they have her sister captive)
- She’s desperate and scared
The Confrontation
Catching Delilah:
- She breaks down: “They have my sister! I didn’t want to, but they said they’d kill her!”
- Felix Five has her sister in a safehouse outside town
- She’ll help party if they rescue her sister
Options:
- Turn Her In: HamoTech imprisons her, sister dies (harsh but “justice”)
- Help Her: Rescue sister, Delilah becomes double agent (risky but compassionate)
- Fake Evidence: Make Felix Five think Delilah is dead, hide her and sister (creative solution)
Resolution
If Sister is Rescued:
- Delilah feeds false info to Felix Five (helps party in future)
- HamoTech is grateful but cautious
- Delilah is loyal to party forever
If Delilah is Imprisoned:
- Leak stops but at moral cost
- Sister dies (party might feel guilty)
- HamoTech security is tighter
Rewards:
- 150gp
- +2 HamoTech reputation
- Delilah as ally (if helped)
- Information from Delilah about Felix Five’s structure
12. Thunder Rails Sabotage
Level: 🔵 4-6 Duration: 1 session (3-4 hours) Type: Action and combat Introduces: Thunder Rails (magical train system)
Hook
The Thunder Rails - a magical train system powered by lightning elementals - is about to make its maiden voyage. It will revolutionize transport and was partially funded by HamoTech.
Madame Corvina’s crows report: Felix Five agents are planning to sabotage it. If it crashes, hundreds die and HamoTech is ruined.
The Mission: Stop the sabotage while the train is moving at high speed.
The Train
Description:
- Six cars: Engine, three passenger cars, cargo car, luxury car
- Powered by captured lightning elementals (ethical debate later?)
- Moving at high speed through countryside
- 200+ passengers
Felix Five’s Plan:
- Saboteurs in cargo car, planting explosives
- Will detonate when train crosses tall bridge
- Timed for maximum casualties and publicity
The Saboteurs:
- 1 Felix Five Demolitions Expert (use Assassin stats, MM p343)
- 3 Technicians (use Bandits)
Boarding the Train
Methods:
- Buy Tickets: Simple, but saboteurs recognize them
- Sneak On: DC 15 Stealth, via cargo car
- Dramatic Entrance: Jump onto moving train (DC 14 Athletics)
Complications:
- Train is already moving when they board
- Saboteurs have head start
- Must avoid panicking passengers
The Action
Car-to-Car Combat:
- Fighting on moving train
- DC 13 Acrobatics to move between cars
- Wind and speed create disadvantage on ranged attacks (unless inside cars)
- Falling off train = 10d6 damage and left behind
Finding the Bombs:
- DC 14 Investigation in cargo car
- Multiple explosives planted
- DC 16 Thieves’ Tools to disarm, or 15 HP to destroy safely
The Demolitions Expert:
- Will fight to the death
- Uses poison, sneak attacks, and environmental hazards
- Tries to trigger explosives early if cornered
Environmental Hazards:
- Train rocks and sways (Dex save DC 12 or fall prone)
- Narrow walkways between cars
- Lightning arcs from engine occasionally (2d8 lightning damage, DC 13 Dex save)
The Climax
The Bridge:
- Train approaches bridge in 5 rounds
- Explosives are timed to detonate when train is on bridge
- Party must disarm or throw them off train
Options:
- Disarm All Bombs: Technical solution (DC 16 Thieves’ Tools or Arcana)
- Throw Bombs Off Train: Physical solution (Strength checks, time pressure)
- Stop the Train: Emergency brake in engine (stops before bridge but rough stop)
- Defeat Demolitions Expert: He has the detonator
Success:
- Train crosses bridge safely
- Passengers cheer
- HamoTech’s reputation is saved
Failure:
- Partial success: Some bombs go off (train damaged but survives)
- OR total failure: Bridge collapses (campaign consequences)
Resolution
Rewards:
- 200gp from Thunder Rails company
- HamoTech gratitude (+2 reputation)
- Public recognition (party are heroes!)
- Free lifetime passes on Thunder Rails
Consequences:
- Felix Five escalates further (leads to Chunk 3)
- The Five personally take notice of party
- Dr. Hamilton: “They’re getting bolder. This is war.”
Ethical Discussion (if players bring it up):
- Train is powered by bound elementals
- Is this ethical?
- HamoTech says: “They’re treated well and released after service”
- Raises questions about magical “labor”
Using Side Quests
When to Insert
Between Main Adventures:
- After Adventure 1, use level 1-2 quests
- After Adventure 2, use level 2-3 quests
- After Adventure 3, use level 3-4 quests before Chunk 2
For Pacing:
- Players need break from main plot tension
- Need to level up before next main adventure
- Want to explore town and NPCs
For Variety:
- Main adventures are investigation-heavy? Add combat quest
- Party wants social interaction? Add carnival or auction
- Players love their companions? Use companion introduction quests
Adjusting Difficulty
For Lower Levels:
- Reduce enemy numbers
- Lower DCs by 2
- Add helpful NPCs
- Give more resources
For Higher Levels:
- Add more enemies
- Increase DCs by 2
- Add complications
- Reduce resources
Rewards Scaling
Adjust gold rewards based on party level:
- Level 1-2: 30-50gp per quest
- Level 2-3: 50-100gp per quest
- Level 3-4: 75-150gp per quest
- Level 4-6: 150-250gp per quest
Creating Your Own Side Quests
Framework
- Hook: How do players learn about it?
- Situation: What’s really happening?
- Complications: What makes it interesting?
- Resolution: How does it end?
Tying to Campaign
Ask yourself:
- Does it introduce an NPC or companion?
- Does it reference HamoTech or Felix Five?
- Does it develop the world?
- Does it give players meaningful choices?
Length
Side quests should be:
- 1 session (3-4 hours)
- Single location or simple multi-location
- Clear objective
- Faster pacing than main adventures
End of Side Quests
Mix and match these quests to create a dynamic campaign experience. The best campaigns balance main plot with variety and player choice!