pseudodragon
First Post
I need some help with some clues for a side-trek adventure I am working on for a new campaign. Here's what I have so far:
During the party's first adventure, they will have to stop a runaway hearse barreling down on them in the narrow streets of the city's slum area. After they do so, they will learn from the horse's drover that something spooked the horses and, on closer examination, they will find that the horses have tiny bleeding claw marks on their haunches. The drover will tell of seeing a mangy mutt sitting and watching him from across the alley. He turned to enter a tenement to bring out a coffin and a moment later the horses neighed in terror and took off. When he looked to see what had caused the commotion, there wasn't anyone else in the street. The dog was gone, but he could have sworn he heard someone snickering from the street where the hearse had stood. He'll go on to say that there has been a spate of ill luck in the area lately and will relate how a man's ladder was knocked out from under him by a rolling barrel, causing him to fall and break his arm.
It's anticipated that the PCs will finish their immediate quest, but then might follow up on this other development. If the party seeks out and speaks to the other victim, he will also remember a ragged dog hanging around just before the incident. The party will then need to investigate other occurrences in order to map out the affected area. Remember, the party will only be 1st or 2nd level and won't have access to powerful divinations to determine the culprit.
The dangerous prankster is a quasit familiar belonging to a sorcerer who is trying to set up a smuggling operation in the city. The quasit is bored and is amusing himself while his master is busy with other matters. The flea-bitten hound is his alternate form.
What other clues or evidence of evil pranks can I provide the PCs so they can figure out that it is a quasit (or some magical creature) causing the trouble and give them enough information to track the little bugger down and take him out (thereby earning the enmity of the sorcerer who might show up in a later adventure to torment them)?
Thanks in advance for any suggestions that you might have.
During the party's first adventure, they will have to stop a runaway hearse barreling down on them in the narrow streets of the city's slum area. After they do so, they will learn from the horse's drover that something spooked the horses and, on closer examination, they will find that the horses have tiny bleeding claw marks on their haunches. The drover will tell of seeing a mangy mutt sitting and watching him from across the alley. He turned to enter a tenement to bring out a coffin and a moment later the horses neighed in terror and took off. When he looked to see what had caused the commotion, there wasn't anyone else in the street. The dog was gone, but he could have sworn he heard someone snickering from the street where the hearse had stood. He'll go on to say that there has been a spate of ill luck in the area lately and will relate how a man's ladder was knocked out from under him by a rolling barrel, causing him to fall and break his arm.
It's anticipated that the PCs will finish their immediate quest, but then might follow up on this other development. If the party seeks out and speaks to the other victim, he will also remember a ragged dog hanging around just before the incident. The party will then need to investigate other occurrences in order to map out the affected area. Remember, the party will only be 1st or 2nd level and won't have access to powerful divinations to determine the culprit.
The dangerous prankster is a quasit familiar belonging to a sorcerer who is trying to set up a smuggling operation in the city. The quasit is bored and is amusing himself while his master is busy with other matters. The flea-bitten hound is his alternate form.
What other clues or evidence of evil pranks can I provide the PCs so they can figure out that it is a quasit (or some magical creature) causing the trouble and give them enough information to track the little bugger down and take him out (thereby earning the enmity of the sorcerer who might show up in a later adventure to torment them)?

Thanks in advance for any suggestions that you might have.
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