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Moloch: Mini Quest Mini Quest Mini Quest Mini Quest

This document summarizes a 5-day quest to return an evil artifact known as the Talisman of Moloch to its resting place. The characters are tasked with escorting a priestess named Arista and the talisman across dangerous lands, facing threats along the way like vampiric undead, poisoned potions, and a giant snake. Each day brings a new encounter that tests the group, building their rapport with Arista as they journey to seal the powerful talisman and prevent the rise of its dark creator once more.

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100% found this document useful (1 vote)
203 views5 pages

Moloch: Mini Quest Mini Quest Mini Quest Mini Quest

This document summarizes a 5-day quest to return an evil artifact known as the Talisman of Moloch to its resting place. The characters are tasked with escorting a priestess named Arista and the talisman across dangerous lands, facing threats along the way like vampiric undead, poisoned potions, and a giant snake. Each day brings a new encounter that tests the group, building their rapport with Arista as they journey to seal the powerful talisman and prevent the rise of its dark creator once more.

Uploaded by

juanbv
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Talisman of

This adventure follows the events


in Madness of the Mouther. After
recovering the Talisman of Moloch
the characters are summoned to
the chambers of Kezmar, one of
the Baron's wizards.
The Baron is in further need of your
assistance. This Talisman is the
Moloch A Mini Quest
By David Dudka Day 1
There will be a single major
encounter per day of the journey.
The goal of these encounters is to
build a rapport between the
characters and Arista.

This close to the city the group will encounter a


lot of travelers on the road. As the day ends they
embodiment of undeath. It was created
by Tragzar Moloch, a long forgotten arrive at a cluster of homesteads surrounding the
prophet of evil bent on bringing his Red Peacock Inn. Arista will recommend they
twisted idea of immortality to the realm. stay at the Inn as they will spend most of their
journey with only the ground as a bed.
Its power is both simple and terrifying. All
The mood at the inn is dark. The group will learn
who die within a hundred leagues of it will
that one of the villages families lost their only
rise as undead under the wearer's control.
child the previous night to the pale fever. Arista
will insist on visiting with them in their time of
Over the centuries Moloch was slain grief. She will leave the paladins to watch over
repeatedly by heroes of light. Each time he fell the Talisman but will ask at least one of the
he would rise again in another incarnation of characters to accompany her.
undeath. First a zombie, then a ghoul, a
wraith, a vampire and even a lich. Each time The parents will take her to their son's grave
becoming more powerful. Even when where she will chant a prayer of passing. As
separated from the Talisman, Moloch would Arista finishes the group can still hear muffled
rise and seek it out. chanting from below. To their horror it is coming
from the grave. The chant is indecipherable
Finally, the wizard Palgammon reversed the enchantment except for a single word, Moloch.
preventing anyone wearing the Talisman from rising as the
undead. It was placed around Moloch's neck and his corpse The child's parents will turn white in fear looking to Arista for an explanation
was secreted away in a remote tomb. for this abomination. Arista will inform the characters, “We must spare the
parents and the people of this village from what lies beneath.”
Somehow it's location was discovered by the thieves guild who
stole the Talisman and brought it here. It must be returned to Arista will defer to the character's experience in how they should handle this.
the tomb and placed upon Moloch's corpse. Should he rise and Inside the grave is a VAMPIRE SPAWN (Init +1, AC 15, Hp 28, Atk Slam +4
recover the Talisman's he will surely break Pagammon's spell (d4+1+energy drain), DR 5/silver SA fast healing 2, blood drain (1d4
and undeath will come to us all. Con), Dominate (DC 14), gaseous form, spider climb. The creature's
main goal is to kill its own parents. Once dealt with Arista will openly weep
You have already proven to be resourceful but I do not expect for those lost to Moloch's curse.
you to undertake this task alone. A Priestess of Light named
Arista will carry the Talisman. She will be escorted by a two of Day 2
Templar Paladins. Unfortunately, I have some dire news. The characters encounter a merchant named Levinto. He has five potions of
healing and is selling them at a bargain price of 50 gp each. Sorensa has
(If Sorensa survived that last adventure) Sorensa has escaped our paid the merchant to sell the potions to the characters at a discount. Two are
custody. She went to great lengths to recover the Talisman so potions of healing (3d4+4) and three are potions of harm (3d4+4 damage).
be on the watch for her. Anyone killed by a potion will rise as undead (Vampire Spawn).

If Sorensa was killed during the last adventure. Sorensa's body The merchant is unscrupulous but not evil. He doesn't
has gone missing. She was a loyal follower of Moloch so I fear know the true nature of the potions and is in
the worst. fear for his life. Sorensa insisted he convince the
characters to buy them or else.
If the characters are hesitant, Kezmar will insist that as adventurers
they bring an unexpected element to the quest. He will offer each a
reward of 500 gp plus the favor of the Baron.

The journey to the tomb will take five days. They will meet Arista and
her paladins the following morning at the North Gate.

ARISTA
I am thankful for your company. Kezmar speaks highly of your
skill. May the Light be our guide through this darkness.

ARISTA (Human, Cleric 6th) Init +2, AC 15, Hp 33, Atk Holy Staff
+6, Dmg 1d6+2 SA Holy Staff +2 (Smite Evil 3/day +4 to hit/+8
Dmg)
Spells:
Lvl-0 (4) detect magic, stabilize, light, guidance
Lvl-1 (4) bless, cure light wounds x2 (d8+5)
Lvl-2 (4) remove paralysis, aid, cure mod wounds x2 (2d8+5)
Lvl -3 (3) Prayer, Searing Light x2 (3d8/6d6 vs undead)

LEONA & REYNALD (Human Paladins, 5th) Init +2, AC 17, HP 38,
Atk Mace +8 Dmg d8+2, SA Aura of courage +4 morale, Aura of
Good, Detect Evil, Lay on Hands (2d6, 3 times/day), Smite evil
(+2 to hit/+5 damage)

Juan Blanco (Order #10027909)


If the characters refuse to buy he'll becoming increasingly desperate
lowering his price by half. If threatened he'll reveal the truth.

LEVINTO
An elven women, with a fearful look, ordered me to sell these
potions to you under threat of death. I know not their true nature
but I pray you take them for if they are found in my keeping her
wrath will be terrible.

Day 3
As the characters pass a swampy area they'll find a wagon in the
middle of the road. The horse is dead, it's ribs crushed by some
constricting force. Inside are a woman (Isilda) and her two children.

ISILDA
Our farm was laid barren by drought so we are travelling south
to make a better life in the city. We came upon what looked to be
a log lying across the road. As we drew near, the trunk moved
revealing itself to be a snake of great size. It grabbed our horse Day 5
coiling its body around it. My husband Tomin seized his axe and As the characters approach the foothills where the tomb is located
tried to save it. As soon as he struck, the snake turned on him they will come upon a remote homestead. The place appears
dragging him off into the swamp. Please help us. desolate and no smoke rises from the chimney. Arista will insist
they investigate.
If the characters investigate the swamp they'll spot a large snake
basking in the sun several hundred yards away. Its belly is bloated You draw near the farm home when the doors to the barn
with a recent meal. crash asunder. Emerging from inside strides a great bull, its
ARISTA face has been eaten away leaving only the leering skull
Tomin is beyond saving but I would bring peace to this family underneath. A fiery light burns inside its hollow eyes as it
and see him properly laid to rest. paws at the ground and charges forward.

TEMPLAR REYNALD UNDEAD BULL (Init +0, AC 17 Hp 42, Atk Gore +8 Dmg 1d8+6
I understand your desire to do good here my lady but this is a SA Trample 2d6+8 DC 20), Undead immunities
powerful beast that will not be easily slain. We cannot risk the
quest. There is no sign of the farmers.

It will be up to the characters to decide. CONSTRICTOR SNAKE (Init


+2, AC 15, Hp 50, Atk Bite +11, Dmg d8+10+grab SA Constriction The Tomb of Moloch
d8+10. Reduce AC and to hit by 4 due to bloating. Tomin's body is
inside the beast. Arista will see to his burial and accompany the Arista will lead the characters into the hills where they'll find a
survivors to a nearby farmstead. dozens barrow mounds. She will lead them to the larhest mound
near the center where the hill has been unearthed revealing two
Day 4 stone doors.
Near dusk, the characters will encounter three halfing performers ARISTA
(Weedy, Poffin & Rota) who will ask to share their camp. In return These mounds serve as the resting place of those who fell in
they will offer to entertain them with feats of great skill. battle long ago. We had hoped Moloch's tomb would go
unnoticed hidden amongst so many others who have passed.
Poffin claims to be the world's best knife catcher. He has a pair of
Gloves of Knife Snaring. He'll dare any character to throw a knife right Two plain stone doors mark the entrance to the tomb. Several
at his head.
1. shovels and picks lay abandoned nearby.

Weedy is a fire belcher. He has three elixirs of flame breath which he Covered in dirt (DC 15 to spot) is a leather pouch dropped by one
takes in very small doses (1 dmg). His balls of fire spit can hit targets of the thieves who robbed the tomb. Inside is 20 gp and a Ring of
up to 25 feet away. Escape. Twice per day the wearer can teleport 1d10 x 100 feet in a
random direction (1d8 with 1 indicating north). The ring
Rota claims to be immovable. She will challenge the strongest automatically activates if the character fails a fear check or is
character to try and budge her from inside a circle drawn in the dirt. reduced to 10% hit points or less.
She wears a belt of giant strength +4 (Str 18).
At the center of this stone chamber is a obelisk covered in
Once most folk are asleep, Arista will seek out a character that has 2. holy glyphs. Upon seeing it, Arista will immediately give a
impressed her with their skill, courage or compassion. short prayer of thanks.

ARISTA Arista will explain that this is a sanctuary pillar which protect those
It gives me hope to see three so full of life. (silence for several loyal to the Light. Any good creature touching the pillar will
minutes) immediately be affected by a Sanctuary spell lasting for 10 rounds.
Once a character touches a pillar they cannot touch it again for 24
There is a truth you deserve to know. You know that creature in hours.
the grave uttered Moloch's name. It can only mean that he has
risen in yet another incarnation of undeath. This changes Before the group leaves this chamber one of the templats will call
nothing for me and the templars. Should we fall our faith will see out in alarm. Read the following:
our bodies protected from his undead curse. You and your
friends, however, will not be spared this fate. If you die at Beyond the tomb entrance the skies darken and a chill wind
Moloch's hands you will rise to join his army of death. I need weaves through the barrow mounds. All around, stone cracks
your help but cannot in good conscience ask you to continue and the earth heaves as skeletal hands claw their way out
without knowing the risk. I will respect whatever you decide. from darkness. Warriors, long dead, and numbering in the
hundreds rise to answer their master's calls.
In the morning, Weedy will approach the character Arista was
speaking to and admit to overhearing their conversation. He will offer Two hundred skeletons will crawl from the barrows and march
the character one of his elixirs of flame breath (4d6 damage, DC 13) towards Moloch's tomb. Their goal is not to kill the characters but
to aid in their quest. If the characters decide to not continue, the to prevent them from leaving. They will only attack if attacked.
adventure ends here and Arista and the templars will die at Moloch's
hands.

Juan Blanco (Order #10027909)


The templars will ready their weapons and turn to Arista.

TEMPLAR LEONA
My lady. Reynald and I will hold them here at the entrance for
as long as we can. You must search every corner of this tomb
and see the amulet returned to Moloch's neck.

The paladins will insist on this course of action indicating that if the
door is left unguarded and the skeletons get inside the group will
be quicklyl overhwlemed.

200 SKELETONS (Init +6, AC 16, Hp 4, Atk weapon +0, Dmg


1d6)

This room contains three stone crypts. Two are sealed while
3. the third stands open, its stone lid broken upon the ground.
Hanging feet first out of the crypt is the body of a man
wearing leather armor.

The man has only been dead for several weeks and appears to
have been a member of the thieve's guild. His hands grasp a
golden necklace (1,500 gp) hung around the neck of the corpse
This large room contains dozens of stone crypts in various
inside. The corpse's hands are wrapped around the thief's neck
which has been crushed. If the necklace is touched the corpse will
5. .
states of ruin. The bones of those interned here litter the floor.
attack.
As the characters pass through the room a familiar voice will
COFFER CORPSE (Init +1, AC 14, Hp 20, Atk Slam +4, Dmg whisper from the shadows.
d4+4+grab, DR 5/Magic, SA Death Grip (d4+4), Deceiving
Death, Fear (DC 13) SORENSA
In life I've always regarded most people as vermin. Now,
The three crypts in this chamber have been reduced to rubble through Moloch's teachings, I know the truth. You are not
4. with pieces of stone scattered around the room. The crypts vermin. You are prey.
occupants sit side by side against the far wall.
A gaseous cloud will materialize into Sorensa Daring. She'll smile
The characters will notice that one of the corpses is wearing a gold revealing wickedly sharp fangs.
wedding band (100 gp). The other two have nothing of value but
one is missing a finger. As they are about to leave the room one of SORENSA
the characters will notice a finger lying on the floor. On it is a Give me the Talisman and I'll not only grant you life but eternal
matching wedding band (100 gp). Should the characters touch the life. Refuse and I'll take it anyway and you'll die and rise for
band the corpse with the missing finger will cry out nothing. I'll see that you wander aimlessly and eternal as the
“MIIINNNNEEEEEE!!!!!”. mindless dead. The choice is yours.

The debris in the room will immediately start flying at the character Sorensa has been transformed into a vampire. If reduced to 0 hit
until the ring is dropped or returned to the corpse. points she will retreat and reform in area #10.

Poltegeist (Init +1, AC 12 Hp 16, Atk Telekinesis +3, Dmg 1d6, SORENSA DARING (AC 18, Hp: 40, Atk Iron Spear +8 (d8+4),
SA Incorporeal, invisible, Fear, rejuvination – if destroyed the Dagger +4 (d4+4), DR 10/Magic or silver, SA (Thief) Backstab
poltergeist will reform in 2d4 days fully healed. It will +2d6). SA (Vampire) Resist cold/electricity (10), Fast Healing 5,
continually haunt anyone who takes the ring, even beyond the Vampire weaknesses, Blood drain (1d4 Con), dominate (DC15),
tomb, as it is bound to the ring and not the grave site) energy drain, change shape, gaseous form, spider climb.

9.

6.
10.

8.

7.
5.
3.

2.
1. 4.
Juan Blanco (Order #10027909)
This long corridor is lined with stone doors marking the
6. This long corridor is lined with stone doors marking the 7. tombs of the dead. At the far end of the welcome sight of
tombs of the dead. At the far end of the hall is the welcome
sight of another pillar of sanctuary. another pillar of sanctuary.

The pillar functions the same as the one in area #2. Arista will The pillar functions the same as the pillar in area #2. Just as the
indicate they need to check each tomb for Moloch's corpse. The characters enter this corridor they'll hear stone scrape against
contents of the tombs are: stone as all of the crypts doors slide open at the same time.
Nothing else happens.
TOMB A: This tomb contains a single stone crypt. The lid is
partially open and a corpse's hand is sticking out. There is a gold As they move along the corridor try and build the tension as they
ring inset with a pearl on the hand (150 gp). Nothing will happen if pass and inspect each tomb. The contents of the tombs are as
taken. follows:

TOMB B: A long dead dog with a ball in its mouth lays on top of TOMB A: Two crypts. Nothing of interest.
this stone crypt. Inside is the corpse of its master. When the TOMB B: Two crypts. Nothing of interest.
characters leave the crypt they'll hear something following them. TOMB C: Inside this tomb is the body of one of the thieves. He
Out of the darkness will come the undead dog. It will drop the ball has a look of horor on his face and appears to have died of
at one of the character's feet. Being undead it never needs to rest unnatural old age.
so therefore will play fetch forever. It will attack if attacked. TOMB D: Two crypts. Nothing of interest.
Undead Dog (Init +3, AC 15, Hp 16, Atk Bite +4, Dmg d6+3+trip) TOMB E: Two crypts. Nothing of interest.

TOMB C: As the characters pass this tomb they will hear pounding As the party passes the last tomb they'll hear heavy breathing
on the door from the other side. Inside the crypt is a pair of behid them as a ghost manifests. As soon as they lay eyes upon
mummified hands clenched into fists. the creature it will let out a frightful moan (Will check versus DC 18
or become panicked for 2d4 rounds). It will then disappear unless
TOMB D: This tomb contains two crypts but nothing of interest. attacked.

TOMB E: Instead of a crypt, this tomb contains a large iron chest. Ghost (Init +5, AC 17, Hp 73, Atk Corrupting Touch +6, Dmg
The lid is flat and inset with four square depressions. On the floor 7d6, DC 18 for half, SA incorporeal, undead traits, frightful
in front of the chest is the charred corpse of a thief holding four moan, corrupting touch, telekinesis.
marble tiles (Cut out the tiles below and scatter them about on the
table in a random order). This large chamber contains three pillars of sanctuary near an
8. alcove at the south end of the room. A metal door leads north
On the front of the chest is a fire symbol and the inscription: but fades from sight as a coiling darkness begins to grow
from the center. Black tentacles reach out into the room as a

In four or face the fire dire phantom appears.

“In four or face the fire” MOLOCH


I am Moloch. Fortune has brought you before me.
The characters must place the tiles into the correct depressions on Your life is but a fleeting season of time. Your body will wither
the lid of the chest. A single mistake will cause the fire trap spell to and pass. Memory of you will be forgotten.
go off (1d4+20 damage, DC 15 for half, DC 29 to disable). I will change all of that.
My dark energy will run through your veins.
Inside the chest is a wand and a ring. Written on the wand in Make you whole and powerful.
elvish is the words “Ignis Tempest”. The wand has 10 charges and You will laugh at how meaningless your life was before.
the following abilities. You will never know fear, for you will be feared.
● Cone of Flame (4d4 damage, DC 18 for half) – 1 charge And you will live eternal.
● Fireball (6d6 damage, DC 18 for half) – 2 charges In undeath I shall raise you to new life.
The ring is inscribed with “Ignis Tueri” and functions as a ring of
ARISTA
fire resistance (10 points).
Quickly, get between the three pillars behind us.

The three pillars of sanctuary form a triangle. Anyone between the


pillars will benefit from a protection from evil spell (+2 AC/+2
Saves). Moloch also cannot enter the triangle. He'll cry out on rage
once the characters are inside and fade away with a warning.

MOLOCH
Deny me and you'll never leave this tomb.

Moloch (Special Undead) AC 15, Hp 100, Atk 4 x incorporeal


tentacle +8, Dmg d10+energy drain (DC 16), DR 10/Magic or
silver, SA Incorporeal, unnatural aura, sunlight
powerlessness, create undead (anyone slain will rise as a
vampire spawn).

Soon after Moloch leaves a wounded Reynald and Leona will


arrive. They will inform the group that the skeletal horde attacked
and they were forced to retreat. The skeletons now fill the entire
tomb except for this room and the rooms beyond. .

ARISTA
Moloch's tomb lies beyond that iron door. The moment the
Talisman touches his corpse he will be robbed of his power. I
think we should divide ourselves into two groups. One group
will attack Moloch directly to keep him at bay while the other
tries to reach his body with the Talisman. Since myself and
the paladins will be spared Moloch's undead curse I suggest
we face him alone.

Arrista is open to any of the characters suggestions but intends to


face Moloch directly.
Juan Blanco (Order #10027909)
9. This large circular room contains no features other than a Once she regenerates she'll try and escape the tomb as she has
an eternity to free her master once more.
round pit in the center. There is no sign of a crypt meaning it
must lie at the bottom of the pit. Before you can act, the
ethereal tendrils of Moloch writhe up from the darkness. His When the Talisman is placed around Moloch's neck read the
voice echoes around the chamber. following.

MOLOCH An unholy cry of rage comes from above. As you look up, the
Don't you realize that life has blinded you? I am undead. You ethereal tendrils of Moloch appear at the opening of the pit.
cannot win against that which is eternal. Forsake your mortal The pitch of his infernal cry intensifies as Moloch charges
coil! Embrace what I offer or suffer all my hate for what you downward towards you. As brace for death, suddenly, his
are. dark form rushes past and is absorbed into the Talisman.

Moloch will fully rise from the pit at which point Alysa will attack Once the characters ascend from the pit they'll find Alysa kneeling
with a Searing Light spells driving him back. over the slain bodies of the Templars. When the characters
approach her body will tense.
ALYSA
We must strike now! ALYSA
Please stay back. I praise the Light for Moloch's defeat but my
Alysa and the paladins will attack. It is up to at least some of the faith was misplaced in believing I was immune to his power.
characters to get to the bottom of the pit where Moloch's body
rests. On the off chance the characters are able to reduce Moloch Aylsa will turn revealing pale skin, sunken eyes and vampiric
to 0 hit points his undead form will dissipate for 24 hours giving fangs.
them plenty of time to return the Talisman. ALYSA
Please do not grieve. Maybe it is the Goddesses wish that I
stay as an eternal guardian to Moloch's tomb or perhaps this
10. Thirty feet below you at the bottom of the shaft is a stone
crypt. With the lid still in place you can only hope that is just the curse it appears to be. I do not know but am
Moloch's body rests inside. fulfilled by our victory. If you will stay your hand in ending
whatever it is I have become then I will stay and ensure
There is no obvious way down. Anyone jumping will take 3d6 Sorensa and others like her do not undo what we have
damage. With a spot roll (DC15) they see pitons driven into the accomplished.
stone on one side. These were used by the thieves when they
stole the Talisman. Once at the bottom anyone opening the crypt All of the undead in the tomb will be gone and the skeletal army
must make a tough strength check (DC15). Read the following if will have returned to their graves. The characters can return to
it's been less than an hour since Sorensa escaped in gaseous Kezmar and collect their 500 gp reward each. He will send a letter
form. off to the Baron detailing their exploits but will inform them that it's
likely take some months for a response, if one comes at all. He'll
You push back the heavy lid. To your surprise it is not the wish the characters well and offer his assistance to them should
withered corpse of Moloch that greets you but the intense they need it in the future.
beautiful eyes of Sorensa Daring. You Immediately feel her
will assail your mind, “Keep everyone away from this crypt.

Sorensa is lying on top


of Moloch's corpse. The
first character who sees
her must make a will
save against her
dominate ability (DC 15)
or do everything they
can to keep others
away from the crypt.
Sorensa is helpless
until she is able to THIRTEEN PINES
regenerate which takes CAN YOU SURVIVE?
1 hour to gain 1 hp after
which she will heal Available Now
normally.

If it has been longer


than an hour since the
characters defeated
Sorensa when they
open the crypt read the
following.
Other Mini Quest adventures:
You push back the Maze of the Man-Bull
heavy lid and meet the The Baron's Bastard
hungry stare of Rise of the Vampire
Sorensa Daring who Song of the Siren Queen
is lying on top of The Hollowing of
Moloch's corpse. With Greyhaven
a flash of her fangs BewarE the Wyvern Wood
she lunges upward to The Mad Manor of Astabar
rip out your throat. Terror at Inaruk
Revenge of the Kobold King
Sorensa has half hit Return to the Doom Tower
points (20). She will The Lost King
fight until she is Madness of the Mouther
reduced to 0 hit points Sword of the Archon
at which time she will JAWS OF THE LANDSHARK
retreat to one of the The Call of Widows Cape
coffins in area #7.

Juan Blanco (Order #10027909)

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