📜 Quest Log
10 Ready-to-Play Adventures in Rayndar
1. The Dimming Lighthouse
Level 1-2 StarhavenQuest Giver: Harbor Master Gregor in Starhaven
Hook: The magical lighthouse that guides ships to harbor is flickering. Sailors report seeing strange lights beneath the waves.
Location: Starhaven Harbor Lighthouse
Objective: Investigate the lighthouse and restore its light
What's Really Happening
A group of sahuagin (fish-people) are stealing the lighthouse's magical crystals to power their shrine to the Pale Sun. They believe the dimming Golden Sun means their time has come.
Encounter:
- Combat: 4 Sahuagin (AC 12, HP 22 each, +3 to hit, 1d6+1 spear damage)
- Puzzle: Repair the crystal array (DC 12 Arcana or Investigation check)
- Social: Can negotiate with sahuagin leader (DC 15 Persuasion) to find a compromise
Rewards: 100gp, Harbor Master's favor, +1 with Starhaven merchants
2. The Sleepless Village
Level 2-3 ShadowmereQuest Giver: Village Elder in Shadowmere
Hook: The villagers of Shadowmere haven't slept in three nights. They see visions when they close their eyes - the Pale Sun whispering to them.
Location: Shadowmere Village and nearby forest
Objective: Find the source of the curse and end it
What's Really Happening
A night hag has made a pact with the Pale Circle. She's harvesting dreams to feed a ritual that will strengthen the Pale Sun's influence.
Encounter:
- Investigation: Track the hag to her forest lair (DC 13 Survival or Perception)
- Combat: Night Hag (AC 17, HP 112, uses illusions and sleep magic)
- Alternative: Destroy her dream-catcher ritual circle before fighting
Rewards: 250gp, Bag of holding (from hag's lair), Villagers' eternal gratitude
3. The Missing Miners
Level 1-2 EmberforgeQuest Giver: Forgemaster Durin Ironfoot
Hook: A mining crew hasn't returned from the eastern tunnels. Their last message mentioned "something moving in the walls."
Location: Emberforge Mine Level 3
Objective: Rescue the miners (or recover their bodies)
What's Really Happening
The miners broke through into an ancient tunnel where rust monsters live. The creatures ate their equipment and trapped them.
Encounter:
- Navigate: Find the collapsed tunnel (DC 12 Perception)
- Combat: 3 Rust Monsters (AC 14, HP 27 each, eat metal armor/weapons!)
- Rescue: 5 trapped miners, 2 wounded (need healing or stabilizing)
- Hazard: Unstable tunnel - loud noises cause cave-ins
Rewards: 150gp, +1 masterwork weapon from grateful forgemaster
4. Bandits on the Trade Road
Level 1-2 All RegionsQuest Giver: Merchant Caravan Master
Hook: Bandits bearing the symbol of the Iron Vanguard are raiding trade caravans between cities.
Location: Trade road between Starhaven and Shadowmere
Objective: Stop the bandit attacks
What's Really Happening
These aren't real Iron Vanguard members - they're deserters using the faction's fearsome reputation. The real Vanguard wants them dealt with.
Encounter:
- Ambush: Bandits attack the party's caravan
- Combat: 1 Bandit Captain (AC 15, HP 32) + 5 Bandits (AC 12, HP 11 each)
- Track: Follow them to their camp (DC 13 Survival)
- Negotiate: Capture leader and turn him over to Iron Vanguard for extra reward
Rewards: 200gp, Favor with both merchants and Iron Vanguard
5. The Stolen Tome
Level 2-3 StarhavenQuest Giver: Archmage Elara of the Sunward Order
Hook: A sacred text called "The Balance Codex" was stolen from the Sunward Temple. It contains rituals that could restore balance between the suns - or destroy it.
Location: Starhaven's Shadow District
Objective: Recover the tome before it's sold to the Pale Circle
What's Really Happening
A master thief stole it on commission for the Pale Circle. He's hiding in the Shadow District's thieves' guild.
Encounter:
- Investigation: Track the thief through contacts (DC 14 Investigation or Persuasion)
- Stealth Option: Sneak into thieves' guild (DC 15 Stealth)
- Combat Option: Fight 6 Thugs + Master Thief (AC 16, HP 55, sneak attack +3d6)
- Moral Choice: Thief offers to split payment if you let him go
Rewards: 300gp, Scroll of Lesser Restoration, Sunward Order's blessing (+1 to saving throws vs undead)
6. The Cursed Stag
Level 3-4 Shadowmere ForestQuest Giver: Ranger Alden
Hook: The legendary White Stag of the forest has been corrupted. Its touch now spreads rot and decay. It must be cleansed or killed.
Location: Deep Shadowmere Forest
Objective: Find the stag and end the curse
What's Really Happening
The stag drank from a cursed spring tainted by necromantic energy. It's becoming undead. A necromancer from the Pale Circle is watching to see if it fully transforms.
Encounter:
- Tracking: Follow the trail of dead plants (DC 13 Survival or Nature)
- Boss: The Hollow Stag (AC 16, HP 68, necrotic aura damage)
- Cleanse Option: Destroy the cursed spring (DC 16 Arcana) before fighting
- Necromancer: Appears if fight takes more than 5 rounds (AC 13, HP 40, 2nd level spells)
Rewards: 400gp, Stag's antler (can be made into +1 bow or staff), Nature spirits' blessing
7. Rebellion in the Forge
Level 2-3 EmberforgeQuest Giver: Captain Vorn of the Iron Vanguard
Hook: Workers in the forge are planning to strike. They want better conditions, but the Vanguard needs weapons for the coming war. Both sides request your mediation.
Location: Emberforge Central Foundry
Objective: Resolve the conflict (by any means)
What's Really Happening
A saboteur from the Sunward Order is posing as a worker to disrupt the Vanguard's weapon production. He's pushing workers toward violence.
Encounter:
- Investigation: Discover the saboteur (DC 15 Insight or Investigation)
- Social: Negotiate between workers and Vanguard (DC 14 Persuasion)
- Combat: If exposed, saboteur + 2 paid thugs fight to escape
- Consequence: Your choice affects faction reputation significantly
Rewards: 250gp, +2 with chosen faction, -1 with opposing faction, Workers' or Vanguard's gratitude
8. The Walking Dead
Level 3-4 Tomb of WhispersQuest Giver: Father Aldric of the Sunward Order
Hook: Corpses are rising from graves in Starhaven. They walk toward the old cemetery crypt, as if being summoned.
Location: The Tomb of Whispers beneath the cemetery
Objective: Enter the tomb and stop the source
What's Really Happening
King Halric the Hollow is awakening. His necromantic power is growing as the Pale Sun strengthens. He's gathering an army of undead.
Encounter:
- Waves: Fight through zombies (12 total, AC 8, HP 22 each)
- Mini-Boss: Wight Commander (AC 14, HP 45, commands zombies)
- Boss: King Halric (partial awakening) (AC 17, HP 85, legendary resistance 1/day)
- Seal Option: Can re-seal the tomb instead of full fight (DC 16 Religion or Arcana)
Rewards: 500gp, King's ancient crown (+1 CHA headband), Sunward Order's deep gratitude
Warning: This is a tough fight for level 3 players - retreat is smart!
9. Dragon's Tribute
Level 4-5 Emberforge MountainsQuest Giver: The people of a small mountain village
Hook: A young copper dragon has moved into the mountains and demands tribute. The village can't afford it, but attacking a dragon is suicide.
Location: Dragon's lair in the volcanic peaks
Objective: Deal with the dragon (negotiate, trick, or fight)
What's Really Happening
The dragon isn't evil - it's scared and lonely. Its parents were killed by dragon hunters. It's demanding tribute to feel powerful and safe.
Encounter:
- Approach: Climb dangerous mountain paths (DC 13 Athletics)
- Combat Option: Young Copper Dragon (AC 17, HP 119, breath weapon 6d8 acid)
- Social Option: Convince dragon to protect village instead (DC 16 Persuasion)
- Trick Option: Fake treasure or drive it away with illusions
- Best Option: Befriend it - copper dragons love jokes and riddles
Rewards: 600gp, Dragon's gratitude (may help in future), Village's eternal thanks, Drakari respect
10. The Eclipse Ritual
Level 5+ All FactionsQuest Giver: Multiple factions (competing objectives)
Hook: An eclipse is coming - when both suns align. All three factions plan to perform rituals at ancient sites to tip the balance in their favor. You must choose a side... or stop them all.
Location: Three ritual sites across Rayndar
Objective: Determine Rayndar's fate
Campaign Defining Quest
This quest shapes the entire campaign. The party's choice determines which faction gains power and what happens to the balance between suns.
The Three Paths:
- Sunward Order: Strengthen Golden Sun, banish undead (good ending, but Pale Circle destroyed)
- Pale Circle: Balance the suns, unite life and death (neutral ending, uncertain consequences)
- Iron Vanguard: Seize power during chaos (survival ending, might makes right)
- Fourth Path: Destroy all rituals, maintain current balance (preserves status quo, all factions angry)
Final Encounters:
- If with Sunward: Fight Pale Circle's summoned wraith (AC 16, HP 97)
- If with Pale Circle: Fight Sunward's champion paladin (AC 18, HP 112)
- If with Vanguard: Fight both sides' forces (multi-wave combat)
- If destroy all: All factions send forces to stop you (VERY HARD)
Rewards: 1000gp+, Legendary faction reputation, Shape Rayndar's future, Campaign epilogue based on choice
🎭 DM Tips for Running These Quests
Scaling Difficulty
Fewer Players: Reduce enemy HP by 25%
More Players: Add 1-2 minions per extra player
Too Easy: Enemies get +2 to hit and damage
Too Hard: Give players inspiration or helpful NPC
Improvising
Players stuck? Give them a DC 10 check for hints
Unexpected solution? Reward creativity with advantage
Missing item? Let them find it if check beats DC 15
Need NPC stats? Use guard, bandit, or cultist from monster book
Pacing
Session 1: Quest hook + investigation + first encounter
Session 2: Main dungeon/location + boss fight
Session 3: Resolution + rewards + tie to next quest
Rule of 3: 3 encounters per session is good pacing
Connecting Quests
Thread 1: Sunward vs Pale Circle tension grows
Thread 2: Iron Vanguard preparing for war
Thread 3: The suns' imbalance worsens
Finale: All threads converge in Quest 10