A Kenku's Dictionary (5e Quest)
From D&D Wiki
Long long ago there was a party whose name stayed anonymous despite their reputation. They destroyed grand and evil plans, killed giant monstrosities, gained favors of countless kingdoms, journeyed throughout planes of existences and most captivating of all, acquired and created countless treasures so legendary, so strong, that it makes the likes of The dragon queen's hoard look like a handful compared to the party's colossal vault. But that was millions of years ago...
The party suddenly disappeared, leaving no trace of their property, their equipment, and their treasure...or so it seemed.
One of the party members, a Kenku who was named Kuken by the party, had a dictionary with him. In one of Kuken's countless adventures with the party, magic infused into him, giving him the ability to fly, to talk with his own voice, and to have his own free will...but there was a catch.
His mind has been "rearranged" and there he was only able to speak with words that are combined from 2 or more words. This is known in the literary world as cacophony. Though he can think normally, whenever he speaks, his words are always jumbled. It may seem as if it had no meaning, but they have a patter, and by then Kuken found out that the words he says have meaning. He then created a dictionary of words which the people soon called it, "The Kenku's Dictionary" which contained all of the words he ever spoke, with their corresponding units.
Though insignificant, it was rumored to have been acquired by Kuken's people, scattered around the world; and they have a rumor. It was said that Kuken stated that his dictionary a guide, a light and weirdly, a map, a key, and an artifact. Rumor spread that the dictionary may hide the information to the resting place of the party's treasure, but it was never proven for the Kenku's kept parts of it and protected them in the most secretive of places...until now
This is but one part of a string of adventures that eventually leads the players to uncover their treasure...and the reason they disappeared.
NOTE This is but a starting quest with one requirement: 1.Every player character must be lvl 17-20
Why? Because the adversaries that they will face will be incredibly challenging. Every part of this string of quests have challenges and adversaries that take normal enemies and problems in dnd and putting it to the next level(ex: Tucker's Kobolds put on steroids). Though some parts of this quest-line is impossible, I always try to make sure that all parts of the story can be done by all classes, with exceptions that take out logic (like a bard trying to use his charms directed at an evil talking puppet which also charms others). Every possible situation that the players could possible be will happen; many of these situations may happen at the same time (party being in a room with traps, dragons, a beholder, and a weaponized treasure thrower).
This part of the quest-line may be the most peaceful part of the quest-line (Or one of the most hectic ones; you know how DnD is, simple situations can escalate in ways that you can't even imagine)
They will get introduced about the rumor, they will slowly find out more pieces which if peiced together, will become the key to the rest of the quest-line.
<- Give a quick run-down of how the adventure plays out. ->
<- Provide a few different examples of how the party could be dragged into this adventure. This makes it easier for your adventure to be incorporated into an existing campaign. ->
<- A stage is a chapter, or an important phase of the story. In a dungeon crawl, a stage would be one floor of the dungeon. In a more episodic, story-like adventure, a stage would be a series of connected scenes. ->
Step or Location
<- This is one scene in an adventure. In dungeon crawls, each room is a scene. ->
<- List everything which has actual mechanical importance, like traps, lighting, climb DCs for walls, hidden stuff, etc. ->
<- If the step is also a location, list the things that live there ->
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<- What happens when the adventure is completed? ->
This is a transcript of everything to be awarded the players, and the conditions attached to those rewards, at the end of the adventure. Think of it as a sort of checklist to make sure everything was covered.
- Combat Awards
|Name of Foe||XP per foe|
- Non-Combat Awards
|Task or Accomplishment||XP per Character|
The minimum total award for each character participating in this adventure is X experience points.
The maximum total award for each character participating in this adventure is X experience points.
The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price.
Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide.
Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items.
- Treasure Awards
|Item Name||Sale Value|
[[<- Unique Magic Item ->]]
<- If the magic item exists only on this page, remove the header brackets, otherwise make the title a link to the page containing the item. <- Duplicate this section as many times as needed. ->
<- This is an actual effect generated by you doing something that hurt people who still exist in the setting. Think of it is a boon, but absolutely horrible. ->
<- In games which contain factions, this is where you would award renown for completing faction-related activities. ->
Each character receives <-X-> downtime days at the conclusion of this adventure.