The Isle of Abundance (5e Quest)

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Adventure Background[edit]

The Isle of Abundance is a short module that is intended to be insertable into any preexisting campaign, player level technally does not matter for this.

This adventure is designed to be a lighthearted break to an otherwise heavy/downtrodden/grimdark campaign, but could very well also be used as a break or diversion in other campaigns.

Overview[edit]

The characters arrive via one of the different hooks detailed below or in another unique way of the DM's choice that makes sense.

After the players arrive on the isle, they are free to explore it and have a great time.

Should you as the DM or the players themselves feel like they want this quest to end, one can have the players return to their original setting by again using one of the hooks, or through another option at the DM's discretion.

Planar Rules[edit]

As this quest is designed to not be connected to your main adventure in any way, beyond the players taking an excursion here, a DM may ignore rules they normally use in the campaign for. Additionally, due to the nature of the plane manifesting from Selene's powers, the places nature as a pocket dimension has its own rules:

1: All creatures and objects are immune to all damage and are immune to all conditions except grappled and prone while on the plane. What this looks like is left up to the DM, but rule 1.5 serves as an example. (The plane is supposed to be completely peaceful, being able to hurt others doesnt fit it)

1.5: Falling from great height: Things that fall from a large height bounce and are otherwise unharmed or the impact may be slowed or the impact absorbed is slick absorbed by the target making the target move/accommodate to the impact's force (ground like mud).

2: Anti magic clouds meaning no magic when sun blocked (plane acts like a pocket dimension, where its connected to the outside via the location behind the sun. (Use to stop casters from breaking everything you want to keep)

3: Selene’s word is law. As the creator of this pocket dimension, the plane changes to Selene's every whim. A DM can use this aspect to introduce new elements that arrise while the players are on the plane. When an aspect of the plane is changed by Selene, her power to change the plane is heralded by a healthy green glow covering her arms before rushing into the ground.

4: Selene has stopped the time in the pocket dimension so it is perpetually sunset. (Because she likes watching it)

5: There is temporal interface when a creature enteres and exits the plane. No matter how much time is spent inside the plane, after a creature leaves exactly 4 hours will have passed since they entered. In addition, only the concousness of creatures can enter the plane and their mind crecreates the bodies they left behind. The quest can be seen as an out-of-body experience that doesn't interrupt a long rest where once a creature's concousness is inside the plane, their body falls unconscious and can't wake up for the 4 hour duration.

6: No monsters exist on this isle. (Even if added they can't really be fought with the no damage to anything on the plane)

7: More rules to be added when needed

Hook[edit]

This is just a list of possible ways to enter this pocket dimension, some with readable text for you. You are always allowed to come up with your own way.

Hook 1: Transported here by Pixies[edit]

Consider Pixies mischieviousness and you give them the power to yoink someone into their own pocket dimension and you got yourself a perfect way to start something completely unrelated to what happened before the characters went to bed

Read to Players/Modify as needed: Having had a long and exhausting day you lay down once more to rest in your encampment/house/bed and very easily sink into a heavy slumber. Some time passes, after about an hour a soft wind begins to blow, almost unnoticable on the skin, as a thin blue fog begins to seep in through the nooks, crannies and ridges and a soft, chiming giggle can be heard in it. after a few more minutes the thickening fog covers the whole floor, toiling about with soft forms forming within, as it rises higher and higher, soon covering above all beds as you all hear a soft voice waking you, and with a faint „Plop“ you are no longer in your beds.


Give the players a few minutes to acknowledge the new situation and discuss amongst themselves before reading the next part.


Continue by reading this: After the faint „Plop“ that so rudely awakened you, you look around a bit. Very clearly you are now on a beach, the soft sand shifting beneath your feet and the waves softly crashing against the shoreline, turning left from the shore, you see a small, rocky cliff rising above the beach, the waves gently breaking against the resolute stone. Upon it you see a small house, almost a cottage, with its windows lit as the sun nears its set behind the horizon of the sea. Turning further left, you see the line where the beach transitions into flatland, the lush grass looking cared for, further inwards you see a small, but well worn path leading up the the cottage, as well as a small intersection leading into the beginnings of a forest towards what you are guessing is the middle of this small looking isle. turning right you see an unending beach, disappearing only because of the isles curve.

Hook 2: Teleport/some other high level space spells gone awry[edit]

Have a high level PC/NPC that loves planar travel a tad too much for your senses? Let them get here on a Misshap. and maybe cover the sky in the dimensions anti magic clouds to keep 'em here.


Randomly select a point of appeareance for the characters, for that roll 1d20 and compare the result to the locations mentioned below

1: Beach; 2: House; 3: Cave; 4: Flowerfield; 5: Hotspring; 6-10: In the sea about 50ft of the shore; 11-20: some random point in the forest, may be near the path or not

Hook 3: Invited by Selene (should probably have met Selene somewhere before)[edit]

Let the characters appear on the Cliff, in front of Selenes Cottage, modify the second readable box’s text of the first hook to fit the new point of view.

Map[edit]

You may use this map to better describe to your players how the Isle looks, just know that it is not to scale and that the house and its cliff are too big on this map, meaning forest and beach/circumfence of the isle are supposed to be bigger.

The locations noted in the Legend are of course only a suggestion, you may put them wherever it would make sense for your characters to stumble upon them, as well as make up completely new ones.

Isle of Abundance - medium.jpg

Stage[edit]

Locations[edit]

The Isle[edit]

The whole Pocket Dimension is round with about a mile or two as radius, going 100 feet down and 500 feet up before hitting those borders. Much of this space is taken up by the Isle with a considerable forest in the middle that changes towards flatland and then beach towards the outer areas when nearing the sea, on the east of the isle is a small cliff that interrupts the ring of beach, on which a small house stands. A well used dirt pathway connects most important locations.

The House[edit]

Selene’s main Residence, situated atop a small rocky cliffside directly above the sea and the beach, it has a beautiful view for taking in the forever sunset.

A path winds down from the house, leading towards an intersection where it splits, one part leading down to the beach, the other leading into the forest with winding swerves.

The Pixies like to have tea parties with Selene here.

For a Description Box of the Area, head to Hook 1.

The Beach[edit]

Beautiful calm waves softly crashing and rolling over against the soft white sand, no little sticks or other debris to be seen disturbing the sight, with palm trees widely interspersed, growing coconuts at head height.

60ft of beach between sea and the beginnings of a soft grassy flatland that soon goes over into a forest

When walking around the beach, following the sealine, after some time come out at the other side of the cliff on where the house stands, with no particularly mentionable sights

Near the Cliff is a earthen pathway that leads to an Intersection, splitting off towards the Forest and the House

For a Description Box of the Area, head to Hook 1.

The Forest[edit]

Consider this the „Main“ part of the Isle

Lush forest filled with greenery and typical forest animals that avoid everyone who is not selene.

A walking path winds through the forest in an almost natural way, allowing the character to focus on the sights rather than the walking, after some time in a reasonable deep in the forest place, this path splits into two, one leading to the cave, the other leading to the hotspring when following the path deeper into the forest. when walking in the other direction, the players will come upon an intersection that splits into paths leading to the House and the Beach.

Consider the „Pixie ambush encounter“ happening here.

If your characters are in the forest and ask what it looks like, consider reading this to them: The Oaks stand tall and close around you, their branches touching. When you stay still for a few minutes, you can spot squirrels flitting about, as the setting sun sheds the forest in an almost mystical orange light, the moss on the backside of the trees still glistening with pearls of water.

The Cave[edit]

Approached mostly via the path, looks like a small, unassuming, grasscovered mound of earth (15ft diameter spere) with a small mouthlike entrance.

Inside equally unassuming, after descending for about 50 feet downwards (you may describe how long it’d take characters) the begin to feel a faint magical tingle in their stomachs. should they descend further the tingle grows in intensity, until after descending a total of 100 feet below the surface, they are teleported/looped around to the top of the Isle, falling towards the ground but hit the Dimensional connection point that is hidden behind an illusion of the sun/sky from below and now back in their original settings (see conclusions).

Read this when the characters first approach this area: After treading through the forest on this dirt path for some time, you begin to see a small, grass covered mound in the distance with an almost giant looking walnut tree growing at the top of it. Getting closer, you see that this mound has an almost mouthlike cave entrance that leads down into a damp, but clean tunnel that winds around steadily, throughout the mouth you can see the exposed healthy roots of the tree above.

The Hidden Flowerfield[edit]

No path leads to this area when approached naturally and not led here by a Pixie. Consider the character to be slightly turning to the side in their approach, missing it.

The three Pixies like to play in these fields.

Read this when the characters first approach this area: After having spent some time tracking through the forest without a way in sight, you see the trees begin to open up into a small clearing filled with flowers wildly growing with no rhyme or reason, as you get closer you can spot poppies, dandelions, tulips, orchids, sunflowers, Chrysanthemums, bluebells, lavender and roses, although you can spot no thorns on the small bushes they grow on. It is honestly very beautiful and almost charming in a way.

The Sea[edit]

This point can be quite misleading, as there actually isnt that much sea to this place, if you travel further than 100 feet from the shore, you are bound to hit the magical barrier of the dimension, that camoflages as more sea and sky and horizon.

Normal sea creatures.

Safe for swimming (duh).

The Hotspring[edit]

This secret natural hotspring in the middle of the forest is one of the favorite places of selene and the Pixies and is connected to most places via the path that sneaks through the forest.

Read this when the characters first approach this area: Following the winding path Through the forest you soon begin to hear the noises of water moving around. As you get closer it does not take long before you see a slight mist of steam rising into the air, dissipating after a short distance. Standing now directly at the side, you begin to realise that this clear pool of heated water surrounded by squarish rocks and bamboo sprouts might be a hotspring.

Encounter[edit]

Considering the players are mostly gonna be exploring the Isle, be prepared to do on-the-fly roleplay and come up with stuff to do that could be happening. Here are some examples that have either already been used, or are ready to be used:

Pixie Ambush[edit]

While one of multiple characters are travelling through the forest or relaxing at the hotspring, one of the Pixies may decide to have some fun with them.


Read the following to your players: you hear a soft giggling coming from one of the trees you just passed/behind you. As you turn around you hear a faint plop before the giggle continues from behind a different tree. this happens a few more times, increasingly stoking your curiosity.


Give the players a few seconds to think about what they want to do, read this if they decide on approaching: deciding to approach, the voice guides you further and further into the forest, everytime giving you a bit more to see, a lock of hair, a small pience of fabric, it seems to be a almost tiny creature that greatly enjoys the events. After a while of being beckoned closer, you come upon a beautiful flowerfield, as the creature disappears from behind the closest tree at this clearing in a puff of pink smoke, dust and glitter, reappearing amidst the flowers, hiding behind a particularly large stalk of tulips.


Consider further events based on the players actions, although after some time the Pixie should guide them back to the path.

For example, the Pixie could sprinkle a character with Pixie Dust and be greatly ammused by their inability to deal with their new and unnatural flying speed as they stumble and twirl through the air.

Inhabitants[edit]

The Isle is inhabited by the Human woman Selene as well as the three pixies Tori, Lula and Sneezy. Aditionally assume the Forest as well as the Sea to be populated by normal animals.

Selene[edit]

Selene is the owner and creator of this pocket dimension and as such can control it almost at will, she loves spending time here as a recreational activity and the place looks like it.

Selene is a female Human with pale skin, shoulder length platinum blonde hair, striking blue eyes and always has a faint smile on her lips. Standing at 6 foot high and 144 pounds heavy she has a very petite figure with a small chest area, looking almost childlike at times.

Depending on the PCs strength use Druid, Archdruid, or comparable statblocks to represent her, although she should always be unbeatable to the characters (just for rp reasons, shes supposed to be powerful, remember no combat).

consider reading this to your players if they never saw Selene before and she is within her house, opening the door: As the beautifully crafted walnut door swings open on well-oiled hinges, you see a young looking human women standing in the room, clad in plain clothes with a lithe figure as she looks you over too. Looking a bit closer, she has an almost heart shaped face with tiny freckles near her nose, platinum blonde hair that is almost hanging down to her shoulders and a pale skintone, her eyes glittering almost sapphire blue. As you stand there for a few seconds she speaks up: „well, hello there, i have not been expecting guests at all, would you mind coming in for dinner and a little smalltalk, for example telling me why you are here?“ As she beckons you to come in by taking a step back.

Pixie 1: Tori[edit]

Female, with giant eyes and always a big smile on her face, Tori is the most inquisitive of the Pixies and the most likely for the characters to meet first. She loves having good natured fun with characters, but always takes care that they have fun too.

Pixie 2: Lula[edit]

Female, Lula is the smallest of the trio, and quite shy, showing herself last, but once its certain the characters mean no harm, she warms up very fast.

Pixie 3: Sneezy[edit]

Male, Sneezy is like the overprotective brother everyone has, always being a little bit on guard to protect his sisters.

Conclusion[edit]

What happens when the adventure is completed?

The Adventure ends once the Characters leave the isle and wake back up in their bed.

Some ways are described here, consider other ways possible.

Conclusion 1: Brought back by the Pixies[edit]

Having met the Pixies and being on their good side you can ask them to bring you back, they will do this without demanding any compensation (if you feel like ending the adventure you can also have selene ask the Pixies).

Conclusion 2: Rude Awakening by Skyfall[edit]

By entering the cave and descending 100 feet, you are looped around to the top of the dimension, for a few seconds you are freefalling before you hit the hole in the sky and just wake up in your normal setting.

Conclusion 3: Teleports/Planar Travel[edit]

Any being that can teleport, enter another plane, fly just up out of the dimension by way of the hole behind the sun can just leave. upon leaving instead of all normal spelleffects, its just like the characters wake up from a normal nights rest (this adventure does not interrupt a long rest but its too long for a short rest).

Rewards[edit]

The Reward is the Journey all along.


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