The Jack of Knives (5e Quest)

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The Jack of Knives[edit]

Recently Sarjeant Ludwig von Schwartzkompf, Gate captain to the bridge of Galata has discovered several dead prostitutes in the alleyways. Many of them where cut open and some had particular organs removed. Sarjeant Ludwig will ask the players to inspect the dead bodies in the morgue run by the plague doctor, Mortimer du Toussant nearby the Cathedral of the Ossus Sanctus. When they inspect the bodies they notice that the organs were professionally removed like that of a surgeon and that each body had a Tarot card placed on it, especially from the minor Arcana to signify the time of night. Nine of Wands, One of Swords, Two of Coins and the Ten of Cups. a Perception or Insight check will reveal that the killer is not some bloodthirsty beast but instead is a clever humanoid killer who is killing as a symbolic gesture (Dc. 13). A Good plan is for a party member to wear a disguise as a drunk prostitute or use an illusion to trick the killer from hiding at night...especially in the Ancient Harbor district (Mortimer or Ludwing will come up with this plan especially if the players are being dense)

Overview[edit]

When a player use a prostitute disguise or an illusion at around Eleven at night is when the Death Jester will attack, especially in the Grand Bazaar or the Port of Ancients. This will have the players chase the Death Jester into the sewers to face several Bestial Vampire spawn and possibly several assassins and a Toad Prince.

Hook[edit]

There are several posts saying that players will be paid handsomely for catching the killer known as the "Jack of Knives". If they ever head to Galata peninsula with the Zaubervald University they might be asked this as well from Sarjeant Ludwig. Even the Crimson Sabbath is enraged about these killings because they are allied with the prostitute guilds and secretly protect them.

Stage[edit]

The Dungeon simply has one floor and the Jester can be found in the same room with the Toad Prince (which should be on the opposite end of the players starting point.)

my own art

Step or Location[edit]

my own art
  • Stage 1: 2 Horned Wyvers, 1d6+1 Mglaks, Large pits with poison gas DC 16 Constitution save if someone is knocked in and deals 4d10 poison damage a round. 3 Wired treasure chests with 10d10 electric shock (Dexterity Save DC. 18) (perception check dc. 18) (disarm dc. 18).
  • Stage 2: Spiked Pitt: (Steel grate, strength dc 17). 2 Flammengeists, 1d6+2 Domovoi

1d4 Runes

  • Stage 3: Fire Siphons (Stealth DC. 19) Broken handles of valves can be still used Dexterity Save or 5d10 fire damage a turn in entire room, DC. 16 and lasts for 1d4+2 rounds). 1d4+2 Spawn of Cerberus, 2d6+3 Magmin.
  • Stage 4: Center of room is a Fulcrum Boom Crane and one side is held down with a counterweight that weights 500lbs (strength check dc. 20). the other side of fulcrum is up twenty feet in the air on a second story ledge. A character can find a way to transport themselves to the second story ledge. on ledge is a 22 ladder. There is a poison gas crate on the first floor slowly releasing more and more poisonous gas into the room. There is a steel square on the second floor that would seal this poison gas crate shut (1d4+2 rounds before poison begins inflicting damage)

Here is a list of Random Encounters and Dungeon Objects to roll from room to room. Ask the players to pick a number from 1 to 4 and then roll a d4. If they are correct no encounter they simply get a treasure chest or uncommon magic item from the DMG. If they fail then the DM should probably roll for random encounter and dungeon object or roll twice for either or.

Encounter Table d12
Monsters Number of Adversaries Dice Roll
Kikimora 2d8+2 1
Bloated Cadaver 2d10+4 2
Venomous Cockatrice 2d8+2 3
Garou Berserker 1d4+1 4
Ekhidna 2d6+2 5
Flammengeist 1d4+2 6
Domovoi 2d6+2 7
Winged Strigori 1d4+1 8
Mglak 2d4+1 9
Sea Drake 1d4 10
Moroi Defilers 1d4 11
Strzyga 2d4+1 12
Random Dungeon Objects
Object Dice Roll Numerical Value
Poison Gas Grate Constitution Save DC. 17 4d10 poison damage a round in 20 foot radius
Explosive Land Mine Reflex Save DC. 16 10d6 Fire damage in 20 foot radius
Smashing Pillar Strength Save DC. 17 10d10 Bludgeoning Damage one target
Hallucinogenic Mushroom Spores Wisdom Save DC. 17 4d10 psychic damage and Stunned, 20 feet radius
Treasure Chest Perception Check Dc. 17 200d10 gold pieces and 1d4 500gp gemstones
Magic Item Perception Check Dc. 17 roll a d100 pg 147 DMG

Features[edit]

These rooms are sewers, so the only things to be found are rotting offal and sea creatures like mussels. There are definitely some crude traps in the dungeons.

Inhabitants[edit]

Look at the Random Encounter Table above. The Boss table should only be used sparingly possibly a maximum of four times in the entire quest or once a day.

d4 Boss Encounters.
Boss monster number of them dice roll (optional)
Toad Prince 1 1
Death Jester 1d2 2
Nosferatu Carnifex 1d2+1 3
Lamia Dominatrix 1d2+2 4


Developments[edit]

The Quest is pretty simply, find the serial killer and kill them. Once this is accomplished the players will receive their reward. If the player wants to make the story more dramatic the Toad Prince was a cursed person in his other life and he ordered the Death Jester(s) to assassinate all the women and men who turned away his advances. He also keeps their organs in giant jars filled with embalming fluids as a trophy.

If the players find the Jack of Blades archives they will see that he was paid handsomely for assassinating prostitutes who knew too much about the abuses of Marquis Jeoffery du Lavigne and the Archduke Henrick von Silverblut.

Treasure[edit]

Players can find the three items to craft a Staff of Samhain. Rune stones can be found done here as well as the the necessary items to craft the staff of Samhain (Ghostfire jackolantern, corpsefat candles, Pyre-bone Staff). Some runic weapons, staves and armors might also be found down in these confines.

Conclusion[edit]

If players complete mission they are paid handsomely (15,000gp per player) and gain two levels.

Rewards[edit]

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.

Experience[edit]

The minimum total award for each character participating in this adventure is 1 level.

The maximum total award for each character participating in this adventure is 2 levels.

Treasure[edit]

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. Witchers potions and experimental spell scrolls can be found down here.

Permanent magic items are divided up according to a system. See the sidebar if the adventure awards permanent magic items. Rune stones, Runic weapons, staves and armor can be found as well as the necessary items for the Staff of Samhain.


Grand Runic Greatsword[edit]

If the Toad Prince is slain in battle he has a 20% (Roll on a D100 80-100%) chance of dropping this mighty weapon.

Enmity[edit]

This will infuriate Ze Dammerung (Clan moloch) when they get news that one of their greatest Assassins was slain. Ze Dammerung will be effectively crippled for some time due to the death of their greatest Assassin (Jack of Blades) and their greatest Boss (The Toad Prince).

Renown[edit]

Among the Crimson Sabbath the heroes will be automatically promoted to Cathars and can be turned into Vampires or Dhampirs from the Clan Pariahs if they wish. Among the locals of the Harbor district, Grand Baazar and Market street they will be seen as heroes.

Downtime[edit]

Each character receives 30 downtime days at the conclusion of this adventure.



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