Windhaven Kidnapping (5e Quest)

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Adventure Background[edit]

Windhaven is a cluster of floating islands off the coast of Shel'ar. The port of an elvish city. Standing proud 500km out from the coast, Windhaven beckons to adventurers seeking a high up place to have a vacation of sorts with games, festivals and bars alike celebrating the 2,000 year old heritage of the islands. Windhaven is technologically very advanced, with floating platforms and steam powered airships transporting races that cannot fly themselves. Shops selling beautifully constructed false wings line the area for those who can afford it. The most famous scientist and inventor of all of windhaven, Sulo Rautionen, is set to put on a demonstration of his newest creations which are said to be the most impressive yet. All over the world commoners, nobles and adventurers alike have been invited to this showing. The only issue? When the day comes for Sulo to show off his wares he does not appear. A questionably bloodstained note is left in the waiting room. Sulo Rautionen has been kidnapped and all of you have been called upon to save him for a handsome reward. The public is not aware of WHO exactly kidnapped Sulo, neither is the party. Though there are rumors going around of possible local mob involvement.


The party will discover that Sulo Rautionen, an esteemed scientist and inventor of Windhaven has been kidnapped. All leads point to the local mob. They will be sent on wild adventures all throughout (and beneath) Windhaven in the search for Sulo. Will they find him? That's up for you to decide.


- The party was invited to Sulo's demonstration in hopes that they would spread the news of Windhaven and attract more tourists and adventurers. When Sulo does not show up, the head of his demonstration hires the party to find him and save the islands reputation.

- The party comes to Windhaven on vacation and catches word of mob issues. When visiting the demonstration of Sulo's, they discover the bloody note in the waiting room and start to connect it to the mob and the whispers of previous situations.

The Disappearance of Sulo Rautionen[edit]

Stage one is the demonstration. All manner of people crowd around a large stage in the center of Windhaven to witness technological marvels. When Sulo does not show up the adventure starts in full swing with mob hooks and hand written notes and an air of suspicion as anyone and everyone could be a member of the mob.

The Demonstration[edit]

The Demonstration is treated more as a party/theatre show. It gives off quite a large aura of partying and general fun as well as a distinctly steampunk feel with mechanical devices everywhere and steam powered objects and toys alike. Sulo was set to be the main attraction.


The whole area is covered in mechanisms designed to give ease of access to those who cannot fly or afford wings. Most mechanisms are button, pressure plate, or lever activated and work on steam and pistons. Platforms, airships and small portable floating vehicles are the most common way of transportation, followed in close second by artificial flight. Walking is not uncommon and it's what the platforms were made for. Everything is quite obvious as to where to push, pull or step to activate and the more difficult ones only require an investigation roll of 6 and up to find. The lower parts of the islands are definitely NOT meant to be scaled or climbed as guard rails are on most sections of Windhaven's edge and small nets are hung to catch idiots or small children who make it over the edge. If one makes it past the nets the DC to safely scale the wall is 15 and up. Anything lower and they crash into the ocean below. There are no traps on the main part of Windhaven where the demonstration is set. A sinking floor platform is on the stage, meant to raise Sulo and his creations up. Neither Sulo nor his inventions are on the platform and the gears have been jacked or stolen completely. The evidence left is a bloodstained note, an incredibly tough switchblade and a few sets of bloody footprints with an odd design in the soles of the boots.


The inhabitants of Windhaven are Made of a majority of 3 races. Aaracockra, Humans and Elves. Being off the port of Shel'ar, an Elvish City, Windhaven attracts a lot of Elvish visitors, some who stay permanently. Humans tend to migrate to Windhaven to escape the mundane of their life. At this point all 3 races have been living on Windhaven for approximately 2,000 years. Common is spoken as a formality but the most used language is actually Elvish followed by Auran. Kenku like to take up their posts in the highest parts of Windhaven and have built such an extensive vocabulary from listening and mimicking other people that they can hold a fairly normal conversation. Other races EXIST but are rare. ORCS AND HALF ORCS ARE NEVER FOUND ON WINDHAVEN. The reasons have been lost to history.


Main NPC's

Sulo Rautionen- An unusually tall, surly old man with a rather impressive moustache and snow white hair. He wears thick black goggles and smudged clothes with an oily and stained apron. He always smells lightly of burnt wood and boiled herbs. He has oddly pointed ears and a thick set jaw. No one quite knows what he is but he's made a name for himself as Windhavens best inventor. He has been kidnapped.

Hillevi Kekirinen- A small and slight elvish woman with long blonde hair put back in elaborate braids. She's in charge of Sulo's demonstration and nearly panics when he doesn't show up. She smells slightly of cinnamon and wears a loose linen shirt and skirt ensemble.

Jonna Rautionen- Sulo's brother. He shares the same stature but is obviously younger as his hair is a bright red and he wears it back in a short ponytail. He wears the gorgeous robes of a songsmith and crafts finely tuned (pun intended) weapons and armor for quite the hefty price. They are said to be the best items around you can get.

Enkeri Kekirinen- Hillevi's wife. She puts up with Hillevi's constant stressing about planning and is able to inform the party more about The Mob. Enkeri is a human who's family has been living on Windhaven for a few centuries. She's an average height with a stocky build and wears a vest, puffy linen pants and boots.

Unimportant NPC's

Hilli- A cloaked tea shop owner with suspiciously cat-like tendancies. Hilli is actually just a black cat pretending to be a human and uses a minor illusion spell to do so.

Siski Karjala- Local wood elf bartender. He has red hair and skin the color of acorns. He runs the well known bar/Inn "The Sun Stag"

Veeti Harju- An excitable aaracockra who eagerly goes on and on about Sulo's demonstration and inventions. One of his wings is missing and has obviously been replaced by something of Sulo's crafting.

Ensi Lehtinen- And old half elf lady who runs a false wing shop. She's grumpy but well meaning.

Mob/Mafia members

Sekku Lehto- A rather nervous and skinny young human man. He's clearly a new recruit as he hasn't learned to keep his mouth shut yet.

Kaino Lehto- Sekku's older cousin. She's fed up with his nonsense and forcibly silences him at times.


<- List how the scene can change over time due to character actions. ->


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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
<-Name-> <-XP->
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Non-Combat Awards
Task or Accomplishment XP per Character
<-Name-> <-XP->
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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
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->
<-Name-> <-XP->

[[<- Unique Magic Item ->]][edit]

<- 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.

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