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The Quest for More Money (DND 5E)

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One Thousand Club
This is the DND 5th Edition Campaign, The Quest for More Money! This RP is still open to everyone as a Discord Campaign. Watch, in peril, as our brave adventurers begin on their quest of intrigue and mystery!

If you want to join, just send me a PM.

I'm very likely to give out inspiration if I feel you've earned it by solving a puzzle in an interesting way, roleplaying well, or whatever I find funny. Be prepared for forth-wall breaking and references that make no sense, as well as a flamboyant dragon and a smooth-talking set of glassware.

Player's handbook

Dice Roller

Character Sheets
 
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Our first mission began on the road to the small town Farendor, seeking a cow thief. Half-way there we encountered a petrified dwarf standing in the middle of the road, his mind put into a nearby dead cow, now an immortal regenerating cow who the group immediately eviscerated and tortured, until running away. The group came to Farendor to find Fred Saddleback, a relative of the cow thief and small child, who they threatened to put in jail and intimidated for no real reason. Next, they traveled to a strange police station, met a lovely old dwarven woman, and the paladin got deputized. Afterward, they had a strange encounter with a dragonborn teifling, who led them to the teams first battle that wasn't against a cow. They captured the cow thief and his mother, Only for their cart to explode, killing both. Several strange police officers come and force the party to leave the town. They set off to Johannesburg, the Capital city, to meet up with a sorceress to join their party, as a cow in the distance looks on with vengeance in his eyes.

PEOPLE:
The Farendor Police
Grandpa Saddleback
Fred Saddleback
The Cow you kept torturing that you didn't even ask the name of
The Dragonborn Mage

PLACES:
Farendor
Johannesburg

INTERESTING ITEMS
Vuya's badge
Two small red stones (given away)
A beef stew (that smells slightly of evil, or at least mischief)

LESSONS WE LEARNED TODAY
Killing is bad
Always carry beef stew
 
You say group, but I would like to clarify that Amaryllis did not partake in the torturing of the cow, and actively tried to prevent the party from traumatizing the child.
 
Our next mission was a step back in time to an origin story, where Amaryllis and Vuya met. It started out with Amyrillis on her way to catch a steamer, when she ran into Vuya. Vuya decided to steal her gold and they got into a fight, resulting in their arrest. The adventurers find themselves in a cell with a large crocodile man and escape from jail by convincing the guard he is a god and solving a mysterious puzzle. They escape to a series of tunnels and find two Goblins, who appear to be a part of some unknown organization. They wind up flooding the tunnels and blacking out, waking up in an alleyway. There, they decide to go on an adventure to make a lot of money, and Vuya begins to worship Amaryllis as her god and begins heralding the Church of Amaryllis.

In an alternate universe, Vuya and Amaryllis decide not to fight but are kidnapped by the police to become gladiators. They go and have the campaign's first real fight against a bugbear, which they brutally kill. They escape, and as they go their separate ways, a voice calls down and rewrites their story.

PEOPLE
The Goblins
The Crocodillian

PLACES
Silverport

LESSONS WE LEARNED TODAY
Never try to predict the choices the players will make. You will always be wrong.
 
The first official session of the campaign first had our adventurers convince a random police officer that the party's sorceress was a goddess, furthering the influence of the goddess Amaryllis into Johannesburg. Afterwards, they had their cart and their cow, Horse, stolen. They headed off to the once again mysterious police office and negotiated Sylvia's release from prison on the terms that they killed a cow thief, Hhtheckh. They headed to the Leaky Bucket, a local tavern for more information, coming across a cleric goblin and narrowly avoiding a brawl. They then head to the house of Hhtheckh, where they make an awful impression, and cut off his hands and bust his kneecaps with a crowbar. They then head into the cavern in his basement and murder a couple hundred goblins and then meet their boss, a massive blue dragon named Nottingham. Nottingham sends them on a quest to find cutlery, and they go shopping.

PEOPLE:
Hhtheck
Nottingham
Billy Cyrus
The Cleric Goblin
The Blue Dragon League
The Police??

PLACES:
The Leaky Bucket
The Johannesburg Police Station
Blue Dragon Headquarters

INTERESTING ITEMS:
The Blanket of Ultimate Comfort
The Whispering Stones
The Dragon Cookbook Volume 2

LESSONS WE LEARNED TODAY:
So much bloodshed can easily be avoided if you just try to talk your way out.
Robots don't make good jokes.
Vuya is reaaaaaally dedicated to his religion.
 
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The next session had our heroes start on a quest to retrieve some cutlery while one of them slept in instead. They went out to Goldingsville, met a poor beggar boy, interfered with a Kobold Town Meeting, skillfully avoiding solving any actual puzzles, and arrived at the party of a wealthy man. A member of the Blue Dragon Group joins them in their quest. They soon find a woman shackled in a dungeon and encounter the owner of the house, Mr. Williams (I forgot his first name) in the Flesh. They knock him out, grab the cutlery, and grab the two red stones they had previously found in Farendor. They get into a fight with a hivemind and Mr. Williams, who proves to be immortal, healing every time he is killed. They flee and retrieve their cart, which has now been painted black with flame decals on the sides, and Horse, who now has several piercings. They drive back to headquarters, where they are paid handsomely, and they deliver the cutlery to the Quartermaster, who makes a new friend.

A Note: I had written about ten different ways this mission could have gone. The players chose the least interesting route.

PEOPLE:
Mr. Williams In the Flesh
The beggar boy?????
The Kidnapped Woman
The Cutlery

PLACES:
Goldingsville
Williams Manor

INTERESTING ITEMS:
The Disguising Masks
 
The mission was one to Farendor to retrieve one of the Blue Dragon Guild's members's stuff. They arrived to find Farendor in ruins, with a note from Jack Williams detailing all the murder he did on the town. They later found two members of a secret organization who try to recruit the players, only to be killed by Jack Williams himself. They talk with him and basically instantly kill him. They figure out a way to keep him dead. They retrieve his umbrella and befriend his giant eagle. On the way out of town, they are given their next mission, which involves murdering a whole lot of gnomes.

PEOPLE
The other organization

ITEMS
The satchel
The cloak of unseeability
The umbrella
 
The campaign's longest mission by far begins in a hotel room in the city of Goldcliff where Knight and Sylvia are awoken by Amaryllis, who presents them with a dead Vuya. The party is given their mission, to blow up the local bank. They start by visiting three alchemist shops and then the bank in question, and set to developing a plan. They purchase a very copious amount of explosives and then head out to find support in their plan and meet Aust, a drugged out monk who knows a whole lot about sewers.

They head into the sewers and kill some homeless people and two incredibly nice police officers. When they head back to the hotel they find Jack Williams on the loose and the entire city gets destroyed as they flee.

They return home and get a lot of money. Nottingham bullshits his way through a mysterious speech.

EARLIER THAT MORNING:
Vuya and Amaryllis are awoken by Hhtheck, who sent them to search for his missing daughter. They agree to an orgy to get a hold of her. They go to bed in the Goldcliff Resorts and wake up in an arena. They fight the Crocodillian from before. Amaryllis passes out quickly but awakes to some crazy shit and Vuya dies.

DURING EVENTS:
Knight and Amaryllis are contacted by a strange man as time freezes. The man offers to change Amaryllis's past and shows a vision of the future. As she refuses, he reveals himself to be Jack Williams and they get in a pretty rad fight.

IN MEMORIAM
Vuya
D1 - D19
Level 2
Kicking doors in heaven.

PLACES
Gramma's Olde Alchemae Shoppe
Goldcliff
Goldcliff Central Bank
The Goldcliff Resorts

ITEMS
Vuya's sword (now gold)
Scuttlebug
 
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A throwaway mission gone terribly wrong: on a rainy day Knight, Amaryllis, and Aust play a game called Adventures and Adventuring with Nottingham. In this adventure, things start to get really weird when Horse and Jack Williams appear in game to Nottingham's surprise. After they kill him in game, the game comes to life and Jack Williams asks for the party's help to unbreak reality. an adventure (?) Amaryllis and Aust go out on the town. They encounter a woman who is a member of the Church of Amaryllis. They go to a bathhouse and disrupt a goblin orgy. They interrupt a church meeting and argue about theology for an entire hour. They find a book written by Vuya that asks for their help. When leaving, they encounter Jack Williams and he convinces them to hop into the bath and rejoin reality, where they find themselves right where they left off.
Directly after the events of the last mission they are joined by Sylvia and the Quartermaster in Jack's bag of holding. So we have an eight person party, which is hell to keep track of. They travel through a movie theater, speaking with a Crab King, a wolf man, a child Jack Williams, and a young Jack Williams. They also have a very violent fight with four elves and thousands of crabs, as well as (by my count) 64 Jack Williamses. They escape from the theater, and continue the A&A game. They enter Nottingham's fantasy adventure right at the final boss battle, where they have to go through seven trials. The first one is a deadly labyrinth, where they beat up the minotaur so bad he runs away and they skip to the next trial.
Continuing with the second trial, which the adventurers completely broke, they head into the third trial, an epic dance-off. Directly afterwards, they encounter Doctor Doom, and witness him being killed by the newest Jack Williams. The four enter into his mind. They see him as a child, accidentally burning down a theater. They see him becoming best friends with a little Nottingham. Then they see an army marching forward, a mass genocide. They see Jack in anguish over the deaths of the ones he and Nottingham had agreed to protect. They find a small child version of Jack, instructing them that the only way to end this is to kill him. However, Knight uses the Heartstone to bind his soul to evil Jack, saving him. They leave his mind, and he kills himself, ending the game. In the real world, they are interrogated by a strange organization and then have a chat with Nottingham. They find that he betrayed hundreds of elves to death in order to save Jack's life. Amaryllis, Sylvia, and Aust all leave, leaving Knight with Nottingham.

PLACES
The Golden Cat
The Church of Amaryllis
Jack's bag

PEOPLE
Jack Williams 3
Lance
Stump
Ayo

ITEMS
The armor
The D20
Vuya's Book
The Edritch Rulebook
The magnifying glass
 
A month passes! In that month, the following happens.

Knight escorts the woman from the second adventure to Silverport to catch a boat home. Along the way, they prevent the apocalypse, and Knight becomes a Gladiator.

Sylvia and Amaryllis go off to Raven's Roost, Amaryllis's hometown, to find Lysander, Sylvia's brother. They outsmart a forest and navigate through a treacherous swamp, as well as encountering a familiar cow. They kill the officers who arrested Lysander in cold blood while they begged for their lives. They spend the month being holy.

Aust goes on adventures?? One of these adventures ends with him in Silverport, pitted against Knight, who he demolishes. I put these two level six characters against a fully balanced party of level 8 to ten and they demolished them because mid-game monks are broken. One of their opponents, a Crocodillian, ceases to exist.

Jack Williams gets them all to travel to Fantasy Philadelphia, where supposedly the Underdark has risen to the surface. The team reconciles and breaks into an active crime scene before being hired to find missing officers. They head into the Underdark and do surprisingly very little killing. They beat various monsters in tests of wits and convince a giant robot that he doesn't need violence to get ahead in life, and to join the party. They speak to the eccentric King of the Underdark, who says that he has already eaten the officers, but has an entire kindergarten class of kidnapped children. He offers to trade their lives for the leg of the police captain. They head to the surface, managing to cause an extraordinary amount of damage. This causes Jack Williams to get very very mad. The party then egged him on until he left. They nearly die when failing to retreive the leg. They return to the Underdark, which, due to their actions, has been overrun by goblins. They fight thousands of them and it was really awesome. They return to the King of the Underdark and get into the start of a really awesome fight that is interrupted when Nottingham bursts in and eats the King of the Underdark. The party then agrees to get the band back together again and go on another adventure. But first, it's time for a long train ride home.

PLACES:
Fantasy Philadelphia
The Underdark
Raven's Roost

PEOPLE:
Captain Bane
Steven

ITEMS:
Knight's Horse
A book that actually summons literal Cuthulu why did I let this happen
The Stone of Causality
The Cloak of Spiders
Magic Adidas

IN MEMORIAM
D51 - D51
Level 12
He left too soon. Godspeed, metal monk who knew one wizard spell.

Note: this is the last ever mission using Monster Manual. I'm done with it.
 
On the Train Ride home, Aust and Knight have a three-day nap while the rest of the party is swept up in a murder mystery, which was totally not a straight rip from an Agatha Christie novel.

The party SOLVES THE MYSTERY AND THE MURDERER IS CAPTURED. AFTER ARRIVING AT HOME THEY MEET UP WITH A DWARF NAMED GUNDREN ROCKSEEKER, WHO HIRES THEM TO TRANSPORT CARGO TO THE FARMING TOWN OF PHANDALIN. THEY FIND HIS AND HIS BODYGUARD'S HORSE DEAD ON THE GROUND AND ARE AMBUSHED BY GOBLINS. THEY TRACK THE GOBLINS TO THEIR HOME, AND FIND GUNDREN'S BODYGUARD HELD HOSTAGE BY A GOBLIN NAMED YEEMIK, WHO OFFERS TO SAVE THE BODYGUARD IF THEY KILL HIS BOSS, THE BUGBEAR KLAARG. AFTER KILLING KLAARG, YEEMIK LETS HIM FREE, AND REVEALS THE CALLING CARD OF THE INFAMOUS BLACK SPIDER.
 
In a Hitman-inspired Candlenights mission, the party is treated to a holiday party at the museum, where they are instructed to grab a journal and take care of the party's host. They prosper in finding their own route through the secure museum, but the entire museum is put on high alert after the host steps in a bear trap Knight left. From there, they quickly retrieve the journal and wind up alone with the host. Sylvia misses on a point-blank range stab, but winds up delivering a killing blow. They escape without a fuss, but are stopped by people dressed as police officers, who appear to scan them with strange devices and ask about whether or not they've found any conspicuous items. They head back to Jack to finish the mission, but wind up in an illusory house. The illusion fades away and a strange man who they met once before walks up to them, only to be incapacitated by Jack Williams, who leads the party out of the room to a courtyard, where the planet Aber-Toril hangs high above in the sky.

PLACES:
???

ITEMS:
"The Director's Journal"

PEOPLE:
???

In Memoriam:
Oscar de Havilland
Beloved father, devoted academic. Founder and curator of the Johannesburg Museum. Beloved by all for his expansive charity work and his mild manners. Truly a great among us all. The world shall never have a man such as him. As the great poet Fantasy Walt Whitman wrote,
"O Captain! my Captain! our fearful trip is done,
The ship has weather’d every rack, the prize we sought is won,"​
Truly have these words never rang more true than the fearful trip of his harsh life and the prize of his many great achievements in peace and prosperity for the people of Johannesburg. Rest in peace, o captain, my captain.
 
Continuing with the first night of Candlenights, the party on the moon was quickly removed from the room, and instead put in the home of a mysterious shrouded figure, who claimed that he had "run out of story" and prompted them with a boss rush to give him time to make one. The boss rush began with a visit to John Saddleback, now with infinity more percent dynamite and guns. The next fight was with the old immortal Jack Williams, and Amaryllis became a T. Rex and whooped ass. They took on Ayo, Stump, and Lance (their old Adventures and Adventuring characters) with no sweat, but one dead party member. They had a quick visit from Vuya and their T. Rex trump card was taken away. They fought a whole train by themselves and a dearly departed friend. Finally, they came to a fight with Nottingham, and after 2 real-world-hours, they bested him. They finally came out of the boss rush alive. The shrouded figure gave them one ultimatum: they could have the storybook ending he prepared, or "live their own lives". They went off to live their own lives, hand in hand.

THE END.​
 

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