Mischief Mountain

Mischief Mountain

Short Story •  3–4 hours

This is a short adventure for Quest. It is designed to be completed in a single play session, but can also be used to begin a longer adventure. This is a good adventure for beginners, but it can be used for players with any level of experience.

Spoiler Warning

This manual is meant to be used by The Guide to help narrate the story. If you are playing as one of the story’s main characters, don’t read further — you may spoil the game for yourself and your friends.

How to Use This Manual

Check out this guide to learn how to read this manual.

Setup

The Quest Game Book is required to play this adventure. You can use the standard character creation process to help players create their characters. If your group decides to create characters during the play session, you should expect to add up to an hour to the session for setup. You can reduce this setup time by having the players create their characters before you meet.

As The Guide, you should read this manual before meeting to play. Reading this page in advance will help you run the adventure more smoothly.

Ver. 1.0

Design: TC Sottek

Art: Grim Wilkins

Secret Context

Premise

Mischief Mountain is a mysterious place that is designed to trap adventurers and tease them with challenges. It was created by The Trickster: a mischievous Magician who collects loot from around the omniverse to hoard in Treasure Town, which sits at the base of the mountain. The Trickster sits in their mountaintop tower, watching the adventurers who arrive for entertainment.
The realm of Mischief Mountain is hidden in a shadow plane
. The Trickster transports adventurers to the plane by luring them with a magic treasure map. The map leads them to a foggy forest that acts as a portal to The Trickster's domain. When the players enter the fog, they are transported to the shadow plane and are trapped until The Trickster lets them go.
If you want to run Mischief Mountain as a lighthearted adventure, you can make it an illusory dreamworld where the adventurers cannot die or be harmed. If they were to die, they can wake up in Treasure Town and try the adventure again to see if they can escape The Trickster's trap.
For a more serious adventure, you can have the players be threatened with real dangers. The Trickster can be a playful foe, or a cruel and deadly villain.
When the players arrive at Treasure Town, they will be allowed to pick one magic item from The Trickster's treasure hoard. If they successfully make it to the top of mountain and defeat The Trickster, they will be set free and allowed to keep their treasure.

Mischief Mountain

5–10 minutes

Introduction

Secret Context

Intro

At the beginning of the adventure, the players have already embarked on a quest to find the location marked on a mysterious treasure map. You should ask the players how their characters know each other. Let each character say why they have set out to find treasure.

When you're ready to begin, read the introduction below aloud to the players. At the beginning of the adventure, the players arrive at Mischief Mountain after being caught in The Trickster's trap.

The players are trapped in The Trickster’s realm and cannot escape without being freed by them. If they attempt to leave the way they came, they will get lost in the fog and re-emerge at the same place in front of the path.

Exposition
Read Aloud

The Foggy Forest

As you reach the edge of the forest, fog spills out from the forest floor. You know this is the only way to get to the place marked on the treasure map, so keep walking.
The fog feels cool on your skin, and even makes you tingle a little, as if it touched by magic. After a short walk, you are surprised to find that you have reached the other side of the forest. Rising up in the distance is a majestic mountain with a gleaming tower on its summit. The thing is... you didn't see this mountain before you entered the forest.
A gently-winding path lined by blooming flowers just happened to start in front of you. A small sign at the path entrance says "this way to Treasure Town".

Part 1

20–30 minutes

Treasure Town

Secret Context

Setup

In this part of the adventure, the players will arrive in Treasure Town and receive instructions from The Trickster’s friend, Fiona Fairweather. She will explain where the adventurers are and how they can escape the trap.
Secret Context

Treasure Town

Treasure Town is The Trickster's vault. The museum in the center of the town is a shadow haven whose interior is much larger than what the building's outside appearance would suggest. The museum contains a large number of exhibits featuring various treasures. Each item is labeled with an explanation of its origin and a description of its effects.
The town is populated by illusory inhabitants. They are not real people, and can only engage in a limited amount of conversation before repeating themselves. They all seem to enjoy a peaceful existence in the town.
The curator of the museum is Fiona Fairweather (she/her): a friend of The Trickster who lives in the town by herself. She is also a powerful Magician who helps maintain The Trickster's realm and protects its treasure. She is outwardly friendly, but will take a serious tone if the adventurers try to mess with the town or take more treasure than they are allowed.
If the players decide to explore the town, they will not find anything of note except for what looks like a peaceful and well-maintained village. If they talk to the villagers, they will not learn anything except that the villagers are welcoming and love life in the town. The villagers will direct the adventurers to the museum in the center of town where they can learn more about it.
Exposition
Read Aloud

Approach to Treasure Town

As you walk down the path, you notice that the mountain is surrounded by dangerous cliffs. It appears the only way up is a path on the other side of the town ahead.
It's a beautiful day, and birds are playfully chasing each other in the sky. A warm breeze glides across the rolling hills, occasionally causing flower petals to swirl in the air around you. Everything here feels pleasantly touched by a little bit of magic.
As you draw closer, you see a collection of idyllic homes surrounding a museum. You see a few dozen people joyfully milling about, tending to gardens, playing games, and having conversations. The town is adorned with colorful garlands, flags, and other warm decorations. You know this is a strange place, but it seems to be inviting you home.
The townspeople smile at you and go about their business as if you are familiar guests. As you walk into the town, you notice a woman in front of the museum who seems to be waiting for you.
Exposition
Read Aloud

Meeting Fiona

The woman in front of the museum waves you over with a smile. She is neatly-dressed in a white tunic with a golden belt and a blue bow tie around her neck. She is holding a thick leather-bound notebook in her hands that says "directory" on its cover.
Dialog
Read Aloud

Fiona's Welcome

Hello, adventurers! My name is Fiona Fairweather, and I am pleased to welcome you to Mischief Mountain. You have been invited to try The Trickster’s Test. To pass the test, you must reach the top of the mountaintop tower and defeat The Trickster.
If you pass the test, you will win something from our incredible collection of treasures.
If you want to turn back, you are now free to leave. But if you decide to play the game, there is no turning back.
If you choose to play, you will be allowed to browse our collection of treasure and take one item to help you pass the test. If you win, you get to keep the item that you chose. Just... be warned! The more valuable the treasure you choose, the more challenging the test will be. Choose wisely.
If you lose, well, I can’t tell you what happens. That’s all part of the game. So... do you want to play?
Open Context

What Fiona Knows

Fiona is only allowed to give a very limited amount of information about The Trickster's test, but she is open about the fact that the adventurers are trapped in a shadow plane. She will refuse to answer detailed questions about The Trickster or the challenge, and will tell the adventurers that the mystery is part of the game.
The players will be given a Skycaller Amulet that can be used to communicate with Fiona during the test. She will warn them if they are off track.
She can tell the players that there are only two rules to the game: the adventurers may only take one treasure item from the museum. And once they leave the town to ascend the mountain, they may not turn back.
Open Context

Entering the Museum

Fiona will guide the players into the museum. They are free to each take one item from the list below. (You may choose more items, or create your own, if you want.) If the players choose rare or legendary items, Fiona will warn them that the test will be more difficult.
You can find full descriptions for each treasure item in the Game Book. If you have the Quest Adventure Deck, feel free to hand the full treasure cards out to the players to let them choose.
When the players are ready to leave, Fiona escorts them out of the museum and points them toward a door that leads to a path up the side of the mountain.
Dialog
Read Aloud

Fiona's Request

One more thing... before you enter the museum I’ll need you to put on these hats! We have a strict dress code in Treasure Town.
Don’t worry, you can take them off when you leave.
Secret Context

Hatbats

Each player must put on a hat before entering the museum. The hats are actually hatbats: vampiric, shapeshifting bats that often take the form of hats to lure in their prey. Fiona has tamed these hatbats to act as protectors of the museum.
If any players attempt to remove the hat while inside of the museum, or if they attempt to take more than one piece of treasure, the hatbat will let loose its fangs and bite their head for 2 HP of damage.
Hatbats
Secret Context

Recommended Treasure

Fiona will guide the players into the museum. They are free to each take one item from the list below. (You may choose more items, or create your own, if you want.) If the players choose rare or legendary items, Fiona will warn them that the test will be more difficult.

You can find full descriptions for each treasure item in the Game Book. If you have the Quest Adventure Deck, feel free to hand the full treasure cards out to the players to let them choose.

Open Context

Treasure Items

Uncommon Items: Blink Blade
, Goat Simulator
, Mischievous Marbles
, Quiplasher
, The Catcher
, The Howdy Doodat
, The Sure Shot
Rare Items: Accursed Band
, Chaos Pearls
, Scintillating Wand
, Scrying Sphere
, Spirit Trap
, The Bouncer
, The Eager Edge
Legendary Items: Conway'S Comrades
, Fable
, Guile
, June'S Blanket
, Nightmare
, Multivious Map
, Prismatic Circlet

Part 2

10–15 minutes

The Gregarious Gate

Secret Context

Setup

In this scene, the players will have to gain entry to Mischief Mountain by answering a series of riddles posed by a sentient stone door named Stonebrow. When Stonebrow lets the players through, they will see the entrance to a dark cave system that seems to lead up into the mountain.
Exposition
Read Aloud

The Winding Ridge

You leave Treasure Town and begin to climb a winding ridge on the steep mountainside. Small rocks and pebbles occasionally tumble down the rocky cliff and crash on the path around you. You can tell that it would be nearly impossible to climb the side of the mountain.
After walking for a short while, the path curves into the face of the mountain and ends at a gigantic stone door. The door has a large face that seems to be alive. It appears to be sleeping.
Secret Context

Encounter: Stonebrow

Stonebrow is a sentient door that was created by The Trickster to guard the approach to the mountain. They are a kindly door who loves meeting adventurers and presenting them with riddles. Stonebrow appreciates nothing more than hearing a silly joke. They speak in a low voice, and laugh with a hearty rumble.
Stonebrow prefers to have their riddles solved before allowing adventurers to pass, but they have grown quite lonely over the years. Even if the players solve all of Stonebrow's riddles, the door will sigh and express regret that the adventurers must leave so soon.
If the adventurers are kind to the door and say nice things to it, Stonebrow will smile at them and open. If the players fail to answer any of the riddles, Stonebrow will sigh and say that they will be allowed to pass if they tell them a joke or a story instead.
If the adventurers are mean to the door, Stonebrow will appear to cry, and their face will fade away. The door will stay locked until the players apologize.
Open Context

Stonebrow's Riddles

Q: I wear a cap, but it's not a hat. What am I?
A: A mountain.

Q: I'm taller than a tower, but older than any building. What am I?
A: A mountain.

Q: I can be climbed, but I'm not a ladder. What am I?
A: A mountain.

Q: I can rock, but I can't roll. What am I?
A: A mountain.

Part 3

20–30 minutes

The Cavernous Caves

Secret Context

Setup

In this part of the story, you will present the players with a Trial that tests their ability to navigate through a treacherous cave system.
In a Trial, the players take turns to describe how they deal with a situation. They must collectively succeed a number of times equal to the number of members of The Party plus two. (For example, if The Party has 4 players, they must succeed 6 times.) If they fail four times, they fail the Trial.
Exposition
Read Aloud

The Chasm

After a short walk up a tunnel, you gasp. Inside the mountain is a great chamber with chasms deeper than you can see. Glowing stalactites and stalagmites stick out everywhere, like a mouth full of sharp teeth. A maze-like path winds through the chamber to the other side, where you see another large door in the distance.
Secret Context

Trial: The Cavernous Caves

Use the rules for trials
to run this scene. The players will be challenged to make it to the other side of the caves across a number of obstacles.
Remember that in a Trial, the players can do almost anything to deal with the challenge as long as it makes sense. Use what the players decide to do to help build on the scene. For example, if a player fails a roll and dangles from a ledge, another player can use their turn to roll to see if they can help their friend up.
In a Trial, the players must roll the die during their turn no matter what they decide to do. If they decide to use an ability, you can ignore the typical outcomes for that ability and instead think about how it applies to what the player is trying to do in the Trial.
Open Context

Suggested Challenges

  • A stalactite falls from the ceiling, crashing into the path ahead and creating a gap over the chasm.
  • A flock of angry bats swirls around the party, causing them to lose their balance.
  • A player steps on a trap that will shoot an arrow at them if they take their foot off of it. (The arrow deals 2 damage.)
  • The light from the glowing stone fades, making the room dark.
  • The path becomes slippery from a coating of ice.
  • A magic fog fills the room, making it difficult to see.
  • A rickety wooden bridge has planks that begin to fall into the chasm.
Secret Context

Outcomes

If the players pass the Trial, they make it to the other side and can proceed through the door up the mountain. If they fail the trial, have each player roll the die. The player who rolls the lowest number loses their treasure in the crossing.

Part 4

30–45 minutes

The Coniferous Climb

Secret Context

Setup

In this scene, the players will climb the rest of the way up the mountain through a steep forest with skyscraper-sized trees. They will stop to speak with an Elder Warden: a guardian of the forest who may assist them with the rest of the adventure and change the outcome of the game. At the top of the climb, they will face a mighty eagle who guards the entrance to The Trickster’s Tower.
Exposition
Read Aloud

The Forest Climb

You see light in the distance of the tunnel and emerge at the base of a towering forest with trees so tall you can't see where they end. A lamplit wooden path spirals up into the forest, arching between the impressive tree trunks.
You feel a sense of peace and wonder as you climb through the piney forest, much like how you felt when you first entered the Trickster's realm. Small forest critters dart between the trees, occasionally stopping to sniff the air in your direction.
After an hour of climbing, you feel like you're only halfway done. As you stop to take a short break, you notice a small branch on a tree nearby with leafy green sprouts that don't match the rest of the forest's pine needles. Several glowing wisps are floating around the branch.
Lia: Elder Warden

Lia: Elder Warden

Her/Hers

HP 20

ATK 3

Special abilities:

ShapeshifterRegeneration
Secret Context

Encounter: The Elder Warden

Elder Wardens are guardians of nature who can take the form of nearby flora. They are solitary creatures who often guard entire forests by themselves. They rarely make themselves seen, but are known to occasionally help lost travelers who have good intentions. The Warden here is named Lia (they/them).
There is only one law in Warden society: no trees shall be harmed. The penalty for violating this law is severe. Lia has been furious at The Trickster ever since they cut down a tree to build Treasure Town, and has been waiting for adventurers to help drive the intruder away.
Offer the players a conversation with Lia. If Lia detects that The Party has good intentions, they will offer to help them defeat The Trickster. But Lia requires a show of good faith, and will only accompany The Party if the adventurers give up all of the treasure they received from Fiona. If they do, Lia will extend their arms, absorbing the treasure into their form.
If the players refuse to hand over their treasure, Lia will wish them luck, and disappear back into the forest.
Then, the players will ascend through the rest of the forest until they emerge through the treetops and the path they are on extends to a cliff on the top of the mountain. You may use the optional Lichen encounter below before they reach the top, or skip ahead to the encounter with the Giant Eagle.
Exposition
Read Aloud

Meeting Lia

As you look more closely at the mysterious branch, a figure emerges from tree trunk and walks toward you. They appear to be a person made of gnarled bark, wearing a slight smile and a tunic of moss.
They greet you with a gentle yet powerful voice, asking where you come from and why you are here.
Lichen

Lichen

He/His

HP 12

ATK 2

Special abilities:

Extra Attack
Secret Context

Optional Encounter: Lichen Attack

If you want to challenge your players with more combat, or if you feel the adventure is moving too quickly, you can ambush the players in this scene with a lichen attack. The lichens will not attack if Lia is accompanying the party.
If the players have mostly chosen uncommon treasure, ambush them with a number of Lichen equal to the number of players in the party minus one. For a more difficult encounter, ambush the players with a number of Lichen equal to the number of players in the party.
If the players are close to defeat or would die in this scene, you may choose to have the lichens steal one or more of their items and retreat back into the forest.
Exposition
Read Aloud

Lichens Attack!

As the path through the trees narrows, you notice the trees in this area are covered in a strange green moss. There are swords and spears stuck into some of the tree trunks around you.
You hear a creaking sound around you as mossy tentacles emerge from hollow tree branches, grabbing some nearby weapons. The tentacled logs lumber toward you, swinging sharp objects in the air!

Part 5

10–20 minutes

The Golden Guardian

Secret Context

Setup

In this scene, The Party will be challenged by a Giant Eagle who guards the entrance to the Trickster’s Tower.
Character

Golden Guardian

HP: 30
ATK: 3

Special abilities:

Extra AttackEvasive
Secret Context

Encounter: The Golden Guardian

The Trickster's Tower is patrolled by a mighty eagle known as The Golden Guardian. The Guardian has a nest near the entrance to the tower that she protects fiercely. She is automatically hostile toward any creatures that approach the tower.
The Trickster has trapped the eagle atop the mountain with a cruel lie, causing her to guard illusory eggs that will never hatch. The illusion is maintained by a golden amulet that is tied around the eagle's neck. If the amulet is broken, it will release her from the spell, and she will become friendly to The Party.
If Lia is accompanying The Party, they will sense the curse placed upon the creature. Lia will tell the adventurers that the amulet around her neck contains foul magic.
If the eagle would be killed or is close to defeat, she will surrender to The Party. In this case, have the eagle retreat to her nest, where she will wrap her wings around her eggs and begin to weep. She will allow the players to touch her and remove the amulet from her neck.
Exposition
Read Aloud

The Summit

You breathe a sigh of relief as you clear the piney canopy and find warm light once again. The Trickster's Tower rises in the distance into the sky, concealed partially by fluffy clouds. You feel close to the end.
As you step onto the mountaintop plateau, a large shadow passes overhead. You look up and hear a terrifying screech as a huge creature's wings briefly eclipse the sun. A mighty eagle lands in front of you and glares at you threateningly. A golden amulet appears tied around the creature's neck, drawing attention away from its worn scars.
The eagle is frightening up close, but you can hear a sadness and exhaustion in its menacing cry.

Part 6

30–40 minutes

The Trickster's Tower

Secret Context

Setup

In the final scene, the players will face off with The Trickster. If they defeat the final challenge, they will be free to leave the trap with any treasure they still have.
If Lia is with The Party at this stage, they will ask the adventurers to help them rout The Trickster and release the mountain from its Shadow Plane.
Secret Context

The Tower

You approach two large blue doors at the base of a shiny stone tower that reaches into the clouds. The giant door handles shock your hand when you first touch them. You can tell this is just another one of The Trickster's gags.
The doors swing open, revealing another trick. Instead of the inside of a tower, you are standing on the stage of a giant auditorium. The people of Treasure Town are in attendance, and clap for your arrival. Fiona is sitting in the front row, and makes several marks in her book.
As the doors close behind you, you notice a colorful toy chest on the floor of the stage. When you turn around, the doors have disappeared, revealing that the stage extends into a darkness that surrounds the entire auditorium.
An unknown voice enters your mind.
The Trickster

The Trickster

The Trickster is an inter-dimensional traveler who steals treasure and brings it to Mischief Mountain to store. They are vain and cruel, using their treasure hoard to lure in adventurers for entertainment.
The Trickster is proud and arrogant, and will respond to any threat from the adventurers with hostility. They have a short fuse and will not tolerate insults or arrogance on behalf of The Party.
The Trickster will attempt to escape from a confrontation if they are close to defeat. If Lia is present, the Elder Warden will prevent their escape.

HP 20

ATK 4

Special abilities:

Phase Shifter
“Welcome, honored guests! Can we get some applause going from the audience?
Congratulations on making it this far. Few people actually do!
The final challenge is in the box in front of you. Open it up for a surprise!”

The Trickster

Secret Context

Encounter: The Toybox

The Trickster's toybox is a magic device that summons a terrifying illusionary foe. Ask the player who first touches the box to think of their character's most cherished toy as a child. The toy they imagine becomes a monster that appears behind The Party on the stage. For example, if a player says they loved a stuffed teddy bear, a giant teddy bear will appear on stage and attack them; if they imagine a toy sword, you might have a stone golem appear carrying a giant version of the sword.
You can have the creature that is summoned retain some of its unique characteristics. For example, if a teddy bear is summoned, it might have real claws and a fearsome roar. No matter what is summoned, use the same hit points and stats outlined below.
The Trickster is disguised as Fiona using an illusion spell. When the players are finished with the encounter, they will drop the spell and appear in their own form.
Lia will assist The Party in the fight if they are present. The Guide will control Lia's actions during The Party's round of turns.
Character

The Toy

HP: 50
ATK: 4
5–20 minutes

Conclusion

Secret Context

Outcomes

Defeat

If The Party is defeated, the townspeople in the audience will come collect the treasure and put it in the toy box on the stage. If you are running a lighter version of the adventure where the players cannot die, The Trickster will snap their fingers and teleport the players back to Treasure Town, where they will have the option of running the adventure again. If you run the adventure again, you can use the optional content for the adventure to present them with new challenges. We also encourage you to create your own encounters and segments of the adventure if you would like to repeat it.

Success

If The Party successfully defeats the toy, The Trickster will congratulate them and have the audience clap and cheer. Honoring the agreement, they will open a portal and allow the adventurers to return to their world with their rewards. If you decide to end the adventure here, have the players describe how they celebrate their victory and what they do with their treasure after returning home.

If you plan to continue the adventure, you can create a new storyline in their home world. If you want to throw them into the unknown, you can have The Trickster’s portal bring them to a different world than the one they arrived from.

Boss Battle

The Party may choose to fight The Trickster instead of ending the adventure after defeating the toy. If Lia is with The Party, they will confront The Trickster and attack them, with or without The Party’s help.

If The Party defeats The Trickster, they will discover a magic amulet that will allow them to open a portal to return home. If Lia is present, they will use the amulet to destroy the Shadow Plane and return Mischief Mountain to the real world. As a reward, Lia will give the players back the treasure they offered in good faith.