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Venture into the enigmatic domain of the Side Quest Society, an elusive guild hidden beyond the reach of time and space. Unravel the mysteries of its lost origins, seek the scattered fragments of an ancient puzzle box, and prove your worth among the ranks of legends. Will you rise to the challenge and claim your place among the Society’s elite, or will you vanish into the forgotten annals of history?
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An original 5th-edition adventure designed exclusively for Foundry Virtual Tabletop.
The ever-enigmatic Side Quest Society Headquarters exists between realms, in a location beyond the reach of mere mortals—no matter their magical prowess, wisdom, or intelligence—without proper guidance. More than just a guild hall, it serves as a sanctuary where adventurers can find respite, camaraderie, and new job leads.
The Society Socialites scour the planes of existence, gathering information and artifacts to sustain the guild, help it thrive, and uncover the long-buried truth behind its origins. Only the most elite adventurers and exceptionally promising candidates ever learn of the Society’s existence, and even fewer earn the privilege of joining its ranks.
Dungeons and Dragons 5th edition version 4.3.0 or higher and Foundry VTT V12 or higher are required.
Adventure Features
Each adventure includes the following:
- 10+ Pages of Detailed Journal Entries: Deep lore, adventure hooks, and immersive storytelling by Ali Benice.
- One Beautiful High-Resolution Map: Designed by The MAD Cartographer, these maps feature overhead tiles for added depth and immersion.
- 5 Custom and Variant Creatures: Encounter unique monsters created exclusively for this adventure, with signature creatures accompanied by stunning tokens and artwork by Beto Lima.
- 1+ Magic Items: Discover powerful and mysterious artifacts to aid your party on their journey.
- 1 Creature Artwork: Exceptional illustrations by Beto Lima add vivid imagery to every encounter.
- Sound Effects and Ambience: Set the perfect tone with soundscapes and music by Michael Ghelfi Studios.
Adventures
This section will be updated as new adventures are added to the module.
Lies Beneath the Light
Lies Beneath The Light is a fifth-edition adventure for three to five characters of 5th to 7th level and is optimized for four characters with an average party level (APL) of 6.
A cemetery has become the target of a desecration attempt by a rookie necromancer who was dumbfounded by the lack of corpses in the graves. Tasked with uncovering the mystery behind the disappearances and the unsettling shifts in temple leadership, the adventurers locate ancient tunnels and catacombs hidden behind the temple walls.
Now, they must choose between taking down the cultists or making a pact with the summoned remnants of an ancient evil.
Line of Fire Underwater
Line of Fire Underwater is a fifth-edition adventure for three to five characters of 6th to 8th level and is optimized for four characters with an average party level (APL) of 7.
A group of priests serving the Firelord hired the Society’s services to retrieve a sacred gemstone from a long-forgotten temple buried underwater for decades. Upon arriving at the sacred ruins, the adventurers discover that the gem is vital to the temple’s new sahuagin residents, as it keeps their eggs warm and ensures their survival. The adventurers must decide whether to return the artifact to its rightful owners or leave it with those whose lives depend on it.
Machinations of Discord
Machinations of Discord is a fifth-edition adventure for three to five characters of 7th to 9th level and is optimized for four characters with an average party level (APL) of 8.
Automatons built in a particular factory have started revolting against their owners. Loremaster Dimani recognizes the reports of the malfunctions and believes an ancient bronze puzzle box piece located within that factory could be responsible. The mission is complicated when Ordertors outside the factory report a recent corruption in their ranks and network: a rogue kin of theirs who possesses the puzzle piece, an anomaly.
Now, the adventurers must seize the mysterious item and deliver it to Headquarters, even if it means the factory’s ruin.
Hearts of Adamantine
Hearts of Adamantine is a fifth-edition adventure for three to five characters of 8th to 10th level and is optimized for four characters with an average party level (APL) of 9.
Numerous meteors have landed in the wilderness, containing a peculiar type of adamantine deemed worthy of research by an accomplished wizard. The magical properties of the ore, however, have introduced a twisted variant of a regular member of the local wildlife: a metal-skinned lion more dangerous than any other.
The adventurers are tasked with locating the wizard, examining the meteors, and deciding what to do with the creature
An Environmental Hazard
An Environmental Hazard is a fifth-edition adventure for three to five characters of 9th to 11th level and is optimized for four characters with an average party level (APL) of 10.
The adventurers arrive in the swamps, near a cabin where oil site workers once rested and engineers oversaw operations. Here, they can find two of the papers requested by the oil barons: the tax records, located in the office, and the deed, hidden in a chest beneath the cabin. As the party navigates the area, they encounter numerous undead, one of which carries the work permit. They also have the opportunity to discover four fossils from which to harvest samples for Nhunni. Atop the still-intact oil well, Wahldynn awaits, summoning fossil oozes throughout the battle.
In the end, the adventurers must choose to either purify the land and destroy the machines or preserve it all for the oil barons' interests.
Fire in the Hall
Fire in the Hall is a fifth-edition adventure for three to five characters of 10th to 12th level and is optimized for four characters with an average party level (APL) of 11.
The adventurers arrive in a rocky hall and confront several embersworn acolytes before making their way to a series of freestanding prisons, where they encounter Dehowha. After crossing the river of lava, they open the sealed door either by setting fire to the statues, bribing the efreeti guard, or killing him. Beyond the door, Khatpakul the Flame Father animates a massive furnace by feeding it the souls of innocent travelers.
In the end, the adventurers face a grim choice: set the trapped souls free or consume them for power.
Chaos Chromatic
Chaos Chromatic is a fifth-edition adventure for three to five characters of 11th to 13th level and is optimized for four characters with an average party level (APL) of 12.
The adventurers are accompanied by Yhalbagen on the journey, though the dragonborn avoids combat at all times, unless attacked. As they search for the Puzzle Box Piece of Dragon-Kin, they battle through several chambers, each infused with elements themed after the breath weapons of specific chromatic dragons.
Along the way, they uncover the residing scale-kin’s true intentions and how to thwart them by deactivating the dragon breath pools, from the books found throughout the complex. Ultimately, the group faces Mhajotha’s avatar and her servants, where they help Yhalbagen make a pivotal choice: to consume the power or make peace with the past.
Tides That Bind
Tides That Bind is a fifth-edition adventure for three to five characters of 12th to 14th level and is optimized for four characters with an average party level (APL) of 13.
Upon arriving at the Marine Sanctuary, Najuurath’s apparition meets the adventurers, explains his situation, and demonstrates how the bubble domes and Breathing Stones function. The characters then proceed through the corridors, battling foes, repairing broken idols, examining odd writings, and gathering the requested items. They eventually locate Najuurath in the main hall, bound to an altar. After the fight with the ventoused fang, the adventurers decide the djinni’s fate.
Binding Comradery
Binding Comradery is a fifth-edition adventure for three to five characters of 13th to 15th level and is optimized for four characters with an average party level (APL) of 14.
The adventurers find the Puzzle Box pieces in the Headquarters before arriving at the Collector’s Museum. There, iron sentinels demand that they hand over the pieces and initiate combat. The adventurers then explore the area to locate and destroy the three magic globes powering the enchantment that blocks access to the prison area. Inside, they locate the Arbiter, who, with Salathael’s help, kidnapped the Society members.
Each time the adventurers refuse to hand over the Puzzle Box pieces, the Arbiter kills a random Society member. Once she receives the pieces, she completes the box, drains its power, and vanishes. The Forged transforms into an iron bastion and attacks the adventurers.
After the fight, the adventurers decide what to do with Salathael if he remains alive.
The Touch of Gold
The Touch of Gold is a fifth-edition adventure for three to five characters of 14th to 16th level and is optimized for four characters with an average party level (APL) of 15.
Upon arriving at the Arbiter’s Sanctuary, the party discovers a network of shrines and memory cores that reveal her dark origins: how she aided in the Great Serpent’s rise, forged the Headquarters as her envisioned domain in godhood, attempted to betray her master to seize ascension for herself—only for her grand design to collapse in ruin—and how she ultimately returned.
Once all the shrines are activated, the cavern walls open the way to the Arbiter’s nest. There, the adventurers confront her final form: a gold-scale anathema of divine corruption.
Finally, the adventurers must decide whether to slay the Arbiter or capture her essence, a choice that rests heavily upon the shoulders of the Society’s highest-ranking member present.
Screenshots

Contacts
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