So in a previous encounter, the group let a Quasit loose, and for this, there must be consequences. I recently read a story about a quasit that used his cunning to get a blue dragon addicted to a drug and then used it to control him. Quasits, also per reading, like urban areas where they can torture many people.
Some options:
Some options:
- Demons like control. Have this quasit take control of someone or something
- Having the quasit drug someone or something is interesting.
- With invisibility, it makes it easy for the quasit to collect information and blackmail someone
- Probably smart enough to trap or abduct someone
- Demons are mischievious. A quasit could start a conflict.
- Orcs, goblins, and other beings could be talked into attacking.
- There are barbarians in the area.
- The quasit could help get the group into trouble directly.
- Stealing
- Making comments in the local pub
- Gremlin like breaking of things.
- What was that little floating future guy on Flintstones?
- Maybe the quasit will become the servant of one of the group because they saved him?
- Maybe the quasit will try to use the group to get back to his plane?
- Other evil things
I like option 5a. Although a bard with a pet Quasit... Or the gnome... that could be just as bad. "Make Felix shiny!" -facefloor-
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