Quests
Act I
Chapter I
| Type: | Main quest |
| Aim: | The hero is meant to spend Chapter 1 exploring his starting town, encountering NPC’s and even finding a few subquests with which to pass the time. The aim of chapter 1 is for the hero to join up with the group of clergymen traveling to Southern Kelerak so that he can meet the priest. |
| Consequences: | The consequence of joining the group headed to Southern Kelerak is that the game will progress to Chapter 2. |
| Characters: | NPC’s in town (Blacksmith, Farrier, Innkeepers, Merchants, etc.) Mercenary Captain Thugs (who attack the hero) Merchant, Thieves’ Guild, Craftsmen’s Guild (depending upon subquests) |
| Locations: | Starting Town |
| Time: | Act 1, Chapter 1 |
Theft in the Market
| Type: | Side Quest |
| Aim: | While in town, the hero witnesses the act of a cutpurse, who steals an expensive trinket from a stand selling hand-crafted wares. The cutpurse isn’t the greatest, and the man behind the cart notices, too. He calls out to the hero: “Ho, a thief! Someone catch him; I’ll reward you for the return of my wares!” The hero must navigate through town to follow the cutpurse, who eventually leads him to a den of some men from the thieves’ guild, whose resurgence in Kelerak has become quite a nuisance to its law-abiding citizens. The hero will have two options here – the first is that he can confront the thieves and try to get back the missing items. The thieves will fight the hero to protect their own. Upon return of the item, the merchant will reward the hero, though with barely enough to buy another drink. The second option would be to join the thieves. They will ask if the hero could tell the merchant that they got away and throw the man off course. In return, they’ll offer the hero a percentage of the item’s sale value, which will be considerably more that the merchant’s offer. Of course, they are thieves, so he may have to haggle for his share. |
| Consequences: | If the hero assists the merchant, the merchant will reward the hero. The hero will then be able to purchase wares from the merchant should he choose to do so. Also, the merchant may tell his colleagues in the carpenters guild about the hero, thus opening up other opportunities for side quests. If the hero joins the thieves, the merchant will be dejected and will not sell any wares to the hero, due to mistrust. On the other hand, the hero will have made a contact with the thieves guild, thus opening up other opportunities for side quests. |
| Characters: | Thief and thieves guild thugs Merchant selling trinkets |
| Locations: | Beginning town (market) – chase will lead through town streets to a guild safehouse |
| Time: | Act 1, Chapter 1 |
Liberate the thief
| Type: | Side quest |
| Aim: | After the hero assists the thieves’ guild in their theft of the trinket, he’s given a code word and a location for the guild. Once there, he’s offered a quick job based on the guildmember’s recommendation. Apparently, a fellow guildsman is being held for a drunken brawl the night before. While he’s in no current danger, he’s being transferred tonight via wagon to a much larger jail all of the way in Dragonspur. The guild fears that, once there, the man will confess to any number of the more nefarious deeds that the guild has performed. Thus, the hero is to assist a group of thieves and thugs who plan to overtake the wagon outside of town and liberate their companion. The hero is given a crude cudgel and little else save words of inspiration. The wagon is guarded, but lightly, as those in power don’t really know what the man could tell them. |
| Consequences: | If the hero assists the guildmembers, he digs himself deeper into their trust, and has the option to get some jobs far outside the realm of this little town. He also turns a slight profit, though it has to be split among all of the thugs. The thugs will tell the hero of a farmhouse on the outskirts of town, on the path to the southern town (see Chapter 2). Apparently, the man of the house (father) has just come into a great deal of wealth…wealth that could be taken off of his hands. If, for some reason, the hero would decide not to free the guildmember, they will lose trust and he will not be allowed to have access to their jobs in the future. If he helps to recapture the guildmember, he may even endear himself to the town guards. |
| Characters: | Thieves’ guildmaster Thugs Guards Imprisoned guildmember |
| Locations: | Thieves’ guild safehouse Beginning town Road outside of town |
| Time: | Act 1, Chapter 1 |
Shadowed Wood
| Type: | Side quest |
| Aim: | After the hero regains the merchant’s trinket, he’s endeared himself to the man. The merchant, after paying him his reward, sends him to the local guild house, where craftsmen gather to post for interest in their wares, spread news vital to their industry, or to issue requests for aid. Here, the hero is told of a small shipment of seed that needs to be taken to a local farmer on the outskirts of town. Alas, the main road has been flooded out, and the single wagon needed to transport the seed can’t make it through. There’s an alternate route, but it hasn’t been the safest of late: The Shadowed Wood. Recently, there have been rumors of previously unseen dangers on the path of the Woods, making the hero’s trip an interesting one. A band of goblins has taken up residence here, realizing that stealing from passerby and local farmhouses was a damn fine living. The hero must defend the wagon against them with little more than a short sword that the guild house equipped him with. Then, he can guide the wagon to the farmhouse to make the delivery. |
| Consequences: | Aside from the pay offered by the Craftsmen’s Guild for the simple delivery, the hero will gain the prestige of having cleared out the Shadowed Wood, no small feat in the close-knit town. Options previously unavailable to the hero may become available (i.e. can purchase some limited items, etc.). Also, the farmer to whom the hero made the delivery will also tell the hero of a house on the path outside of town, a house in which a young boy’s gone missing. He asks the hero to help if he can (the house is on the way to the southern town; see Chapter 2). |
| Characters: | Craftsmen’s Guild (local chapter) and guild headmaster Merchant selling trinkets Goblin band (mostly cutpurses) Farmer |
| Locations: | Beginning town (market) Craftsmen’s Guild House Shadowed Wood Farm on the outskirts of town |
| Time: | Act 1, Chapter 1 |
Chapter 2
| Type: | Main quest |
| Aim: | The hero is meant to spend Chapter 2 exploring the countryside as a bodyguard and escort for an important group of clergymen traveling to a distant town in Southern Kelerak. After fighting off troops of the Lord of Envy (and getting involved in a few subquests), the hero will be asked by the priest to finish escorting him to his final destination. |
| Consequences: | The consequence of completing the journey will result in the hero’s arriving at the Southern Kelerak town, thereby initiating Chapter 3. |
| Characters: | Clergymen Priest Orcs, wolves Troops of the Lord of Envy Farming family and gnolls (depending upon subquests) |
| Locations: | Wilderness and the road to the Southern Town |
| Time: | Act 1, Chapter 2 |
Bear Attack
| Type: | Side quest |
| Aim: | While journeying with the caravan, a merchant is dragged off by a vicious Black Bear (or Brown, depending upon level of the hero at this point). Though normally not aggressive, dark folk incursions into the bear’s home have made it terribly territorial…and angry. The hero must try and save the merchant before said merchant is mauled by the bear, and he must either kill or drive off the animal to ensure that it doesn’t attack again. |
| Consequences: | If the hero doesn’t save the merchant in time, the priest who doesn’t like him will berate him and point out his failings to the others. He may be docked pay by the mercenary captain. If he does succeed, the priest is quiet, but still doesn’t acknowledge his prowess. He may get a bonus or tip from the poor merchant whom he saved. |
| Characters: | Merchant from caravan Black or Brown Bear |
| Locations: | Wilderness road from beginning town to Southern Town |
| Time: | Act 1, Chapter 2 |
Farmhouse kidnapping
| Type: | Side quest |
| Aim: | On the route to the southern town, the hero has an opportunity to make a short visit to a farmhouse (note that the availability of this depends on the actions of the first Chapter). The merchant caravan will stop for their night’s rest near this farmhouse, which the hero has heard of (either from the Thieves’ Guild or the Craftsmen’s Guild). This mission depends largely upon the hero’s intentions. He has two options: 1 – break into the farmhouse and steal the family’s fortune, which is fairly substantial due to the recent death of a relative and subsequent inheritance. 2 – help the family rescue their son, who was recently kidnapped by dog-faced demons (gnolls) in the nearby hills. The intelligent gnoll leader wants to ransom the child for a princely sum, as he knows of the family’s recent upgrade in wealth. |
| Consequences: | If the hero dispatches the gnolls, he earns the farmer’s gratitude, as well as a monetary reward, though small. Also, he’s further endeared to the Craftsmen’s Guild, as he’s now helped two of their own. If the hero decides to steal the fortune, he earns a much more substantial sum. However, he may have to fight and / or kill the farmer if caught. He’s thus further endeared to the Thieves’ Guild (especially were he to tithe some of the fortune). |
| Characters: | Farmer and wife Farmer’s son (kidnapped) Gnoll leader (rogue – 2) Gnolls (2-3) |
| Locations: | On the road to the southern town |
| Time: | Act 1, Chapter 2 |
Chapter 3
| Type: | Main quest |
| Aim: | The hero is meant to spend Chapter 3 arriving in and exploring the Southern Town of Kelerak. He must defeat looters and troops, as the city is under attack. He must make it to the Temple of Dekk, so that the priest can firm up his resolution in battling the evil forces arrayed against them. |
| Consequences: | The consequence of completing the journey will result in the priest’s asking the hero for assistance in fighting the tyranny of the Lord of Envy, thus leading into Act 2. |
| Characters: | Clergymen Priest Troops of the Lord of Envy Orcs, Mayor’s child, guardsmen (depending upon subquests) Looters |
| Locations: | Southern Kelerak Town Temple of Dekk |
| Time: | Act 1, Chapter 3 |
Beast in the Barracks
| Type: | Side quest |
| Aim: | While randomly fighting looters and leftover troops in the town of southern Kelerak, the hero and the priest are hailed by an injured guardsman, who says: “Near the guards’ barracks, a vile beast has holed up with some companions, and they’re wreaking havoc on our men! Help us defeat him!” The beast is a hobgoblin, bugbear, or ogre (again, depending on the hero’s level), who leads a group of orcs as they hunker down behind the barricaded walls of the guards’ barracks and fire missiles out at the guards. The hero and priest can help in an all-out assault on the building or, if they take the time, can find a back door through which they can enter and defeat the evil denizens within. |
| Consequences: | Either way, if the hero helps to end finish off the dark folk, the guards will thank the hero for his service and then go on their way to finish “mopping up.” If the leader of the band is killed first, some of the orcs may lose the will to fight. If they do, some may even petition the hero, saying that they’ll follow him if he so chooses. The hero can then help the orcs to escape out the back, thus gaining the hero a contact among the orcs for future side quests. If the hero leads the orcs out of the front, then the orcs would then proceed to fight the guardsmen when they get outside, and the hero would be forced to choose his side. |
| Characters: | Beast (hobgoblin, bugbear, ogre…) Guardsmen Orcs (one gives name as a contact for future subquests) |
| Locations: | Town of Southern Kelerak |
| Time: | Act 1, Chapter 3 |
Burning building rescue
| Type: | Side quest |
| Aim: | While randomly fighting looters and leftover troops in the town of southern Kelerak, the hero and the priest are hailed by either a frantic guardsman or a growling orc. The guardsman says: “In the building on the corner…a child is on the roof, and it’s burning! Please, help…that’s the Mayor’s nephew!” If the hero’s alignment is tempered more towards evil, the orc will address him instead, and say: “Paleskin, we need you to do something for us! There’s a child on the roof over there…he’s important. Go and get him…the guards won’t stop you as they would us.” Either way, the hero must enter the burning building, using any skills he can to bypass hazards (falling roof, pitfalls, random fire, etc.). He then has to blast, bash, or pick his way through a locked door to the roof to rescue or kidnap the child. If he’s working for the guards, he’ll have to content with orc archers firing at him from afar, as well. If he’s working for the orcs, he runs the risk of being arrested after he absconds with the child. |
| Consequences: | There is no monetary award from the guards, but they’ll express gratitude and speak to an eventual award from the Mayor. If the hero sticks around to find out, the Mayor will award him with a small sum for his courage. The orcs will pay him immediately for the child; the sum is more than that offered by the Mayor. The hero, however, runs the risk of being arrested by the guards. |
| Characters: | Guardsmen Orcs |
| Locations: | Town of Southern Kelerak |
| Time: | Act 1, Chapter 3 |
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