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===[[Game-Summaries:Game Summaries|Game Summaries]] (Detailed player-written game summaries)=== | ===[[Game-Summaries:Game Summaries|Game Summaries]] (Detailed player-written game summaries)=== | ||
===The Quest Board=== | ===The Quest Board=== | ||
Open world quests: | |||
* [DC ?] Harvesting specialty ingredients for high level crafting | |||
* [DC 4] Visit the Conventicle, establish roots | * [DC 4] Visit the Conventicle, establish roots | ||
* [DC 7] Accompany Jarlaxle on his travels (requires at least one [[Magistery#Blacks, House of Time|unifier]]) | * [DC 7] Accompany Jarlaxle on his travels (requires at least one [[Magistery#Blacks, House of Time|unifier]]) | ||
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* [DC 18] Investigate The Vault of Night | * [DC 18] Investigate The Vault of Night | ||
* [DC 21] Attempt to heal Liandrin (requires at least one [[Magistery#Reds, House of Fire|culler]] or [[Magistery#Yellows, House of Lightning|weaver]]) | * [DC 21] Attempt to heal Liandrin (requires at least one [[Magistery#Reds, House of Fire|culler]] or [[Magistery#Yellows, House of Lightning|weaver]]) | ||
* [DC 23] Attempt to resurrect Halisstra | |||
* [DC 25] Convince Melvin to be nicer | * [DC 25] Convince Melvin to be nicer | ||
Training Dungeon Options: | |||
* [DC 1] Cultist Dungeon | |||
* [DC 3] Shrine of Evil Dungeon | |||
* [DC 2] Crypt Dungeon | |||
* [DC 2] Defensible Perimeter | |||
* [DC 3] Tactical Advance | |||
'''DC Number:''' tl;dr: 1 = ezpz, 20+ = git gud. Quests are given a Difficulty Check, which is to give you a rough idea of the challenge and/or likelihood of death. 1 will be simple and safe, and a 20 will be very difficult and very dangerous; there is no upper limit to how high DCs can go. Any DC of 20 or above will have a nontrivial risk of being a one-way trip. | '''DC Number:''' tl;dr: 1 = ezpz, 20+ = git gud. Quests are given a Difficulty Check, which is to give you a rough idea of the challenge and/or likelihood of death. 1 will be simple and safe, and a 20 will be very difficult and very dangerous; there is no upper limit to how high DCs can go. Any DC of 20 or above will have a nontrivial risk of being a one-way trip. | ||
Revision as of 16:35, 26 January 2019
The Eternal Order (The roster of player characters and other members of the Eternal Order
Campaign Notes (These are player-written theories and notes about the over-arching campaign)
Game Summaries (Detailed player-written game summaries)
The Quest Board
Open world quests:
- [DC ?] Harvesting specialty ingredients for high level crafting
- [DC 4] Visit the Conventicle, establish roots
- [DC 7] Accompany Jarlaxle on his travels (requires at least one unifier)
- [DC 10] Deal with bandits near Shanjiu Keep
- [DC 13] Investigate the underwater fortress remains of the Eye of Azathoth
- [DC 16] Locate and rescue Chandra Nalaar, last known to have entered the shadow realm
- [DC 18] Investigate The Vault of Night
- [DC 21] Attempt to heal Liandrin (requires at least one culler or weaver)
- [DC 23] Attempt to resurrect Halisstra
- [DC 25] Convince Melvin to be nicer
Training Dungeon Options:
- [DC 1] Cultist Dungeon
- [DC 3] Shrine of Evil Dungeon
- [DC 2] Crypt Dungeon
- [DC 2] Defensible Perimeter
- [DC 3] Tactical Advance
DC Number: tl;dr: 1 = ezpz, 20+ = git gud. Quests are given a Difficulty Check, which is to give you a rough idea of the challenge and/or likelihood of death. 1 will be simple and safe, and a 20 will be very difficult and very dangerous; there is no upper limit to how high DCs can go. Any DC of 20 or above will have a nontrivial risk of being a one-way trip.
Any special requirements for each quest are noted parenthetically.