Main Page: Difference between revisions

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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:
Training Dungeon Options:
** [DC 1] Cultist Dungeon
* [DC 1] Cultist Dungeon
** [DC 3] Shrine of Evil Dungeon
* [DC 3] Shrine of Evil Dungeon
** [DC 2] Crypt Dungeon
* [DC 2] Crypt Dungeon
** [DC 2] Defensible Perimeter
* [DC 2] Defensible Perimeter
** [DC 3] Tactical Advance
* [DC 3] Tactical Advance
* Harvesting specialty ingredients for high level crafting [Varies]
'''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.

Introduction to the campaign

A Brief History of the world

Site Map