Main Page: Difference between revisions
Avinasharora (talk | contribs) |
Avinasharora (talk | contribs) |
||
Line 10: | Line 10: | ||
* [DC 10] Deal with bandits near Shanjiu Keep | * [DC 10] Deal with bandits near Shanjiu Keep | ||
* [DC 13] Investigate the underwater fortress remains of the Eye of Azathoth | * [DC 13] Investigate the underwater fortress remains of the Eye of Azathoth | ||
* [DC 15] An | * [DC 15] An Elf ambassador has requested aid to help mediate a conflict in the fey courts | ||
* [DC 16] Locate and rescue Chandra Nalaar, last known to have entered the shadow realm | * [DC 16] Locate and rescue Chandra Nalaar, last known to have entered the shadow realm | ||
* [DC 18] Investigate The Vault of Night | * [DC 18] Investigate The Vault of Night |
Revision as of 15:27, 27 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 15] An Elf ambassador has requested aid to help mediate a conflict in the fey courts
- [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.