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Fantasy Forsaken Dawn Guild Quest Board

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Lithia Lace

The Restless One
This is the guild quest board, here you can make and post quests that others can take part in. When a quest has been completed I mark it as completes will delete it. I will try to clear the board at least once a week of completed quests to try and keep things organized.

The Quest Template is as follows:

Quest Rank:
Location:
Description:
Requirements:
Reward:

Ranks:
D: Very Easy- 10 Coll
C: Easy- 25 Coll
B: Normal- 100 Coll
A: Hard- 500 Coll
S: Very Hard- 2,500 Coll
X: Ultra Hard- 10,000 Coll
(Keep in mind you may not always be paid in Coll; sometimes the rewards for completing a Quest might be items, food, mounts, property, etc. You will be allowed to post quests, keep this list in mind when you are making them.)

Coll: $1, $5, $10, $25, $100
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Quest Rank: B

Location: King's Forest, Khorvaire, Bredland

Description: A small group of goblin's have been spotted in the area, attacking people in the King's Forest and on the roads at night. The local keeps have chosen to ignore them as goblins are little more than a nuisance, but if left alone an annoying little group can grow into a troublesome hoard. Get rid of them to make the area safe again.

Requirements: kill 10 goblins

Reward: 100 coll
 
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Quest Rank: C

Location: Zilspar, Khorvaire, Bredland

Description: The village of Zilspar has been the victim of frequent wolf attacks as of late. If this keeps up their livestock won't last the month much less the year.

Requirements: Defend livestock from wolves

Reward: 25 coll, x5 Mole Loaf [Raises attack speed, vitality and attack power small bit for 30 minutes]
 
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Quest Rank: B

Location: Shalavant, Khorvaire, Bredland

Description: After much success as a fisher in Sharn, a local citizen would like to return to his home village of Shalavant and share his wealth with the people. However, he I not a fighter and will need an escort.

Requirements: escort the citizen safely to his village

Reward: 100 coll, golden needle [cures purification, but is also worth 2000 coll if sold] Mystery Item [The citizen will give you an extra reward upon arrival depending on how much trouble you go through to get him there]
 
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Quest Rank: S

Location: The Bear's Wood, Bredland, Khorvaire

Description: An alchemist needs to restock his stores of reagents, specifically he needs the antlers of a yaoguai which should keep him supplied at the very least for the rest of the year if not more.

Requirements: Kill a Yaoguai and retrieve its antlers.

Reward: 2,500 coll, Liquid Vim x 5 [Preserves Stamina/Mana for 45 seconds]


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Quest Rank: A

Location: The Deep Mine, Zilargo, Khorvaire

Description: A mining crew never returned from their shift, the overseers feared there might have been a cave-in trapping them inside. However, this was no he case, the good news was there was no cave-in the bad news was there was now a feral ogre occupying their mine...and no crew, from there they could put two and two together. However now they need the mine cleared.

Requirements: Kill 1 Feral Ogre

Reward: 500 coll, Spirit Lantern [This Lantern emits a cold blue light for 20ft. If you shine this lantern on deceased remains for 1 minute you can cause ghostly illusions of the dead to manifest. These illusions will hover above the remains and act out the last five minutes of their life. This effect is silent and shows the dead as they were in life, depicting any items they carried. It does not, however, reveal any others that may have been present at their time of death. The events may be less clear to make out if the body has been moved, it also does not work on the undead.]


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Quest Rank: S

Location: Glyphstone Keep, Breland , Khorvaire

Description: Fun fact, goblin's are prone to following cyclops. While both are typically about as dumb as a box of rocks together and in great enough number they can become a real problem and unfortunately that seems to be what is happening. A Helmed Cyclops, brandishing a war hammer has been spotted with a horde of Goblins at it's back about 50 deep that have taken up residency in the long abandoned Glyphstone Keep, they need to be cleared out before their numbers grow or they actually get the bright idea to attack something.

Requirements: Kill 1 Helmed Cyclops 45 Goblins and 5 HobGoblins.

Reward: 2,500 coll and Ownership of Glyphstone Keep [Glyphstone Keep has long been abandoned and will surely need repairs, but owning a castle would be good for the guild, especially one in such a good location]
 
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Quest Rank: A

Location: Ringbriar, Breland , Khorvaire

Description: The residents of Ringbriar hand fled to the nearby town of Moonwatch, harpies have emerged from skyraker forest, luring villagers in with their songs and devouring them. However Moonwatch is merely a town and does not have the resources to sustain permanent residents let alone refugees, the harpies must be dealt with so that the villagers can go home.

Requirements: Kill 10 harpies.

Reward: 500 coll, Smelling Salts x 10 [Wakes someone from sleeping]
 
Quest Rank: B

Location: Tower Vigilant, Aundair, Khorvaire

Description: All the clergymen of two vigilant have fallen deathly ill, they have called for aid using an owl, but everyone is too afraid to approach the tower. No matter what they do they just don't seem to be getting better, some think it might be a curse or perhaps something else.

Requirements: investigate what's making the clergymen sick.

Reward: Panacea x 5 [Cures all debilitations] 5 Blessed Red Wine [Restores a great amount of health can be used up to 3 times]

This is unknown to the characters but a harvester is stuck in the well, tainting the water supply.
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Harvester is a parasitic creature that augments it's body by fusing with dead flesh, the more bodies it fuses with the bigger and stronger it gets so basically they've been drinking corpse water.
 
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Quest Rank: C

Location: Dagger Wood, Breland, Khorvaire

Description: Word has it that bandits are hiding out in the dagger wood, clear them out before they start robbing nearby residents.

Requirements: clear out the bandits in the Dagger Wood.

Reward: Bandit loot [Since there is no way to be able to tell who the stolen goods belong to you are free to keep what you find]
 
Quest Rank: D

Location: King's Forest, Khorvaire, Bredland

Description: a local citizen has fallen on hard times, a recent goblin attack has left him with a broken leg and he will not be able to hunt for at least two months to make money for his family. He doesn't have any coll but is willing to supply the guild with a little over a dozen rabbit pies if they would get the rabbits for him.

Requirements: kill 45 rabbits

Reward: Rabbit Pie x 15 [Increases Perception a small bit for 30 minutes...and they're delicious]
Quest completed (Don't know if thats something thats gotta be marked or not, soo I can delete this if not lol)
 
Quest Rank: S

Location: Wayfinder Tundra, outside of the RedWall

Description: Several adventures have gone missing, however with the lack of adventurers and frost worms lurking nearby, the city of Redwall has requested further outside assistance from other guilds.

Requirements: Kill x7 Frost worms and learn the fates of the missing adventurers

Reward: x2,500 coll, x1 Cloak of the Sun [A light weight cloak that radiates heat, keeping its wearer warm even in the coldest of climates]

MonstersE-F.Frost_Worm.jpg

[Taken by Kindo & Yatari]
 
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Quest Rank: D

Location: Sharn, Khorvaire, Bredland

Description: Someone is stealing the blacksmiths tools, causing the local smiths to blame each other.

Requirements: Interogate the three smiths and uncover what happened to their tools.

Reward: x3 Iron ore, x3 Steel, x3 Mystic Ore
 
Quest Rank: X

Location: Wayfinder Tundra, on the edge of The City of Glass

Description: A Remorhaz is terrorizing The City of Glass, blocking land shipments, and travel in and out of the city.

Requirements: Kill x1 Remorhaz

Reward: x10,000 coll x1 Armor of Resistance [A breast plate (of varying weight so you choose) resistant to two of these qualities (again you choose the two): Acid, Cold, Fire, Force, and/or Lightning.]

Remorhaz_by_BenWootten.jpg
Information quoted from: Here
Description: "Remorhazes are huge, insect-like creatures, with an average body length of about 20 feet. It scuttles about on hundreds of legs, but the head portion of the creature actually lifts off the ground on small wings. From this "rearing" standpoint, the creature's maw snaps forward to attack its enemies. Much of the creature's chitinous hide is blue or white, but, when engaged in combat, the spines on its back glow cherry-red and radiate a heat powerful enough to melt metal."
Combat: "Remorhazes are dangerous largely because they consider most anything smaller than themselves -- often including giants -- as potential meals. Through the powerful heat radiated by the creature, they are not only resistant to cold and ice (like many arctic creatures), but also resistant to fire, making them very valuable for many fire-vulnerable creatures. The heat is such that they can melt metal that hits them wrong. They also enjoy consuming their prey quickly, often while still alive, and the creature's intense internal heat reduces the prey to ash nearly instantly."
 
Quest Rank: A

Location: Valsharak, Shadow Marches, Khorvaire

Description: A nearby town is plagued by a fog and the town's citizens have started to disappear.

Requirements: Discover and defeat the cause of the mysterious fog and locate the missing towns people.

Reward: x500 Coll, Loot from the quest

Reminder: This is unknown to the player and something they must figure out
A wizard/Alchemist living in seclusion in the nearby woods created the fog and kidnapped the towns people to test his potions on.
 
Quest Rank: B

Location: Mossmantle, Eldeen Reaches, Khorvaire

Description: An estranged man has wandered into the village of Alvirad, repeating the same phrase over and over again. Upon further investigation it was discovered the man came from Mossmantle where every full moon there has been a series of attacks and robberies by moonrats. At first the rats only stole the village's cheese, but as they became smarter and more organized with each full moon, their attacks and robberies became more aggressive.

Requirements: Eradicate the swarm of rats (x10,000 rats).

Reward: x100 Coll, x10 cheese wheel [Enchanted with an Animal Friendship spell. Grants temporary communication with animals (Last 2 hours).]

“Rats,
They fought the dogs and killed the cats,
And bit the babies in the cradles,
And ate the cheeses out of the vats,
And licked the soup from the cook's own ladles.
Split open the kegs of salted sprats,
Made nests inside men's Sunday hats,
And even spoiled the women's chats
By drowning their speaking
With shrieking and squeaking
In fifty different sharps and flats.”


― Robert Browning, The Pied Piper of Hamelin
Moonrats are large rodents that change under the influence of the moon, becoming stronger and smarter with every passing full moon.
 
Quest Rank: S

Location: The road between Dragonroost and Oskilor, Zilargo, Khorvaire,

Description: Merchants and travelers alike are being snatched from their carriages on the road connecting Dragonroost and Oskilor. Their vehicles are left undisturbed on the road; only items of exceeding value are left unaccounted for. The likely suspect is the Madlawsa group of slavers that have run amiss in Khorvaire for some time. Discretion and wit are prerequisites to encounter the group. They only strike at targets deemed to be both vulnerable and valuable. They have eluded military forces with ease, despite the bolstering of the road's defenses.

Requirements:
  • Dispatch the Madlaws
  • Free any unsold slaves, alive.
  • Discover where and who the captures are being shipped to.
Reward:
  • 2500 Coll
  • Khopesh of Dementia [ An enchanted Khopesh: The curved weapon snaps at the center, half of its blade missing entirely. By focusing mana on the hilt, the user can restore the missing chunk. The ethereal sword is capable of dismissing summons and dispelling lesser magics. It is useful when fighting elemental creatures due to its anti-magic nature. The ghostly portion will phase through matter and flesh alike; it is only effective against magics, not the mundane. ]
 
Quest Rank: X

Location: Reidra, Sarlona, The Forest of Lurking Shadows

Description: Lantern Wolves have been plaguing the city of Dul Zerath. The clever beasts have been setting fires at the edges of the city and dragging citizens into the forest for a meal, hunters have been sent to deal with them, but the beasts have proven too smart for them. Of course everyone knows that lantern wolves never act on their own and killing them would do little good as a new one would just replace the ones that were killed the next day. There is a shadow wolf making and controlling them, but no one can make it deep enough into the forest to find and kill it. They are calling on adventurers willing to take the job before the beast burns down their city and has them all for a snack.

Requirements: Kill 8 Lantern Wolves and or 1 Shadow Wolf [Killing the shadow wolf will result in the death of the lantern wolves, if it takes you more than one day to get this done please know that the lantern wolves you killed will be replaced by the next day so in all likelihood, you might be killing more than just 8]

Reward: 10,000 coll, Cup of Half-life [A magical goblet that can be filled with any liquid to perform a healing ritual of sorts, the ritual consists of an offeror and receiver, both of which do not have to be willing. The offeror drinks first and the receiver drinks second and they will receive health for whatever percentage is left in the cup from the offeror. So for example, if the first person drinks half then the second will receive half of their health. However, if you don't want to keep this item it is made of gold and studded in magic gems so it would be worth a lot of coll if sold]

Wisp light lantern[a special lantern inhabited by a will-o-wisp, while caged the-wisp gives a dim glow for up to 10 feet. However, uncaged the wisp will take the form of fireflies and light your way. They can pick up particular scents, substances, and even guide you to specific places if you have been there before. The more they are exposed to something the easier it is for them to find. They will glow purple if they come across something special.]

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The shadow wolf does not have a pack so much as it has thralls (Lantern wolves), because the Shadow Wolf is so large, it cannot move swiftly through the forest due to the lack of space and instead, it creates thralls, smaller, weaker versions of itself that are all controlled by it and become smarter the closer they are to one another, even more so when they are in closer proximity to it. However, unlike the shadow wolf, the lantern wolf thralls are faster and can use fire attacks while the shadow wolf tends to use darkness; however, since the thralls are just smaller weaker versions of the shadow wolf it does also use fire and the shadow wolf is intelligent enough to use actual spells. A shadow wolf can make up to 8 thralls.
 
Quest Rank: A

Location: Stormreach, Xen'Drik

Description: A famous mount trainer is having trouble taming a new Quilin, they have deemed it unruly and untrainable, but cannot find another trainer willing to take it if they of all people can't handle it. Just to prove there is no training this beast they are willing to allow anyone that can tame the beast have it for free.
Requirements: Tame the Quilin
Reward: Quilin mount, saddle and saddle bag.

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Quilin's can walk on both air and water as well as fly, they have a powerful bite, enhanced senses, speed and strength. They can breathe fire, emit a flame aura. They are very loyal and will serve as guardians to their owners.
 
Quest Rank: B

Location: Rotting Blade, Demon Wastes

Description: Salamanders have been found nesting right outside the village of Rotting Blade, they usually stay up in the lake of fire but every now and then a group wanders down. The thing is they need certain conditions to nest...like hot magma and since there is none, they've opted to create their own. The demon wastes it a very dry place, if this continues not only could there be a new lake of fire but they very well may start a wildfire, which is fine for them, but terrible for everyone else.

Requirements: Kill 6 Salamanders, Destroy Salamander nest.

Reward: 100 coll, Fire Resistance Potion x 6 [Cures burning and prevents it for 1 minute. The potion doesn't make you immune to fire, it just prevents you from catching fire, but you will take less damage from fire attacks.]
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Salamanders can emit an aura of flame around their bodies dealing damage to nearby targets. This can cause burning but the flames can be temporarily extinguished by water, Ice-based attacks, or by cutting off its tail. Salamanders are strong enough to flip foes into the air and spit moderate streams of fire in a frontal arc that can cause burning and are strong enough to knock people down. Be careful of their mouths because they can quickly snap at an enemy and if bitten you will be burned if not worse given their powerful bite strength. Salamanders can stand on two legs but run faster on four, when standing they are just a little taller than the average man, they are also smart enough to tuck their bodies into a tight roll when falling to mitigate harm. Salamanders typically have sturdy bodies but are easier to damage once their tails have been cut off.
 
Quest Rank: S
Location: Khorvaire, Q'Barra, Castle Garodya
Description: A nobleman has been tricked by a rival into accepting a cursed statue by one I his rivals. And now there is a dragon wrapped around his house. He has learned two ways to get rid of it. The dragon somewhat works like a summon so if you defeat it in battle the magic keeping it animated will dissipate and return it to a harmless guided statue...however, the dragon is very powerful so fighting it may not be the best option. The second way is to deactivate it by answering 3 riddles correctly. So far he has managed to make everyone believe that it's simply a new magical security system of sorts while he goes out on vacation, but people will start to question it if he doesn't get rid of it soon. The dragon only attacks if attacked or if you try to enter the building.
Requirements: Defeat the cursed state or deactivate it.
Reward: 2,500 coll,

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Gilded Dragon Statue [For obvious reasons the nobleman wants nothing to do with this statue anymore, he doesn't know how to reactivate it so you can either try to figure it out or sell it for a large sum of coll]

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Keep in mind your characters do not know the answers.

Riddles:

Many have heard me, but no one has seen me. I will not speak unless unspoken to. What am I?

Answer: An Echo

I build castles yet tear down mountains, I make some men blind while others see. What am I?

Answer: Sand

A foolish man wastes me, an average man spends me, but a wise man invests me, yet all men succumb to me. What am I?

Answer: Time
 

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