This page lists almost all playable content in Sryth. Because some events are quite minor and the newest quests may not have been added yet, it can't be guaranteed that the list is complete.
This page is organized by location. Use the Table of Contents to navigate to your desired location. The quests are not required to conform to any order within a location, though it's preferable to have prerequisites first, in case of quest chains or sagas that happen in the same location.
Quests, Adventures, and Events[]
Quest is our "official" label for ANY non-repeating narrative event with a reasonably clear start point, end point, and reward. Obviously this will be somewhat subjective. The shortest can be no more than "go to this location and talk to so-and-so" if the reward is significant enough (e.g. A Special Request for Ale). The longest involve multiple actions and can take up to several weeks of real time to complete (e.g. The Glittering Ice Shield).
This list aims to include all of the above. Quest, adventure, and event can be used more or less interchangeably to describe them, though "event" will generally refer to a shorter scenario and "adventure" to a longer one. They include both things that happen seamlessly in the course of the game ("Informal Adventures") and adventures that must be accessed through an "Adventures for This Location" link or other formal structure ("Formal Adventures"). Some quests merge both styles, beginning as a formal adventure, then requiring further action in the game world (or the other way around, requiring prior actions to unlock a formal adventure).
Formal adventures will be listed under the location in which they appear. Informal adventures will be listed under the location that seems most appropriate (usually where they begin if they involve multiple locations).
Abandoning Quests[]
As with every other aspect of the game, you can abandon a quest by Quitting without saving. However, if you Save within a quest, the save is permanent and there is no longer any way to go back to the start of the adventure.
Keep in mind that in some special adventures (notably the Proving Grounds and Solundor's Grand Ring of Illusion) there may be lasting consequences of your adventure even if you quit without saving.
Historical Note
Until July 2011, "Formal" adventures had a link to allow abandoning an adventure without quitting. The following historical note describes it:
Most adventures can be abandoned and replayed at will until completed, except for those adventures in which you must travel through the map locations, like The Caves of Westwold, The Murk, and The Ghost Ship. The adventures that you can abandon at will are those which have a link to "Abandon This Adventure... You can always play this adventure again later!". Some adventures may have such links only up to a certain point of the story. Also, you can always abandon any adventure (or quest) and come back later by Quitting without saving, which would then take you back to your last saved game. If you save your game in the middle of an adventure that allows you to "Abandon This Adventure...", then clicking that link would take you to the point just before you started your adventure (this was the only method to go back further than your last saved game).
Replayable Scenarios[]
Replayable scenarios, explorable locations, and multiplayer battles are not technically quests, but are usually connected to one or more quests and shown here for completeness. They are labeled as such and further distinguished by color: green for replayables, blue for explorables, and orange for multiplayers.
The following box is displayed on the pages of replayable scenarios and attempts to show all the replayable content in the game. Not all explorable locations have been included, because not all have content that's worth replaying.
This page transcludes sections from the appropriate Location pages. It will include anything from the transcluded pages that appears between <onlyinclude></onlyinclude> brackets. Most of the time you'll only need to edit this page to add new locations.
What lurks in the cellar of the Tired Eye Inn? Norril, the owner of the Tired Eye Inn, asks you to help him with the "curse" that's been plaguing the inn for the last 100 years.
Requirements:
None
Difficulty:
Either 9+ at MR 65, 9+ at MR 43, or fair Diplomacy, depending on choices.
A heavy, eerie silence hangs over the gloomy, decaying wood. Now and again, the distant, chilling sound of some strange forest creature reaches your ears as you move through the thick, tangled maze of towering, rotting hardwoods.
Note: Only AG players can explore the Old North Wood
There are random Dark caves, explore if you like. Observed encounters with up to 3 foes in a row, up 20 per cave, mostly low level loot. Random Massive Carnage Crawlers, 9+@100+ MR (may flee).
You make your way down into the vale and soon find yourself standing at the crumbling stone arch beneath which once stood the mighty gates of Tarn. Looking beneath the arch to the west, your eyes follow a rubble-strewn thoroughfare that passes through the very heart of the ruined city.
Captain Tybor Greenfen needs someone to help haul an important cargo to Phak-Rur, on his galleon The Silver Crown. The sea contains all manner of dangers from sea trossks to violent storms, but you soon find out those are the least of your worries...
The ancient ruins beneath Phak-Rur are as perilous as they are mysterious. Only the very bold should dare to explore the crumbling streets and twisting passages of this long-forgotten domain of shadow...
You're standing a few yards back from the edge of a wide, dark pool of muck, deep in an unusually-warm section of the ancient, sprawling ruins beneath Phak-Rur.
The old man, well past the prime of his life, turns to face you, revealing broad shoulders and a thick, sturdy frame. A short sword hangs from his belt, and beneath the folds of his bulky brown tunic you can clearly make out an iron-studded leather jerkin. "I'm called Vark," he says, bowing. "I know well enough who you are and I pray you'll excuse me for coming straight to the point. I need your help to rescue my daughter..."
Requirements:
Defeat the One-Eyed Swordsman four times (see Phak-Rur for details)
The hilly, and thickly forested island known as Hawkrest is a vast, untamed swath of wilderness rising out of the centre of Lake Ebbrek. Watch your step!
"He goes by the name of "Gramyr", though I very much doubt that's his real name," says Jirn. "He's a dangerous man...a blight on this town...and I don't think most folks would care one way or the other if he were to go missing."
Difficulty:
Potentially none, hardest optional enemy is 11+ under the scaled option.
One of the three men, a fisherman named Hobbmir, continues to relate the account that initially drew your attention. You listen intently as he describes an encounter he had with three of the creatures near Hawkrest Island only four days ago...
A midwinter storm howls furiously, draping a thick blanket of white across the North Broadlands. You've trekked through the heart of the blizzard for many long hours, headed south along a deserted forest road towards the city of Trithik...
Thane Pyrond, the overseer of law and order for the city of Trithik (as appointed by King Wenreald of Tysa) has announced that a tournament of arms is to be held in the Arena of Blades on the sprawling grounds of Trynd Keep.
Difficulty:
Up to 9@56 to 62 MR SP 60; powers always banned
Note: Either win or quit. Listed in the Log under Events.
When an official summons from Thane Pyrond is delivered to you by courier, you are surprised to discover that your presence is immediately requested at Trynd Keep, where the Thane himself wishes to speak to you about a matter of grave urgency...
Up to 9@45 MR. Some required battles are scaled up to 12+. Recommended: either MR 45+, SP 60+ and combat power 30+, or weapon vs [spoiler], or Restoration 30+ and SP doubled; if using powers then NV 20+"
The Rine Beast, an ancient terror long held at bay in an enchanted sleep, has stirred from its involuntary magical slumber, and again roams the frozen forest and treacherous slopes of Ironfang Mountain, seeking to sate its voracious appetite for human flesh. An envoy from the mountain village of Frostlyne has made a long, dangerous journey to Trithik, in search of someone willing to combat the fearsome creature -- that someone is you.
A large number of spectators have gathered on a wide swath of green just west of Trithik, at the edge of the village of Talwarden, where a contest of archery is about to take place...
Your attempt to retrieve one of the other two shards of the iron skull leads you into a guard tower in the city of Trithik -- uninvited -- under the cover of night.
Never would you have dreamed of setting foot on the forsaken ground of Palemoor Isle, but a note delivered to you in Trithik has suddenly changed your mind...
Koro-Tul's Oakaruk are on the march," the young master mage says, repeating what he told you only moments ago. "There has been an incident in Ashlyre..."
Note: This quest has a similar reloading mechanism to the first Proving Grounds series, which means that the enemy MR will decrease every time you get killed. Dying does not change the rewards for this scenario, any possible consequences for future ones is unknown.
The man you know as Kyvus pauses and seems to give a moment's consideration to some unspoken notion. Then, with no hint of inflection in his voice, he tells you that all three must meet their end before the summer is out.
Requirements:
A Wrinkle (Certain requirements have to be met - see prerequisites)
Crouched at the base of the leaning oak, you watch as a lone rider, his steed's hoofbeats pounding out a steady rhythm, appears around the bend in the road...
Requirements:
The First of Three (certain conditions have to be met - see prerequisites)
With your fingers tightly gripping the leather-wrapped hilt of the glowing dagger, you steal through the undergrowth, edging closer to the bannered wagon...
Peering in through one of the larger gaps in the decaying front door, you're startled to see a figure garbed in red and black finery seated on an overturned bucket next to the debris-filled hearth.
Note: This is only available to those who took part in the 2013 Valentine event and still have this quest in their Adventure Finder. The 12+ is optional.
In defiance of Trithik's well-known and much-despised curfew, you find yourself lurking beneath the cover of night in the deep gloom of Blade Square...
"I come seeking your help," says the elderly man seated across from you, his thin face only just visible through the gloom that fills the interior of the coach. "My name is Aurulnir Baleward, and I seek to restore my line to the stewardship of Fogbough..."
checks, possible combat if lacking certain 40+ powers or they fail (untested but before starting you may choose normal or scaled difficulty, implying combat)
The bent man, his ragged attire and toothless grin making him look more the part of a beggar than the spellcaster he claims to be, fetches a grimy vial from a pocket inside his tunic and hands the vessel to you...
"I can't tell you who I am," he stammers, his eyes now fixed on the floor. "I know who you are, though, and I know what I'm about to tell you will likely be of great interest to you.
From afar, across the crowded common room of the Griffon's Ledge Alehouse, you listen to the boastful, but somewhat humourous accounts of the grand exploits of an unknown storyteller. But, when the braggart takes credit for one of your own adventures, you move closer to get a good look at the unscrupulous tale spinner...
The tall, broad-shouldered man, the crown of his bald head and well-defined angles of his square face red from the winter chill, steps into the common room and shudders. After pausing to squash a scuttling roach with the toe of his sizable, black boot, the intimidating figure, his entrance already having served to quell the bustling tavern's incessant din, turns and strides in your direction...
Thane Pyrond tells you that he has just this morning been issued a directive from King Wenreald, ordering him to deal with a series of poachings that have taken place in an area of crownland to the north of Trithik known as Northscarp...
You accepted a mission from Thane Pyrond to investigate an urgent plea for help from the village of Kirnwell. Upon arrival, you found the village to be plagued by monstrous yellow slimes coming from a recently unearthed cave in the nearby forest.
A troubling series of murders in the notoriously-dangerous section of Trithik known as Gaddurug's End finds you once again called into the service of Thane Pyrond. Your task is to find a man by the name of Farlook and bring him safely to the Thane.
None. You can complete your mission without fighting anyone, or using any Powers. If you want, you can fight and subdue a single opponent (3+ at MR 70).
Note: Listed as Tasks for Thane Pyrond in the Events log.
The Yeltham Crew is alive and well in Trithik, spreading through the slums and seedy streets of Gaddurug's End like a rampant plague. When two city guardsmen are cut down by this brutal gang, however, Thane Pyrond calls upon you for help in turning the tables on the ruthless band.
Thane Pyrond's voice lowers, his tone becomes grim, and his smile fades as he relates to you an unsettling bit of news out of the nearby village of Tuthelstock...
"I would ask a favour of you, friend," says Thane Pyrond, as he stokes the embers of the fire with an ornate iron poker. "I have a message that needs to be delivered safely to an operative I have in place up river in the town of Mirgspil...I fear that its delivery may involve a considerable degree of danger. It is a message of great importance that must be delivered in haste...and at all cost..."
Having just returned from a brief excursion into Fogbough, you're looking forward to spending a few hours relaxing in front of the fire in the headquarters of the Silver Crest...
Requirements:
This is an advanced quest with many prerequisites from previous quests, which might be considered spoilers:
Spoiler Information
You must have shown The Bowl Of Blood to the Silver Crest members in the Crest HQ (so you probably need to have completed PG V)
You must possess 10 gems for the Bowl of Blood
You must have discovered the slain goblins in Fogbough
You must have discovered the trail of the large creature in Fogbough
You must have found the abandoned campsite in Fogbough
You must have helped the lost travelers to safety in Fogbough
The time has come for a hero to explore the ruins of the Old Cathedral across the river from Mirgspil, and lay to rest the menace that grows with each passing day...
Difficulty:
All enemies 3+ at MR 46
Note: Certain events may unlock a further adventure
The man's face turns a deep shade of crimson, and you sense that he is resolved to have it out with you, here and now. You feel that perhaps it's time someone taught this obnoxious brute a lesson...
All eyes are upon you as you step through the ageworn slab of timber that separates the interior of the notorious alehouse from the bustling street outside...
Daroldir, his tunic soaked with blood, turns and shouts a warning to you. In that instant you realize, with a mix of horror and admiration, that the young knight is about to...
"The horrors of that place are without end," she says. "Untold heaps of bone...the lurker in the dark...always watching...a place out of time...a lair of death beyond any conceivable reality."
It takes only a moment to recognize the leering countenance from across the Blue Owl's crowded common room. The old man, who has yet to touch the full tankard in front of him, flashes you a sinister grin and slyly beckons to you with a wave of his right hand.
A worried look suddenly passes over the master adventurer's face and you immediately ask him if something is the matter. He nods and quickly motions for you to follow him outside.
Difficulty:
Most difficult fight is (9+ at MR 135 Exact, 575 SP). MR 145+ recommended.
Note: If you attempt this adventure with an MR below 200 Dreadmask will tell you that you are not strong enough and the adventure temporarily ends for you. You can access it once you have a MR of 200 plus.
In a broad hollow near the base of the steep, rocky slope that dominates the centre of the Withered Hills, you come upon that which you came here seeking...
Solundor's Grand Ring of Illusion is a 20-stage tournament where the competitors attempt to overcome the illusions created by the famous master illusionist.
Requirements:
From the 3rd stage onwards it requires AG membership.
Difficulty:
From 9+ at MR 60 up to 9+ with MR 105, including optional battles up to 9+ at MR 150.
Note: Short quest (<1 minute). If you complete Solundor's Grand Ring of Illusion without triggering this adventure, you won't be able to access it anymore.
From nearly any point amidst this region of tangled forest and steep hills, the line of obelisks that stretch into the sky from atop the back of Fang Ridge can be easily spotted.
A thin veil of mist covers the tangled terrain that dominates the inner regions of Thorn Isle. You curiously note that the usual fauna one might expect to find in such a setting (birds, squirrels, and the like) are nowhere to be seen. An unsettling silence hangs heavy over the island.
The horrifying events that unfolded in the hills north and west of Tillwall, the northernmost of the three thriving fishing villages situated in the area known as the Ironshore Hollows, will forever be among your most haunting memories...
Only thin, sickly strands of light penetrate this part of the cursed wood. An ankle-high blanket of thick grey fog swirls across the soft, uneven ground. Now and again, far off through the shadowy, decaying trees, the haunting cry of some strange bird breaks the eerie silence.
Standing in the centre of the cave, you stare in wonder at a series of intricate engravings chiseled into the rock. The engravings depict several fur-clad humans standing amidst a large pack of wolves. The tallest of the humans is garbed in various pieces of attire that almost serve to give him the appearance akin to the wolves standing at his side...
"I'm certain you would have been summoned before now," says Izeyla as the two of you pause to allow the portcullis to be raised, "but I think our Lady wished her court to be in order before she hosted such a revered guest...I think you'll be surprised by what you see..."
Sitting only a stone's throw from the eastern edge of the cursed forest of Fogbough, there's no telling what you might find in or around the town of Ashlyre...
Ashlyre is overrun! A vicious host of sinister creatures stalks the streets of fortified town after dark. The frightened and desperate citizens of Ashlyre need a hero right about now...luckily, one of the age's most illustrious adventurers happens to be on hand...
Vurth Grandarm is once more in need of your services and friendship.
"I really can't thank you enough for what you've already done," he says, "but I think I've run up against something else. Have you a moment to hear me out?"
Emithayla tells you that the last she saw of him, as she shielded three of her companions from the wizards' parting volley of magic, was his limp body being dragged out of the tavern by two of the dark-garbed assailants...
Most enemies are scaled. Apparently unbeatable fights start 16+ but become 9+ after certain actions, some random enemies are 11+. Hardest none-scaled fights are 9+ at MR 150.
The Goblinclaw Inn, then The Iron Claw Weapon Market in Talinus
Description:
The long lost lair of Garthrin the Great, a mage whose powers of elemental magic were largely considered to be beyond compare, has long remained a mystery...until now...
Speaking softly, in a quiet corner of the library, Hirwyrn tells you that he's recently discovered an obscure passage in an ancient text that discloses the location of a valuable object of antiquity.
Cierna, one of three members of an acting troupe you bravely rescued from the goblin caves in Westwold, has a problem with a particularly nasty rogue by the name of Hudlark the Fox.
Unable to sleep, you felt that a walk under the stars this cold autumn night would help you to relax. As you are about to find out, a sleepless night is often better than a walking nightmare...
Talinus, Iron Claw Weapon Market and Adventures for This Location
Description:
Armed with the information you procured from Barnlin, and aware of the extreme danger involved, you prepare to set out for the location of the dragon's lair...
Upon first glance the approaching rise in the forest appears to be nothing more than a steep, mossy slope, but as you near the base of the small hill you spot something that leads you to believe otherwise...
Blood seeps through the horseman's tunic and he gingerly clutches at his side as he relates to you horrifying tidings from the remote town of Eastfell...
Note: Like Quest:The Caves of Westwold, this starts as a formal adventure but must be completed by traveling to a different location. Not listed in Adventure Log.
Just the idea that the infamous 'Twin Blades', Zarythor and Thalynor, are once again on the loose is enough to send a shudder racing up even the most rigid spine...
The sight of three men chasing a much older man along the edge of a dark, deserted lane is all it takes to steel your will and propel you into action...
The young woman lowers her head as she steps toward the obelisk. The soft, gentle sound of her half-whispered prayer serves to give you a moment's pause...
Requirements:
A Wrinkle (certain conditions have to be met - see prerequisites)
The bright, flickering glow spilling out of the tower's upper window unexpectedly disappears, its sudden depature draping the summit of the hillock with the deep black of the cold, moonless night...
Crynn Takam has tasked you with retrieving the magic jewel that was stolen from one of the standing stones that protect Shadowedge. The jewel was taken by a mysterious skeletal being into a cave in the forest north of town. You are to enter its presumed lair and retrieve the jewel.
You must discover the fate of Ban-Drir, the Thanorian armoursmith, and (if possible) return him safely to Shadowedge. It is believed that he may be somewhere within a cave just inside the edge of the forest.
Out of the primeval forest that surrounds Shadowedge stalks the towering, age-old terror known as Ironfist, his cruel mind bent on the Destruction of the last Thanorian refuge...
The man, who introduces himself as Arlarn, shows you several nasty gashes along his right side and tells you that he foolishly ventured into the cave in search of a book he knew to be hidden in its depths.
"The one who did make it back is no longer here," says Marprill. "Well, our Lodge Master believes that it's about time we had another go at it...and he's picked you for the mission...a small, secretive sort of mission. Very small. Very secret..."
A sharp hiss erupts out of the darkness ahead, freezing you in mid-step. You draw yourself into a defensive stance just as a sinister silhouette looms into view at the edge of your light.
As his undoubtedly exaggerated tale concludes, Dyrrid suddenly lowers his voice and leans in close across the table.
"I've gotten wind of something that might suit you," he says softly. "Now, don't look, but there's an odd pair sitting in the far corner. Don't look! I don't know that they'd appreciate my telling you...though they did ask for you just a little while before you arrived."
While seated alone at a table in the lodge's main hall, you're approached by a slight woman whose face is largely shadowed by the hood of her patched green cloak...
Requirements:
Must have completed the assigned task in Whisperers.
A legendary slayer of ogres, trolls, and humans... the desolate outskirts of Trollneck will serve as the backdrop for a perilous encounter with this deadly master of the wilds...
For nearly a month, the telltale signs of the brutal activities of a large and deadly creature have been found in and around Phernwin Wood. It's now up to you to track down what you can only imagine is a savage and fearsome beast...
Note: The first quest available in Stormfield, it isn't on the "Adventures for this Location" list. Even after completing this quest (and any others that involve this map), the map remains available for play (with only the random encounters)
After reading the posted challenge rewarding anyone who can drink a whole mug of Hammertongue, you see the barman Piripor about it. Can your body handle it?
After mingling in the tavern you happen across some rugged looking men and discover that they want to rob a rich man who will be passing through Hawklor.
A dark shadow has fallen over Hawklor of late as a handful of its citizens have gone missing. It is widely suspected that goblins have reinhabited some of the caves that lie scattered about the Westwold region to the north. The consensus of the village council, and the head of the militia, is that the goblins must be removed by any means necessary...
Difficulty:
Hardest required fight: 9+ at MR 36. Hardest optional fight: 9+ at MR 51
Note: Listed in Events as A rescue in Westwold and The man with the painted face.
When you learn that Lanmyr Greyfen, whose farm sits on the outskirts of Hawklor, has recently begun to report wolf attacks on his renowned flock of sheep -- and that he's offering a generous reward to anyone bold enough to eradicate the menace -- you take the opportunity to approach him and inquire further.
Note: Although a formal adventure, it unlocks a location under EXPLORE The Village of Hawklor. This quest is more rewarding if you have Woodmanship 10+
Mirew Piperen, the curious character you met outside the Stoneback Tavern (and who imparted to you a pouch full of Adventurer Tokens as a retainer for your services at a future date), has resurfaced in Hawklor, and he is now seeking your help in what he calls "a little matter about an orb".
As the Stoneback's beloved proprietor steps away from the table, having (thankfully) concluded a rather long-winded tale about the downfall of a local ruffian, the door opens and a young woman garbed almost entirely in black steps into the common room. Piripor casts you a wary gaze and motions with his head in the direction of the new arrival.
"That's the one you've been waiting for," he says, walking past you as he heads for a room at the back of the tavern. "I'd wager a thousand gold that's the one. Mind yourself, now."
The fearsome mountain giant, Jask-Jikarn, with an army of goblins and ogres trailing in his wake, stomps his way across the Tysian countryside, eager to take up residence in the lair of his deceased half-brother, Hawnley-Jakk.
Jask-Jikarn has arrived leading a fearsome army of savage creatures. The formidable mountain giant has set about imposing his cruel will on the towns and villages that once paid tribute to his half-brother, Hawnley-Jakk.
Following the faint cries, you rush northward through the trees, taking care not to stumble over the exposed roots, jagged rocks, and thick undergrowth, all of which seem intent on thwarting your every step.
Hired by Mordrinen, a palo merchant of some local renown, to deliver a locked strongbox to a man in the distant town of Redwarren, you're all but certain the payment for the simple endeavor will prove to be among the easiest one hundred gold you've ever pocketed...
An ever-deepening blanket of crisp, white snow now covers the village of Hawklor. Nothing stirs in any direction and there are no signs of life anywhere. It's as if the village has been deserted...
Koruthar's heart sank and slowly, unwillingly, he began to pivot, turning first his shoulders and following with his head as he dared to place his gaze on what had approached their backs unseen.
The green-caped woman smiles as your eyes meet and dips into a quick bow.
"It is my great pleasure to deliver this to you," she says, her low, wavering voice entirely unlike anything you had anticipated.
Two miles north of Hawklor, at a place where the winding forest road bends around the ancient ruins of a once-mighty tower, your trek to the village comes to an abrupt halt.
Piripor smiles as you step into the Stoneback and holds up his forefinger, signaling for you to wait. As you attempt to shed the lingering chill of late autumn that followed you into Hawklor's tavern, Piripor strides up and thrusts a small, furled, wax-sealed scrap of paper into your raw hands ...
On the outskirts of Hawklor, where the road leading into the settlement takes a sharp turn to the east before heading due south and meeting up with the village's main thoroughfare, you suddenly find yourself confronted by an unwelcome sight...
The young man lifts the worn flap and reveals the contents of the leather satchel -- a stoppered vial and a small wooden box. Something about the close proximity of these curious objects serves to set your every nerve on edge...
With your heart pumping wildly and your lungs struggling to draw each ragged breath, you reach the foot of the stair that climbs up and out of the ancient Aldvari crypt.
You reach the end of the path and steal onto broad outcropping of icy rock. Perched on the lip of the ledge, you shiver as your eyes struggle against fading light of dusk to scour the snowbound forest...
Below you, strewn across the road at the spot where it rounds the base of steep hillock, are the smoking remains of a heavy wagon. Even at this considerable distance you can make out the unmistakable smell of burnt flesh.
Requirements:
Must have fought against some bandits in the service of Harn Longaxe whilst traveling.
Countless goblin faces have been engraved on the imposing stone obelisk. The sinister monolith, the top half of which long ago crumbled away, paints its grim, jagged silhouette against the sky above the vale.
You step into the tunnel created by the dark, overarching hardwoods and begin to make your way along the narrow path that heads north toward the heart of the 'guarded glade'.
Note: 1-time ATs result from completion. This is an optional extension of the replayable content at Axepath Cemetery. Beware! You can't flee, and will lose your Axepath rewards if you die.
Out of the wall of mist before you emerges a man whose stumbling gait and ragged, blood-soaked attire instantly has you believing he is yet another of the hideous, risen dead that prowl Axepath...
Requirements:
None
Difficulty:
leads to informal, up to scaled 12+
Note: This is technically a non-AG quest, but the locations it adds to Axepath are (AG)-only.
It's always been rumoured that the forest east of Durnsig is haunted -- long ago cursed by an evil warlock now many centuries deceased. And let's face it, the sudden appearance of an impossibly large and tangled pumpkin patch on the edge of the wood isn't helping its reputation any...
You quickly discern that the scant reports filtering into Durnsig from the nearby village of Quarrek are enough to warrant an immediate visit to the small hamlet...
The renegade wizard Loroznor is a wanted man. For two weeks you've pursued the murderous spellcaster through the rugged Hart Hills region, seeking to capture him before he can yet again escape and rejoin his band of cutthroat brigands.
Having abandoned almost all hope of catching up with the wicked elementalist, your spirits are buoyed when, upon entering Highmeadow, you learn that he was sighted passing through the village less than a day ago...
In the fading light of day, the collapsed outer wall of the ancient temple, starkly silhouetted against the sky's endless grey, is a solemn, haunting image...
Requirements:
You must:
Finish Level 40 of Rhaknar's Mad and activate the Level 41 impression.
Tunnels built by Rhaknar, southeast of Highmeadow and Blacktor Temple.
Description:
They came upon you in the tangled dales south of Highmeadow, tearing through the bracken, the inescapable, nauseating stench of their rot filling the forest. Before you could even consider evasion, you were surrounded by a vast, ghoulish legion of undead.
"These three men will guide you to the ruins of Fallentree," says Emithayla. "There, in the sanctum of our most ancient shrine you will find the deliverance you seek. You must make haste! The curse that afflicts you grows stronger with every day that passes...it may soon be beyond our power to defeat it..."
The man in the red armour steps forward and thrusts out his right hand. You instinctively fall back and assume a defensive stance, your swift maneuver eliciting a series of puzzled looks from both the armoured stranger and the grim, hooded men at his side...
Miss Loabella, the daughter of the miller, has gone missing. Everybody in the village fears she was somehow taken into the dangerous and nearby Bat cave...
Difficulty:
Several battles, hardest is 9+ at MR 90, 300 SP. See also The Bat Cave
While exploring the forest to the south of the village of Marl's Wood, you come upon the overgrown ruins of a large stone structure. And in the ruins you encounter a lone Catamarok. Who is he and what is he doing there? Will you live long enough to find out?
You're about to take a seat near the fire when your wandering eyes come to rest on a table pushed into the far corner of the common room. There, alone, seated with his back to the wall, is an old man, clad in a strange array of colourful, but tattered garments...
All enemies are scaled. The hardest required is 12+MR, 220 SP. Final round has dozens of foes 11+ or harder. Even harder optional. High skill check helps.
The young man's face is pale and drawn, and he stammers something unintelligible as he draws up to you. Suddenly, his hand shoots out and takes hold of your right wrist. He flips it over and stares down at the six flame markings emblazoned upon your skin.
Winter grips the North Broadlands -- no more harsh, yet no less cruel than any in recent memory. From the remote mountain town of Skybend there arrives a desperate plea for help, clutched in the talons of a trusted courier...
Requirements:
none
Difficulty:
No required fights. Powers/Skills checks at 20-50. The best prize requires a hard battle (9+ at MR 65, 400 SP, 10-30 SP special)
Once again, the arrival of Quith the woodsman in the village of Sevenhorn heralds the onset of adventure . . . or dire peril . . . depending upon how you look at it . . .
According to this ancient legend, a fearsome troll-like creature, able to control the elements and turn the living into beings of ice is said to exist in a cave hidden somewhere high in the Felrundin Range.
You're standing at the end of a broad forest trail, directly before the mouth of the aptly-named Trail's End Cave. The path leading up to the cave appears well-traveled.
On your way out of the Graldok Bazaar you encountered Illiok The Brave and a pair of his cohorts, who were spoiling for trouble and demanded that you apologize even though you had done nothing to provoke them.
The heavily-fortified city of Graldok lies helpless in the throes of a recurring series of powerful and crippling dust storms that have raged for nearly a month. You have bravely offered your services to the city's steward, Thane Marindol, who is eager to accept the help of a bold and experienced adventurer...
While speaking with a farmer at the bazaar you are surprised to learn that he and several others narrowly escaped the deadly jaws of several fierce thurn-worms that burrowed up through one of their fields late last evening.
The house of Teagurn the Seer, in the harbour area of Tryndmoor
Description:
Explore what lies beneath the hatch in the back room of the Loch Leap alehouse, and search for the silver dragon statue shown you by Teagurn the Seer. Think dungeon, not cave.
80 MR is probably sufficient if you're skilled, or less if you have bonuses vs undead. If too low on one skill, then "required" fights vary up to 9@92 MR.
When the inebriated, braggart of a merchant rises unsteadily to his feet and staggers comically towards the alehouse door, your expert eyes are immediately drawn to the leather pouch dangling from his belt...
Captain Millark tells you that a particularly brutal mountain goblin warrior is tearing through defenders as he and a band of his bloodthirsty kin carve a path toward the village centre from the south...
Scouts have reported a large number of cave goblins moving out of the entrance of one of Silverwysp's abandoned ore mines...you are sent to investigate....
The gruesome spectre, its ghostly blade dripping with the blood of the recently slain, unleashes a fearsome shriek as it soars across the battlefield towards you...
While the vast majority of Runeskin's army has been driven from the field of battle, the captain is still overseeing his forces as they scour the areas north, east, and south of the village for any lingering sign of the enemy...The low, pulsing hum of the Shadow Path form the southeast corner of what was once the tavern's common room causes a deep sense of dread to well up from within you.
At long last, you take your leave of Captain Millark and the village of Silverwysp, content to know that at least for now, Runeskin has been thwarted...
In his private room at the back of Cinder Hall, the elder Thumbrelk tells you that two of his best miners have recently gone missing while exploring a nearby cave -- a task they undertook at his behest.
You step away from the bottom of the steep, narrow ledge and find yourself staring along a cavernous passage that extends out of sight into the deep gloom of this desolate lair...
Zumryn introduces the man as Yoruth. He tells you that Yoruth is a bard who has made the arduous journey from Trithik to Iron Crown Isle to ply his cheerful trade amongst the island's ever-growing throng of glory-seeking visitors.
Difficulty:
Either 12+ under the scaled option or fairly easy checks requiring the skill of Thievery.
Weary from having spent a restless, uncomfortable night in the encampment, and now shivering in the unseasonal chill that grips the island, you make your way toward the maze of tents...
Perched atop an ornate stone slab in the northwest corner of the high-walled courtyard is the grand, life-size statue of a bearded man in flowing robes.
Difficulty:
With Gating (30+) all combat can be avoided, combat 9+ at 130