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4E The Nentir Vale: A Sandbox
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<blockquote data-quote="LostSoul" data-source="post: 4764522" data-attributes="member: 386"><p><strong>Quests</strong></p><p></p><p>Here is a list of Quests currently active. The idea is that the players will have to choose which ones to go after; they can't take them all. XP is set and doesn't scale. </p><p></p><p>Hopefully all the adversity I've built into the setting will prevent grinding out low-level Quests and dungeons for XP.</p><p></p><p>Even where I spelled out the success condition of a quest, I mean for them to be situations that can be resolved in whatever manner the players choose. Maybe I should fix them.</p><p></p><p>QUESTS (so far)</p><p></p><p>Winterhaven Quests:</p><p>Minor Quest, level 1: Cadon the Gentle, a farmer north of Winterhaven, had his farm raided. Find out who did this.</p><p></p><p>Major Quest, level 1: Winter falls on the Nentir Vale. The season's harvest was small due to the kobold raids, and Winterhaven is going to need supplies to make it through the winter. Resupply the town's stocks so no one will starve or freeze to death through the winter.</p><p></p><p>Minor Quest, level 1: Organize the defenses of Winterhaven.</p><p></p><p>Major Quest, level 3: Bandits plague the Gardbury Downs. Infiltrate their organization.</p><p></p><p>Major Quest, level 4: The cultists in the Cairngorms must be getting their supplies from somewhere. Find out who has been supplying them and stop the supply train.</p><p></p><p>Minor Quest, level 4: Uncover the spy in town.</p><p></p><p>Major Quest, level 4: Discover evidence of the cult in the Cairngorms.</p><p></p><p>Major Quest, level 5: With your old PCs gone, Winterhaven is without a leader - again. Take control of Winterhaven.</p><p></p><p>Major Quest, level 6: Clear the Cairngorms.</p><p></p><p>Major Quest, level 7: Clear the Gardbury Downs.</p><p></p><p>Minor Quest, level 7: Defeat the Bandits in the Gardbury Downs.</p><p></p><p>Major Quest, level 8: Save the old PCs, if possible.</p><p></p><p>Major Quest, level 12: Clear Lake Wintermist.</p><p></p><p>Minor Quest, level varies by encounter level: Defeat the powerful solitary monsters around Winterhaven (in the Cairngorms and the Gardbury Downs).</p><p></p><p>Fallcrest Quests:</p><p>Major Quest, level 1: You've heard about a dwarven armourer in Fallcrest (Teldorthan Goldcap) who lost a shipment of cargo along the King's Road, near the Cloak Woods. Among the shipment was a cured green dragon hide; he's offering 200 gp for anyone who can return it to him. Find the dragon hide.</p><p></p><p>Major Quest, level 2: Local legend has it that the Tower of Waiting in Fallcrest is haunted. Check it out, find out the truth.</p><p></p><p>Major Quest, level 3: The Lord Warden of Fallcrest, Faren Markelhay, is offering a bounty for kobold ears - 10gp per left ear, and 100gp for proof that the kobold leader has been slain.</p><p></p><p>Major Quest, level 4: Locals say that the Tombwood, in Fallcrest, is haunted. Clear out the undead.</p><p></p><p>Major Quest, level 4: Three centuries ago, a great hero named Aranda Markelhay obtained a charter to build a keep at the portage of the Nentir Falls. He named the tower he raised Moonstone Keep after the gift Eladrin from the Harken Forest gave to him - a sword the shone with the light of the moon, forged in the deep of the Feywild, blessed by Sehanine herself - the blade Moonbane. Legend has it that Aranda used the sword to slay the Nentir Wyrm and pacify the valley. The sword was passed down through the generations, until it was lost in the Bloodspear War. Recover the sword.</p><p></p><p>Major Quest, level 5: Lord Warden Markelhay and others in Fallcrest have political connections to the south, where Sir Kaldor and the Knights of Nerath have their power base. Convince them to exert some will to stop or delay Sir Kaldor's return in the spring.</p><p></p><p>Major Quest, level varies by dungeon level: During the last age, when Fallcrest was a small and prosperous city, generations of families used the bluffs between Hightown and Lowtown as burial crypts. Stories abound in town about treasure hoards hidden away in the crypts and the restless undead that guard them. Venture into these crypts and clear out each level one-by-one.</p><p></p><p>Other Quests:</p><p>Major Quest, level 2: The Woodsinger Clan elves who live in the Harken Forest have kept to themselves since the fall of Nerath. Gain their friendship and make them your allies.</p><p></p><p>Major Quest, level 2: Kalton Manor, half-finished and in ruins, has been abandonded for centuries. Stories tell of a hidden treasure - the old Kalton fortune - hidden in secret chambers beneath the ruined keep. Recover these treasures.</p><p></p><p>Major Quest, level 3: Goblins plague the Western edges of the Harken Forest from a keep named Daggerburg. Eliminate them.</p><p></p><p>Major Quest, level 6: Bandits are raiding the Trade Road from Fallcrest to Hammerfast. Do something to stop this - or take control of the bandits.</p><p></p><p>Major Quest, level 8: Eliminate the Woodsinger Clan.</p><p></p><p>Major Quest, level 8: Make the King's Road and Trade Road safe again.</p><p></p><p>Major Quest, level 15: Take control of the entire Nentir Vale. Unite it under your banner.</p><p></p><p>Minor Quest, level 15: Make your own suit of Wyrmscale armour.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4764522, member: 386"] [b]Quests[/b] Here is a list of Quests currently active. The idea is that the players will have to choose which ones to go after; they can't take them all. XP is set and doesn't scale. Hopefully all the adversity I've built into the setting will prevent grinding out low-level Quests and dungeons for XP. Even where I spelled out the success condition of a quest, I mean for them to be situations that can be resolved in whatever manner the players choose. Maybe I should fix them. QUESTS (so far) Winterhaven Quests: Minor Quest, level 1: Cadon the Gentle, a farmer north of Winterhaven, had his farm raided. Find out who did this. Major Quest, level 1: Winter falls on the Nentir Vale. The season's harvest was small due to the kobold raids, and Winterhaven is going to need supplies to make it through the winter. Resupply the town's stocks so no one will starve or freeze to death through the winter. Minor Quest, level 1: Organize the defenses of Winterhaven. Major Quest, level 3: Bandits plague the Gardbury Downs. Infiltrate their organization. Major Quest, level 4: The cultists in the Cairngorms must be getting their supplies from somewhere. Find out who has been supplying them and stop the supply train. Minor Quest, level 4: Uncover the spy in town. Major Quest, level 4: Discover evidence of the cult in the Cairngorms. Major Quest, level 5: With your old PCs gone, Winterhaven is without a leader - again. Take control of Winterhaven. Major Quest, level 6: Clear the Cairngorms. Major Quest, level 7: Clear the Gardbury Downs. Minor Quest, level 7: Defeat the Bandits in the Gardbury Downs. Major Quest, level 8: Save the old PCs, if possible. Major Quest, level 12: Clear Lake Wintermist. Minor Quest, level varies by encounter level: Defeat the powerful solitary monsters around Winterhaven (in the Cairngorms and the Gardbury Downs). Fallcrest Quests: Major Quest, level 1: You've heard about a dwarven armourer in Fallcrest (Teldorthan Goldcap) who lost a shipment of cargo along the King's Road, near the Cloak Woods. Among the shipment was a cured green dragon hide; he's offering 200 gp for anyone who can return it to him. Find the dragon hide. Major Quest, level 2: Local legend has it that the Tower of Waiting in Fallcrest is haunted. Check it out, find out the truth. Major Quest, level 3: The Lord Warden of Fallcrest, Faren Markelhay, is offering a bounty for kobold ears - 10gp per left ear, and 100gp for proof that the kobold leader has been slain. Major Quest, level 4: Locals say that the Tombwood, in Fallcrest, is haunted. Clear out the undead. Major Quest, level 4: Three centuries ago, a great hero named Aranda Markelhay obtained a charter to build a keep at the portage of the Nentir Falls. He named the tower he raised Moonstone Keep after the gift Eladrin from the Harken Forest gave to him - a sword the shone with the light of the moon, forged in the deep of the Feywild, blessed by Sehanine herself - the blade Moonbane. Legend has it that Aranda used the sword to slay the Nentir Wyrm and pacify the valley. The sword was passed down through the generations, until it was lost in the Bloodspear War. Recover the sword. Major Quest, level 5: Lord Warden Markelhay and others in Fallcrest have political connections to the south, where Sir Kaldor and the Knights of Nerath have their power base. Convince them to exert some will to stop or delay Sir Kaldor's return in the spring. Major Quest, level varies by dungeon level: During the last age, when Fallcrest was a small and prosperous city, generations of families used the bluffs between Hightown and Lowtown as burial crypts. Stories abound in town about treasure hoards hidden away in the crypts and the restless undead that guard them. Venture into these crypts and clear out each level one-by-one. Other Quests: Major Quest, level 2: The Woodsinger Clan elves who live in the Harken Forest have kept to themselves since the fall of Nerath. Gain their friendship and make them your allies. Major Quest, level 2: Kalton Manor, half-finished and in ruins, has been abandonded for centuries. Stories tell of a hidden treasure - the old Kalton fortune - hidden in secret chambers beneath the ruined keep. Recover these treasures. Major Quest, level 3: Goblins plague the Western edges of the Harken Forest from a keep named Daggerburg. Eliminate them. Major Quest, level 6: Bandits are raiding the Trade Road from Fallcrest to Hammerfast. Do something to stop this - or take control of the bandits. Major Quest, level 8: Eliminate the Woodsinger Clan. Major Quest, level 8: Make the King's Road and Trade Road safe again. Major Quest, level 15: Take control of the entire Nentir Vale. Unite it under your banner. Minor Quest, level 15: Make your own suit of Wyrmscale armour. [/QUOTE]
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