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Adventure Quests

Contents


Chapter 1

The Long Shore [Story]

You wake on cold white sand with no memory of how you came ashore, only a faint burning mark on your hand. The Shore gives you no time to wonder: crabs scuttle over the sand, snakes slither after the scorpion queens, and every queen keeps a knot of poison scorpions at her side. Make the beach passable.

Objectives

  • Slay 8 Beach Crab.
  • Slay 10 Snake.
  • Slay 6 Poison Scorpion.

Rewards

Tide of Brigands [Story]

Smoke drifts over the beach where raiders have come ashore. Pirates and piratesses are the commonest foes on the Shore sand around Gull's Landing, so you will not search long. Drive the sea-raiders back into the surf.

Objectives

  • Slay 8 Pirate.
  • Slay 8 Piratess.

Rewards

The Bandit Skirmishers [Story]

Inland, where the beach gives way to the open grass of the Plains, bandit gangs roam behind their leaders. While a Bandit Leader lives, fresh brutes and archers keep running to his side, so there is no need to rush him. Scatter the skirmishers first.

Objectives

  • Slay 6 Bandit.
  • Slay 6 Bandit.

Rewards

The Bandit Mystics [Story]

Every Bandit Leader on the Plains keeps wizards and assassins in his gang: the wizards shoot from a distance while the assassins lob bombs. He calls new ones for as long as he lives, so fell five of each before you strike him down.

Objectives

  • Slay 5 Bandit.
  • Slay 5 Bandit.

Rewards

Head of the Snake [Story]

The Bandit Leader counts his plunder out on the open plains, never far from his gang. He rushes in shooting, then circles you hurling bombs. Keep moving, cut him down, and the coast road is free once more.

Objectives

  • Slay Bandit Leader.

Rewards

Sting of the Sands [Story]

Armored backs and raised stingers dot the beach: scorpion queens nest on the warm Shore sand, each ringed by her poison brood. Cull eight of them. Where a queen dies, the sand sometimes gives way to something deeper.

Objectives

  • Slay 8 Scorpion Queen.

Rewards

Into the Hermit Crab Lair [Story]

Roughly one scorpion queen in three leaves a rift to the Hermit Crab Lair where she dies, a hidden cove the crab has claimed for itself. Step through it, or open one with a Hermit Crab Lair Key from the Dungeon Dweller in the Nexus.

Objectives

  • Enter Hermit Crab Lair.

Rewards

Crack the Hermit Crab [Story]

At the cove's heart the Hermit Crab snaps its claws and spins its shells at anyone who comes near. Learn its moves, crack its shell and claim the cove.

Objectives

  • Slay Hermit Crab.

Rewards

Gelatinous Menace [Story]

Past the beach, where the sand gives way to open grass before the trees, the Plains quiver with jelly cubes of red, blue and green. They make up most of what lives there and swallow whatever wanders close. Burst five of every hue.

Objectives

  • Slay 5 Red Jelly Cube.
  • Slay 5 Blue Jelly Cube.
  • Slay 5 Green Jelly Cube.

Rewards

Into the Slime Domain [Story]

Now and then a bursting cube leaves behind a quivering gateway of light and ooze: the Slime Domain, where radiant slimes gather in waves. Keep bursting cubes on the Plains until one opens, then step inside.

Objectives

  • Enter Slime Domain.

Rewards

The Radiant Brood [Story]

Inside the Slime Domain the radiant slimes come in four waves: red and blue from the first, green only in the third and fourth, and just two greens a visit. Clear the Domain as often as it takes to burst six of each color.

Objectives

  • Slay 6 Blue Radiance Slime.
  • Slay 6 Red Radiance Slime.
  • Slay 6 Green Radiance Slime.

Rewards

The Slime Crest [Story]

When the Slime Domain's fourth and last wave falls, a crest rises at the heart of the arena, meant for you alone, and certain to appear if you wear none yet. Walk up to it and accept it: its blessing stays with you until you choose another.

Objectives

  • Activate Crest of Slime.

Rewards

Twin Lights of the Domain [Story]

The Domain's light pours from two masters who dwell deeper, in the Slime Lair: the Radiant Seraphim and the Shadowlight Devourer. Its gate oozes from Mother Slimes far off in the Desert, or buy a Slime Lair Key from the Dungeon Dweller in the Nexus. End their endless dance.

Objectives

  • Slay Radiant Seraphim.
  • Slay Shadowlight Devourer.

Rewards

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Chapter 2

The Road to Sandgate [Story]

The shore gives way to deep green forest. Follow the road south-west from Gull's Landing to Sandgate Post, the timber trading post on the forest's edge, and touch its waystone.

Objectives

  • Enter Sandgate Post.

Rewards

A Spark in the Greenwood [Story]

Around Sandgate Post the shore gives way to old pines, and the mark on your hand smolders beneath them. Bats wheel between the branches in flocks, swarms whine out of the undergrowth and rocker golems grind among the trunks. Steady your nerves on them before anything worse finds you.

Objectives

  • Slay 8 Bat.
  • Slay 6 Swarm.
  • Slay 5 Rocker Golem.

Rewards

The Orc Warband [Story]

Each Orc Lord in the Forest marches with his own warband: four noblemen, two sorcerers, one mage and a single apprentice, and none are replaced once they fall. Break band after band until the ranks are thin; you will need about six.

Objectives

  • Slay 6 Orc Apprentice.
  • Slay 5 Orc Nobleman.
  • Slay 4 Orc Mage.
  • Slay 4 Orc Sorcerer.

Rewards

Warlord of the Pines [Story]

With his warband scattered, the Orc Lord stands alone among the pines, armor gleaming with stolen gold. His wounds knit while he fights, so press him without pause and cut the warlord down.

Objectives

  • Slay Orc Lord.

Rewards

A Hole in the Roots [Story]

Sandgate's stores are gnawed hollow, and the tracks lead back to the coast. Stray rats sometimes scurry over the Shore sand; kill one and it may leave a hole behind that drops into their warren, The Rat Nest of Squeak. Climb in.

Objectives

  • Enter The Rat Nest of Squeak.

Rewards

Squeak No More [Story]

Two dozen rats squeak through the nest's tunnels, and at their heart sits the bloated Mother Rat, ringed by her brood. Clear a path through the vermin and end the infestation at its source.

Objectives

  • Slay 12 Rat.
  • Slay Mother Rat.

Rewards

Spores and Tricksters [Story]

Deeper in the Forest the air turns sweet and wrong. Man-sized toadstools of red and yellow exhale glittering spores, while the rarer floral sprites mend whatever fights beside them, so strike a sprite first whenever you spot one.

Objectives

  • Slay 6 Yellow Sentient Toadstool.
  • Slay 6 Red Sentient Toadstool.
  • Slay 5 Floral Sprite.

Rewards

The Petrifying Gaze [Story]

Cockatrices and dirt giants both roam the Forest. Travelers swear the cockatrice's stare turns flesh to stone, but its barbs only make you bleed, while a giant's blows slow your step. Bring down six cockatrices and four giants.

Objectives

  • Slay 6 Cockatrice.
  • Slay 4 Dirt Giant.

Rewards

The Masked Tribe [Story]

A masked tribe hunts all through the Greenwood, and its spearmen and hunters are among the commonest foes beneath the trees. The spearmen hold the trails while the hunters loose from a distance. Break their hunting grounds.

Objectives

  • Slay 6 Masked Spearman.
  • Slay 6 Masked Hunter.

Rewards

Rite of the Masks [Story]

The tribe's shamans trail behind their spearmen, chanting over the green slimes that ooze across the same forest floor. Silence the shamans, scatter the slimes, and the tribe's secret is yours.

Objectives

  • Slay 5 Masked Shaman.
  • Slay 8 Green Slime.

Rewards

Into the Boars' Lair [Story]

Cockatrices and mosswalkers leave a shimmering portal to the Boars' Lair one time in four when they fall; orc lords, dirt giants, rootwraiths and living timberkin sometimes do. Step through and follow the muddy tunnel down.

Objectives

  • Enter Boars' Lair.

Rewards

The Feral Boar [Story]

The ground shakes as the Feral Boar charges from its wallow at the bottom of the Boars' Lair, tusks like scythes. The piglets squealing around it are only a distraction. Stand your ground and put the beast down, and the way into the Forest District opens.

Objectives

  • Slay Feral Boar.

Rewards

The Forest District [Story]

Beyond the Feral Boar's wallow lies the Forest District, and his fall opens the way in. Step through into its maze of hedgerows and elven warrens.

Objectives

  • Enter Forest District.

Rewards

Elves of the Maze [Story]

The hedgerow elves of the Forest District do not take kindly to trespassers. Archers, mages and rogues crowd every lane, shamans are few and far between, and wild boars crash through the brush with piglets at heel; thin ten of those here, for the Feral Boar's own squealers will not do. Carve a path through the maze.

Objectives

  • Slay 6 Forest Elf Archer.
  • Slay 5 Forest Elf Mage.
  • Slay 5 Forest Elf Rogue.
  • Slay 4 Forest Elf Shaman.
  • Slay 6 Wild Boar.
  • Slay 10 Wild Boar Piglet.

Rewards

Wardens of the Wood [Story]

The oldest things in the Greenwood wake in fury: mosswalkers, rootwraiths and the rarer living timberkin. Seek a grove where every leaf has died; its Decaying Timberkin sheds will-o'-wisps once badly wounded. Lay the ancient wardens to rest, and the forest is yours to leave.

Objectives

  • Slay 4 Mosswalker.
  • Slay 3 Living Timberkin.
  • Slay 3 Rootwraith.
  • Slay 6 Will-o'-wisp.
  • Slay Decaying Timberkin.

Rewards

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Chapter 3

Across the Riverwatch [Story]

Past Sandgate the road crosses the river at the Riverwatch Toll and runs into the desert. Make the crossing and find Amberwell Bazaar, the oasis market beyond, and touch its waystone.

Objectives

  • Enter Amberwell Bazaar.

Rewards

The Sunscorched Wastes [Story]

Sidewinders hide all over the open Desert. The rolling desert and sand cubes never roam it: they guard the halls of the Bastions Lair, only a few per visit, so plan on two. Giant sand tortoises always leave its gate behind when they die.

Objectives

  • Slay 12 Sidewinder Snake.
  • Slay 6 Desert Cube.
  • Slay 6 Sand Cube.

Rewards

Mother of Oozes [Story]

The slimes did not end at the sea. Bloated Mother Slimes drag themselves across the Desert, and each bursts into four wailing babies as she dies, untouchable for a heartbeat while they scatter. Put down the matriarchs and their spawn before they overrun the wells.

Objectives

  • Slay 10 Baby Slime.
  • Slay 4 Mother Slime.

Rewards

Into the Slime Lair [Story]

A dying Mother Slime usually leaves a sticky descent behind, and her babies sometimes do: the way into the Slime Lair, a deeper and older corruption than the Domain you cleared by the sea. Brave its dripping halls.

Objectives

  • Enter Slime Lair.

Rewards

Ghosts of the Dunes [Story]

At dusk the Desert grows crowded with the dead. Pale Desert Ghosts drift over the open sand, mourning a city the dunes swallowed long ago, and where each one fades the sand opens onto a stair. Lay twelve of the restless spirits to rest.

Objectives

  • Slay 12 Desert Ghost.

Rewards

The Sandsurge [Story]

The dunes themselves rise up. Sandsurge Behemoths, rare mountains of churning sand, burrow beneath the open Desert and shrug off most harm while buried. Wait for each to break the surface, then bring the giant down before it buries the living.

Objectives

  • Slay 5 Sandsurge Behemoth.

Rewards

Into the Centipedes' Lair [Story]

Something enormous has made the crypts its home. Desert Ghosts and Sandsurge Behemoths leave a stair down to it. Inside the Crypt District, kill every last crawler and a segmented passage opens near where you came in; the rare baby death centipede opens one half the times it dies. Follow the tunnel down.

Objectives

  • Enter Centipedes' Lair.

Rewards

The Death Centipede [Story]

It uncoils from the gloom only when you draw near: the Death Centipede, a writhing length of armored death longer than a war-galley. Only its head must die. Sever it, end the terror beneath the crypts, and the way into the Crypt District opens.

Objectives

  • Slay Death Centipede.

Rewards

The Crypt District [Story]

Every Desert Ghost you lay to rest leaves a black marble stair to the Centipedes' Lair behind it, and so does every Sandsurge Behemoth. Beat the Death Centipede below and the way opens to the Crypt District. Go on into the necropolis of the buried city and disturb what sleeps within.

Objectives

  • Enter Crypt District.

Rewards

Things That Crawl [Story]

The Crypt District's tombs teem with carrion-things. Death beetles and death scorpions are easy to find, but their winged and poisonous kin are rare, so you may need more than one descent. Clear the swarming dark.

Objectives

  • Slay 6 Death Beetle.
  • Slay 5 Winged Death Beetle.
  • Slay 6 Death Scorpion.
  • Slay 5 Poison Death Scorpion.

Rewards

Whispers in the Sand [Story]

A different wrongness haunts the Desert. Hooded occultists chant over buried idols while sentient cacti guard the rite, passing for ordinary cacti until you step close. Disrupt the cultists and their thorned guardians.

Objectives

  • Slay 8 Occultist.
  • Slay 8 Sentient Cactus.

Rewards

The Thorned Phantoms [Story]

The cult's magic has called up Phantom Cacti that wake and blind whoever comes near. The small sand tortoises never wander alone: they trail the giant tortoises of the Desert, which hatch new ones as fast as you crack them. Banish the phantoms and break the shells.

Objectives

  • Slay 8 Phantom Cactus.
  • Slay 8 Sand Tortoise.

Rewards

The Haunted Lair [Story]

Every Phantom Cactus that falls leaves a portal to the Haunted Lair, and occultists often do. Step into the candlelit tomb-temple where a spirit-lord binds the dead to his will.

Objectives

  • Enter Haunted Lair.

Rewards

Bones and Candleflame [Story]

The bones Sephiran raises in his candlelit Haunted Lair crumble before they can be counted, but the dead he stirs walk the Crypt District too. Shrouded Unknown Survivors are among the commonest things in its tombs; lay twelve of them to rest.

Objectives

  • Slay 12 Unknown Survivor.

Rewards

Sephiran, Controller of Spirits [Story]

At the Haunted Lair's altar waits Sephiran, Controller of Spirits, the will behind every walking corpse in the wastes. He wakes when you come near, and his blue candles fight at his side. Cut the strings that bind the desert dead and close the first leg of your journey.

Objectives

  • Slay Sephiran, Controller of Spirits.

Rewards

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Chapter 4

The Crossroads [Story]

The desert road splits where three caravan trails meet. Travel north-west from Amberwell to the walled Crossroads Caravanserai and touch its waystone.

Objectives

  • Enter Crossroads Caravanserai.

Rewards

Golems of the Deep Desert [Story]

Sand Golems are the commonest guardians of the open Desert, animated by a magic that will not die, and their blows leave you sick. Grind ten back to dust; now and then one leaves a gate to the old kingdom's citadel as it crumbles.

Objectives

  • Slay 10 Sand Golem.

Rewards

Shells of the Ancients [Story]

Giant Sand Tortoises are rare on the open Desert, each trailed by a few small tortoises, and every one that falls leaves the gate to the Bastions Lair behind. Topple five of the ancient beasts.

Objectives

  • Slay 5 Giant Sand Tortoise.

Rewards

Nomads of the Waste [Story]

Nomad archers and ragged ghouls scavenge the open Desert between the caravan towns. The archers keep their distance and their arrows pin you in place; the ghouls shamble close. Drive the scavengers off the sands, and mind what some of them leave behind.

Objectives

  • Slay 8 Archer Nomad.
  • Slay 8 Ragged Ghoul.

Rewards

The Lustrous Bastion [Story]

The old kingdom's citadel still hums beneath the sand. Its gate rises wherever a giant sand tortoise falls, and sometimes where a sand golem does. Enter the Bastions Lair and find its keeper.

Objectives

  • Enter Bastions Lair.

Rewards

Warden of the Bastion [Story]

Deep within the Bastions Lair, the Warden of the Lustrous Bastion waits on his throne of light and will not stir until you stand at his feet. Step close, weather the defenders he summons, and release him from his endless watch.

Objectives

  • Slay Warden of the Lustrous Bastion.

Rewards

The Bastion's Palace [Story]

When the Warden of the Lustrous Bastion falls, a portal to the Bastions Palace opens where he stood, every time. Climb into the royal heart of the buried kingdom, where the air thrums with ancient wardings.

Objectives

  • Enter Bastions Palace.

Rewards

The Ancient Totem [Story]

Upon the Palace throne sits no king, but Primaeval, the Ancient Totem, a colossus of gold and stone older than the kingdom built around it. It stirs only when you come within reach. Throw down the idol-god and claim the palace's heart.

Objectives

  • Slay Primaeval The Ancient Totem.

Rewards

Grave Nomads [Story]

Out on the open Desert, the nomad clans' rogues and mages traffic with the dead. Rogues vanish from sight to strike; mages grow frantic once wounded. Cut down the grave-nomads, and watch the ground where they fall.

Objectives

  • Slay 8 Rogue Nomad.
  • Slay 8 Mage Nomad.

Rewards

The Ghoulron Awakens [Story]

The Desert Ghoulron itself wakes only inside desert-themed expeditions, but its lesser kin roam the open Desert: Crooked Ghouls, tougher than their ragged cousins. Put six of them down before the abomination stirs.

Objectives

  • Slay 6 Crooked Ghoul.

Rewards

The Undead Domain [Story]

Rogue and mage nomads sometimes leave a veil to the Undead Domain where they fall, about one time in seven. Step beyond it into the kingdom of the grave, or open one with an Undead Domain Key from the Dungeon Dweller in the Nexus.

Objectives

  • Enter Undead Domain.

Rewards

Phantoms of the Domain [Story]

Black and white phantoms drift in the Domain's first wave, and every Spectral Phantom calls up more of them while it lives.

Objectives

  • Slay 8 Black Phantom.
  • Slay 8 White Phantom.
  • Slay 4 Spectral Phantom.

Rewards

The Marching Dead [Story]

From the Domain's second wave on, embalmed mummies march beside reapers that harvest the careless. The spectral mummies come last, in the fourth wave, rising around a walking tombstone. Break the procession of the dead.

Objectives

  • Slay 10 Undead Mummy.
  • Slay 6 Undead Reaper.
  • Slay 5 Spectral Undead Mummy.

Rewards

Tombs That Walk [Story]

Only one Spectral Reanimation Tombstone lurches upright per visit to the Undead Domain, in its fourth and final wave, spewing spectral mummies as it goes. Clear the Domain five times and shatter one each time.

Objectives

  • Slay 5 Spectral Reanimation Tombstone.

Rewards

The Undead King [Story]

The Undead King Mummy does not wait on a throne: crowned kings lead the Domain's second wave, two at a time, each ringed by mummies, and return in every wave after. Topple one and the kingdom of graves falls silent at last.

Objectives

  • Slay Undead King Mummy.

Rewards

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Chapter 5

The Last Redoubt [Story]

At the far south-western end of the desert stands one last fort against the dunes. Follow the road from the Crossroads to the Sunward Redoubt and touch its waystone.

Objectives

  • Enter Sunward Redoubt.

Rewards

The Magma Road [Story]

The smugglers' road runs through the dunes, and Magma Golems stalk every stretch of it. Crack their molten cores. Now and then a fallen golem leaves a glowing passage down to the Pirate Lair.

Objectives

  • Slay 10 Magma Golem.

Rewards

Crooked Company [Story]

Crooked Ghouls shamble across the Desert, corpses the pirates raised to watch over their smuggling trails. Put them to rest. Some still carry the way to the Pirate Lair and drop its portal when they fall.

Objectives

  • Slay 10 Crooked Ghoul.

Rewards

Wyrm of the Dunes [Story]

The pirates keep pets in the dunes: Verdant Wyrms, green and rare, that swallow whoever strays too far into the sand. Hunt them wherever they surface. A slain wyrm often leaves the way to the Pirate Lair open.

Objectives

  • Slay 5 Verdant Wyrm.

Rewards

The Iron Battery [Story]

Redbeard has dragged Giant Cannons out across the dunes, iron mouths trained on the sand. Spike the guns. Every cannon you silence leaves a pirate gateway smoking behind it, most often to his castle, sometimes to his cave.

Objectives

  • Slay 8 Giant Cannon.

Rewards

The Pirate Lair [Story]

The Pirate Lair has no fixed door. Its portal falls from the Desert's Magma Golems, Crooked Ghouls and Verdant Wyrms and from the Shore District's pirates, or buy a Pirate Lair Key from the Dungeon Dweller in the Nexus. Wade into the smugglers' den.

Objectives

  • Enter Pirate Lair.

Rewards

Press-Ganged [Story]

Redbeard keeps no crew in his cave; his press gangs work the Shore instead. Pirates and piratesses are the commonest foes on the sand around Gull's Landing, dragging whoever they catch aboard. Break the gangs before they fill another ship.

Objectives

  • Slay 10 Pirate.
  • Slay 8 Piratess.

Rewards

The Ship's Crew [Story]

Redbeard lost half his crew to the sands, and they never stopped working: they haul his plunder over the dunes as Desert Ghosts, guarded by the Archer Nomads he pays in stolen gold. Lay eight ghosts to rest and drive off six archers.

Objectives

  • Slay 8 Desert Ghost.
  • Slay 6 Archer Nomad.

Rewards

Veterans of the Cove [Story]

Redbeard's oldest hands never leave his service. The veterans he could not keep alive scavenge the open Desert as Ragged Ghouls, and the rogue nomads who took his coin prowl the same sands, vanishing from sight to strike. Break the old guard of the cove.

Objectives

  • Slay 6 Ragged Ghoul.
  • Slay 6 Rogue Nomad.

Rewards

The Captain's Guard [Story]

Redbeard buried his hoard where the Desert's giants nest and lets them guard it for him: Sandsurge Behemoths and Giant Sand Tortoises. Both are rare, so search the whole Desert. Fell three of each and Redbeard will have no one left to hide behind.

Objectives

  • Slay 3 Sandsurge Behemoth.
  • Slay 3 Giant Sand Tortoise.

Rewards

Redbeard, the Pirate King [Story]

He waits at the heart of the Pirate Lair, cutlass in one hand and a lit fuse in the other. Wound him badly and Redbeard turns the cave's own cannons on you. Take his head, and his crown with it.

Objectives

  • Slay Redbeard, The Pirate King.

Rewards

The Pirate Castle [Story]

Redbeard's death is not the end. Where the Pirate King falls, the way to the Shore District opens, and its Giant Cannons always leave a storm-wracked gateway to the Pirate Castle. Clearing the whole district opens it too, and the Desert's Giant Cannons often leave the same gate behind. Cross to the castle.

Objectives

  • Enter Pirate Castle.

Rewards

Redbeard the Mad Pirate King [Story]

Redbeard the Mad Pirate King rules the Pirate Castle from beyond the grave, laughing through the smoke of his own cannons. Climb to his ruined throne room and end his reign to still the Crimson Tides for good.

Objectives

  • Slay Redbeard The Mad Pirate King.

Rewards

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Chapter 6

Beyond the Thawline [Story]

North of the Crossroads the road climbs through the Thawline Gate, where the sand gives way to snow. Cross into the frozen tundra, find Emberwatch Hold and touch its waystone.

Objectives

  • Enter Emberwatch Hold.

Rewards

The Frostbound Frontier [Story]

Beyond the Thawline Gate lies the Frozen Tundra, and frost-born things stalk its white silence. Frostborn Husks, Frostborn Wisps and Young Ice Soldiers roam all across the snow. Survive your first night in the cold.

Objectives

  • Slay 10 Frostborn Husk.
  • Slay 8 Frostborn Wisp.
  • Slay 8 Young Ice Soldier.

Rewards

Wandering Cold [Story]

Igloos walk the tundra on their own, and golems of glacier-ice lurch beside them. Both hold a buried fortress in their frozen hearts: bring enough of them down and one will open the way into the Granite Citadel Lair.

Objectives

  • Slay 6 Wandering Igloo.
  • Slay 6 Ice Golem.

Rewards

Paper and Frost [Story]

Among the ice-golems of the snowfields shamble Paper Golems, brittle constructs scrawled with frost-runes. Tear the paper sentinels apart. Now and then their runes spell out the gate to the Granite Citadel Lair.

Objectives

  • Slay 6 Paper Golem.

Rewards

The Granite Citadel [Story]

Wandering Igloos, Ice Golems and Paper Golems of the Frozen Tundra can drop the portal to the Granite Citadel Lair, a frozen keep where a dragon long thought dead has gone to ground. The Dungeon Dweller also sells its key.

Objectives

  • Enter Granite Citadel Lair.

Rewards

Kharanos, the Lost Dragon [Story]

In the frozen vault of the Granite Citadel Lair coils Kharanos, the Lost Dragon, his scales rimed with centuries of ice. Wake the slumbering wyrm and lay him to his final rest.

Objectives

  • Slay Kharanos, the Lost Dragon.

Rewards

Mystics of the Snow [Story]

The tundra has its sorcerers. High Cryomancers freeze the air to glass, and Snow Banshees wail loud enough to stop a heart. Silence them across the snowfields, and mark where they fall: some leave a doorway of drowned light.

Objectives

  • Slay 8 High Cryomancer.
  • Slay 6 Snow Banshee.

Rewards

The Glowing Reef [Story]

The tundra's cold spirits carry the sea inside them. Frostborn Wisps, High Cryomancers and Snow Banshees sometimes leave a portal of cold light when they die: the Glowing Reef, a drowned garden of luminous, venomous life.

Objectives

  • Enter Glowing Reef.

Rewards

Bloom of Jellyfish [Story]

The reef's jellyfish are born of its heart. All through the fight, the great Glowing Reef Jellyfish casts off blue, pink and green young. Thin the glowing bloom as it drifts from its mother, before it can reach the surface.

Objectives

  • Slay 8 Blue Jellyfish.
  • Slay 8 Pink Jellyfish.
  • Slay 8 Green Jellyfish.

Rewards

Heart of the Reef [Story]

The Glowing Reef Jellyfish hangs at the heart of the Glowing Reef, vast and translucent, lit like a drowned cathedral. Snuff out the great light. Its death opens the way to the deeper Radiant Reef.

Objectives

  • Slay Glowing Reef Jellyfish.

Rewards

Spirits of the Tempest [Story]

Tempest Sprites crackle over the tundra snows, and their storms smell of rot and warm bog-water. Scatter the storm-spirits. Every so often one bursts into a portal of green gas that leads somewhere far warmer.

Objectives

  • Slay 10 Tempest Sprite.

Rewards

The Swamp Domain [Story]

Frostborn Husks and Tempest Sprites of the Frozen Tundra sometimes belch up a portal of green gas: the Swamp Domain, a rotting hothouse where fungus and insect rule together. The Dungeon Dweller sells its key as well.

Objectives

  • Enter Swamp Domain.

Rewards

Buzz of the Mire [Story]

The Domain hums with wings. Hold out through its early waves and a Mother Wasp arrives, loosing blue and orange swarms from her hive. Only two come each visit, so you may need to return. Smoke out the hive.

Objectives

  • Slay 4 Mother Wasp.
  • Slay 8 Blue Wasp.
  • Slay 8 Orange Wasp.

Rewards

Keepers of the Bog [Story]

Wave after wave, the Swamp Domain sends out its keepers: green and brown toadstools beside the bog's own hunters, mages and sorcerers. Each visit brings only a few toadstools and sorcerers, so hold the arena to its final wave more than once and clear them from the heart of the rot.

Objectives

  • Slay 6 Green Toadstool.
  • Slay 6 Brown Toadstool.
  • Slay 5 Swamp Hunter.
  • Slay 5 Swamp Mage.
  • Slay 5 Swamp Sorcerer.

Rewards

The Red Toadstool [Story]

The Red Toadstool rises in the last waves of the Swamp Domain, a fungal titan that leaps on its prey and splits the ground where it lands. Burn out the rot at its root and close the Frostbound Frontier behind you.

Objectives

  • Slay Red Toadstool.

Rewards

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Chapter 7

The Western Tarn [Story]

From Emberwatch a road runs far to the west across the ice to a hamlet by a frozen tarn. Find Rime Tarn and touch its waystone.

Objectives

  • Enter Rime Tarn.

Rewards

Oddities of the Ice [Story]

The tundra breeds things that should not be: igloos that wander on their own, golems folded from old paper, banshees wailing across the snow. Hunt the frost's strangest residents before they hunt you.

Objectives

  • Slay 4 Wandering Igloo.
  • Slay 4 Paper Golem.
  • Slay 4 Snow Banshee.

Rewards

Elementals of the North [Story]

Frostborn Wisps, Tempest Sprites and Ice Golems roam the Frozen Tundra, raw elementals riding the blizzard winds. Banish them wherever the snow lies thick and steady the frozen wastes.

Objectives

  • Slay 4 Frostborn Wisp.
  • Slay 4 Tempest Sprite.
  • Slay 3 Ice Golem.

Rewards

Shamans and Apprentices [Story]

Three-eyed shamans and young ice-mages chant across the tundra to something that buzzes beneath the snow. Disrupt their rites. Now and then a fallen chanter leaves open the hive-door they were calling.

Objectives

  • Slay 8 Triclops Shaman.
  • Slay 8 Young Ice Mage.

Rewards

The Nest Lair [Story]

The hive's first ruler holds court in the Nest Lair, behind a sealed comb of gold. Triclops Shamans and Young Ice Mages of the Frozen Tundra sometimes drop its portal, and battle bees carry the seal on their stingers. Break the seal.

Objectives

  • Enter Nest Lair.

Rewards

The Honey Emperor [Story]

The Honey Emperor sits bloated on his throne of wax in the Nest Lair, drowning intruders in floods of golden ichor. Cut him down, and his fall unseals the way into the Nest District.

Objectives

  • Slay Honey Emperor.

Rewards

The Nest District [Story]

Beyond the Nest Lair lies the Nest District, an enormous hive grown beneath the ice, and the Honey Emperor's fall opens the way in. The Dungeon Dweller sells its key too. Step into the droning dark.

Objectives

  • Enter Nest District.

Rewards

Hive of Battle [Story]

The Nest District swarms with honey bees beyond counting and battle bees in lacquered armor. Rarest of all is the golden bee, fat with stolen power. Few ever see one, so sweep every district you raid.

Objectives

  • Slay 8 Battle Bee.
  • Slay 10 Honey Bee.
  • Slay Golden Bee.

Rewards

The Nest Palace [Story]

Somewhere in the Nest District a Giant Bee guards the deepest comb, and its death splits open the Nest Palace, the queen's own sanctum, dripping with royal jelly and fury. A district swept clean of bees opens it too. Ascend to the palace.

Objectives

  • Enter Nest Palace.

Rewards

The Queen Bee [Story]

The Queen Bee rises from her cell in the Nest Palace, vast and gravid, the true mind behind the entire hive. End her and the droning under the ice falls silent forever.

Objectives

  • Slay Queen Bee.

Rewards

Wintercall's Wrath [Story]

When the air becomes colder, Wintercall, the Frozen Calamity, has come to the Frozen Tundra. Seek its ring of blue-flamed torches on the ice and bring the living blizzard to heel. Its death tears open a rift.

Objectives

  • Slay Wintercall The Frozen Calamity.

Rewards

The Tundra [Story]

Wintercall always leaves the portal to the Tundra when it dies: an endless frozen waste ruled by a monarch of ice and a court of masked hunters. The Dungeon Dweller sells a Tundra Key too. Cross into the true north.

Objectives

  • Enter Tundra.

Rewards

Masks of the Tundra [Story]

Inside the Tundra, the monarch's court hides behind frozen masks. Shamans, spearmen and hunters melt into the whiteout to strike. Unmask the court before you face their king.

Objectives

  • Slay 6 Masked Tundra Shaman.
  • Slay 6 Masked Tundra Spearman.
  • Slay 6 Masked Tundra Hunter.

Rewards

Young Wolves of Winter [Story]

Past Wintercall's rift, the Tundra raises its own young to war: apprentice mages and soldiers march, bats wheel in the cold and sprites dance on the frost. Thin the monarch's rising generation.

Objectives

  • Slay 8 Young Tundra Mage.
  • Slay 8 Young Tundra Soldier.
  • Slay 8 Tundra Bat.
  • Slay 8 Tundra Sprite.

Rewards

The Frost Monarch [Story]

The Frost Monarch rules the Tundra, crowned in living ice and ringed by the frost crystals he calls to his side. Cast down the monarch and the long winter of your journey finally breaks.

Objectives

  • Slay The Frost Monarch.

Rewards

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Chapter 8

The Last Hearth [Story]

East of Emberwatch, past the dark lake, a lone hamlet keeps its fires burning. Find Frosthearth and touch its waystone.

Objectives

  • Enter Frosthearth.

Rewards

The Spectres' Guardian [Story]

Older powers test the realm now. Across the Desert and the Frozen Tundra, patches of shadowed rock mark where a Spectres' Guardian keeps its post, sentinel of a forgotten prison. Strike it down and follow it into the dark.

Objectives

  • Slay Spectres' Guardian.

Rewards

The Spectres' Lair [Story]

Every Spectres' Guardian leaves the portal to the Spectres' Lair when it falls: a hall of mirrors where the dead refuse to lie still. The Dungeon Dweller sells its key too. Enter the haunted vault.

Objectives

  • Enter Spectres' Lair.

Rewards

Orbs of the Damned [Story]

The orbs the Phantasmic Mage conjures in the Spectres' Lair burst on their own before they can be counted. The souls it hunts still drift free over the Frozen Tundra as Frostborn Wisps; scatter ten of them before the Mage can bind them.

Objectives

  • Slay 10 Frostborn Wisp.

Rewards

The Phantasmic Mage [Story]

At the heart of the Spectres' Lair hovers the Phantasmic Mage, conductor of the spectral choir, flickering between a dozen places at once. Pin down the phantom and end its haunting.

Objectives

  • Slay Phantasmic Mage.

Rewards

The Inferno Dragon [Story]

When the sun intensifies over the snow, an Inferno Dragon has landed in the Frozen Tundra. Find the scorched black earth it nests on, down the dragon, and chase it into its burning lair.

Objectives

  • Slay Inferno Dragon.

Rewards

The Scorching Chasm [Story]

Most Inferno Dragons leave the portal to the Scorching Chasm where they fall, a canyon of molten rock descending toward the world's furnace. The Dungeon Dweller sells its key too. Climb down into the heat.

Objectives

  • Enter Scorching Chasm.

Rewards

Born of Cinders [Story]

Scorched mages and warriors forged from the rock itself climb the Chasm's ledges toward you. The slag brutes are another matter: they come only when Emberclaw, near death, bellows for them. Quench the first ranks of the fire.

Objectives

  • Slay 6 Scorched Brute.
  • Slay 6 Scorched Mage.
  • Slay 6 Scorched Warrior.

Rewards

Beasts of the Ember [Story]

The Scorching Chasm's beasts prowl its ledges: lumbering scorched beasts of muscle and ash, darting imps, and flamers that vomit liquid fire. Clear them on your way down to the furnace floor.

Objectives

  • Slay 6 Scorched Beast.
  • Slay 6 Scorched Imp.
  • Slay 6 Scorched Flamer.

Rewards

Emberclaw [Story]

Emberclaw waits at the bottom of the Scorching Chasm, a beast of pure fire whose every step cracks the stone. When it falters it calls its brutes, so save your strength. Smother the flame at the chasm's heart.

Objectives

  • Slay Emberclaw.

Rewards

The Sunken Diver [Story]

The sea returns to your story in the worst way. When bubbles rise to the surface, a Sunken Scuba Diver has come ashore in the Frozen Tundra, on a patch of drowned seabed among the snow. Put the drowned thing to rest.

Objectives

  • Slay Sunken Scuba Diver.

Rewards

The Abyssal [Story]

Where the diver sinks, a pressure-black portal always opens onto the Abyssal, the crushing deep where light has never reached. An Abyssal Key from the Dungeon Dweller opens the same door. Descend into the abyss.

Objectives

  • Enter Abyssal.

Rewards

Horrors of the Deep [Story]

Anglers with lantern-lures, black poison squid and hulking mire brutes lurk in the Abyssal. All three are rare, only a couple of each per dive, so expect to go down more than once.

Objectives

  • Slay 6 Abyssal Angler Fish.
  • Slay 6 Black Poison Squid.
  • Slay 6 Mire Brute.

Rewards

The Coral Heart [Story]

Here and there on the Abyssal's seabed a Dark Coral Heart pulses, the deep's corrupted core. Only a few grow in any one dive, so search the whole trench and dive again if you must. Tear them out to leave the abyss-lord exposed.

Objectives

  • Slay 4 Dark Coral Heart.

Rewards

Submechanophobia [Story]

Somewhere in the Abyssal drifts Submechanophobia, a leviathan of drowned iron and writhing flesh. It does not rise in every dive; if the trench stays quiet, go down again. End the deep's nightmare and rise back into the light.

Objectives

  • Slay Submechanophobia.

Rewards

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Chapter 9

The Northern Watch [Story]

The road north from Emberwatch runs to the very top of the world. Find Rimeward, the last watch, and touch its waystone.

Objectives

  • Enter Rimeward.

Rewards

The Amalgamation [Story]

The Amalgamation is a calamity of the Frozen Tundra: when slime starts to fall from the sky, it has landed on a patch of overgrown stone somewhere in the snow. Tear the shifting mass apart before it swallows more.

Objectives

  • Slay Amalgamation.

Rewards

The Silent Wilderness Lair [Story]

The wilds' single overgrown will coils in the Silent Wilderness Lair. The Amalgamation always leaves its portal when it dies, and its roots run through the whole Wilderness: Sludge Abominations and Soulsucker Sprouts often drop its portal, and a Wilderness cleared of life opens it outright.

Objectives

  • Enter Silent Wilderness Lair.

Rewards

Catenae, the Overgrown [Story]

In the Silent Wilderness Lair, the Catenae Bud is only a seed. Cut it down and Catenae, the Overgrown bursts from it, a mind grown into the roots of the world. Sever the chains of growth and the way into the Silent Wilderness opens.

Objectives

  • Slay Catenae, The Overgrown.

Rewards

The Silent Wilderness [Story]

When slime starts to fall from the sky, the Amalgamation has come to the Frozen Tundra, and its death opens the Silent Wilderness Lair. Beat Catenae there and the way opens into the Silent Wilderness, where birdsong has stopped entirely. The Dungeon Dweller also sells its key.

Objectives

  • Enter Silent Wilderness.

Rewards

Carnivorous Growth [Story]

The Silent Wilderness hunts. Giant flytraps snap at anything that moves and soulsucker sprouts drink the warmth from the air, while spiked vines no blade can cut lash from the undergrowth. The sprouts are rare, so expect more than one trip. Cut back the carnivorous growth.

Objectives

  • Slay 6 Giant Flytrap.
  • Slay 6 Soulsucker Sprout.

Rewards

The Sludge Tide [Story]

In the Silent Wilderness the corruption pools into living sludge. Amalgams and carcasses crawl everywhere, but the great Sludge Abominations are few, and half of them leave the Lair's door behind. Hold back the rising tide.

Objectives

  • Slay 6 Sludge Amalgam.
  • Slay 6 Sludge Carcass.
  • Slay 5 Sludge Abomination.

Rewards

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Chapter 10

The Rimeheart [Story]

Frozen ruins lie scattered across the high tundra, each holding a heart of old ice. Find a Rimeheart Sanctum and touch its waystone.

Objectives

  • Enter Rimeheart Sanctum.

Rewards

The Bleeding Realm [Story]

The land itself has begun to bleed. When the smell of iron fills the air, a pulsing mass of Bloody Tissue has risen on a blood-soaked shrine in the Frozen Tundra. Carve into the herald and follow the wound it leaves in the world.

Objectives

  • Slay Bloody Tissue.

Rewards

The Ritual Site [Story]

Bloody Tissue leaves the way down to the Ritual Site, and the sanctuary's own flesh hides it too. Its fattest horrors (spider mothers, brains, tumors and urgles) sometimes drop it when they die, and a sanctuary emptied of life opens it outright. Interrupt the ritual.

Objectives

  • Enter Ritual Site.

Rewards

Heart of the Sanctuary [Story]

Below the sanctuary, in the Ritual Site, hangs a knot of Blood-Coated Skulls, the rite's first guardian, screaming a chorus that splits stone. Silence the chorus. Its death opens the way to the sanctuary above, and to what the cult is making.

Objectives

  • Slay Blood-Coated Skulls.

Rewards

The Blood Sanctuary [Story]

Bloody Tissue always leaves the portal to the Ritual Site when it dies, and silencing the Blood-Coated Skulls there opens the way to the Blood Sanctuary. The Dungeon Dweller sells a Bloody Sanctuary Key for those who will not wait. Step inside the cathedral of living flesh at the heart of the Blight.

Objectives

  • Enter Blood Sanctuary.

Rewards

Eyes in the Dark [Story]

Clutches of pulsing eggs litter the Blood Sanctuary, each one watching for you to pass so it can hatch the moment you do. Blind the cathedral: crush six of them before they burst.

Objectives

  • Slay 6 Parasite Egg.

Rewards

The Parasites [Story]

Break the sanctuary's eggs or rouse a spider mother and Parasites spill across the fleshy floor. Kill them quickly: a parasite left alive for long molts into a blood spider. Burn them out before they can root in you.

Objectives

  • Slay 10 Parasite.

Rewards

The Spider Mother [Story]

Blood Spiders and their swollen Mother Blood Spiders roam the Blood Sanctuary, and more spiders crawl out of broken eggs and grown parasites. Kill the brood and one of their matriarchs in a single merciless sweep.

Objectives

  • Slay 8 Blood Spider.
  • Slay Mother Blood Spider.

Rewards

Tumors and Terrors [Story]

Blood Brains, Tumors and Bloody Urgles drag themselves through the Blood Sanctuary, a grotesque congregation warped by the rite. Only a few of each lurk there per visit, so sweep the whole cathedral.

Objectives

  • Slay 4 Blood Brain.
  • Slay 6 Tumor.
  • Slay 6 Bloody Urgle.

Rewards

Wombs of Gore [Story]

The Parasite Wormholes that pock the Blood Sanctuary cannot be closed, but its living wombs can: swollen Mother Blood Spiders birth parasites as they fight. Only a few roam there per visit, so sweep the whole cathedral and cut down three to choke off the ritual's supply.

Objectives

  • Slay 3 Mother Blood Spider.

Rewards

The Final Creation Site [Story]

The ritual's purpose is revealed at last. Where Blood-Coated Skulls dies, a door opens to the Final Creation Site, where the cult labors to birth a god from the world's stolen blood. Enter before it draws breath.

Objectives

  • Enter Final Creation Site.

Rewards

Caskets and Bones [Story]

The lattices of Blood Seeking Bones that rise around the Final Creation Site's cradle cannot be broken; they fall only with the god. Break the bones that can: a fresh knot of Blood-Coated Skulls screams in the Ritual Site on every visit, so silence it twice.

Objectives

  • Slay 2 Blood-Coated Skulls.

Rewards

The Final Creation [Story]

It opens its eyes in the Final Creation Site: the Blood Magic Skulls, the god the cult bled the whole world to create, the source of every corruption since that first shore. End it, and end the Blight forever.

Objectives

  • Slay Blood Magic Skulls.

Rewards

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