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calderaevents ([personal profile] calderaevents) wrote2026-09-23 04:18 pm
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DECEMBER - FEBRUARY QUESTS [ARCHIVED]

ACTIVE QUESTS

DRYAD QUESTS
★★★☆☆ THE CHILDREN YEARN FOR THE MINES (PART 3)
PART 1 & 2

Thankfully, all of the children were recovered; you, the brave travelers who saw the quest to its end have earned the gratitude and respect of dozens of grateful families. But the story does not end with them. Word reached the archmagi of the Soot Spire, and they are quite concerned with these tales of the horrid creatures found there. You may find yourself among the townsfolk you accompanied, brought before the Granite Conclave, the most powerful and influential mages, engineers, and inventors of the Dryad people, to give your testimony. Shortly after, another quest is posted to the board: to further investigate the cave, eradicate the abominations, and gather all the evidence that you can find. The Conclave is quite convinced these creatures are not a natural occurrence: someone powerful is working outside the boundaries of what is acceptable, humane experimentation with transmutation magic, and it cannot stand.

The cave network proves long, winding, and not entirely stable network of caves, some that are such a tight squeeze one must snake crawl through them. Eventually, rooting out and eliminating the insectoid abominations leads you to a large makeshift laboratory that has been recently abandoned. Most useful evidence has been stripped, but on a thorough search will reveal a few scraps of notes and diagrams, alchemic formulas, and a few cracked vials of a mysterious, dark purple elixir.

REWARDS: 150 Bones | Non-Dryad Bonus: 20 Bones

★★☆☆☆ YOU'LL NEVER LEAVE HARDERSFIELD ALIVE
PART 1

Everything has been quiet in Hardersfield since young Tymothee was recovered from the well. Perhaps too quiet. As in, the trickle of trade between Hardersfield and Berry Burrow slowed to a stop, and any visitors to the small hamlet were met with animosity and told they weren't welcome; there was no room and board, no food to spare, and they should continue on their way. On one occasion a caravan of traders was driven from the outskirts with open violence; within a handful a months, the peaceful, simple town became withdrawn and hostile. Something is wrong, and the mayor of Berry Burrow wants to know why. Many of you may immediately remember the eerie well. Surely they filled it? Surely no one ventured deeper into its depths? You are asked to investigate and find out.

You arrive in a ghost town. Most of the sheep appear to have been slaughtered by wolves, the few that remain haven't been cared for. Moving further into the town you realize your assumptions about the wolves slaughtering the sheep is incorrect. It's the villagers themselves, or what's left of them: feral, snarling, and armed with knives, pitchforks, burning torches, their faces and hands smeared with blood. They attack you indiscriminately, and you are forced to put an end to their madness forever, as incapacitating them doesn't seem possible; they don't appear to feel the wounds on their body. If you investigate the well, you find that they did, in fact, fill it with rocks. You also find the body of a border collie nearby, rail thin but sporting no wounds. As if it simply laid there and waited until it died of thirst and starvation...waiting, perhaps, for his boy that fell down the well, and was never actually recovered from it. Which begs the question...what was rescued from the well, wearing the young shepherd's face?

REWARDS: 100 Bones | Non-Dryad Bonus: 20 Bones

★★☆☆☆ IT BELONGS IN A MUSEUM
A popular and prestigious museum has plans to open an exhibit on an ancient civilizations that lived in what is now the Western Deadlands. After months of painstaking excavation they are finally ready to unveil the precious artifacts and the rich history they have learned from them. The problem: they have received many angry, threatening letters from people claiming to be descendants of this civilization demanding they be returned to their resting place. The museum owner is adamant that the preservation of this important history is too vital to lose, and is hiring nightly guards to protect the exhibit during its two week showing. After which, they will be taken to a vault for preservation.

REWARDS: 150 Bones | Non-Dryad Bonus: 10 bones

★★☆☆☆ OR DOES IT...?
A small group of Grey Ward citizens are outraged by the new exhibit of a local curator. They claim to be the last of a long ago fallen civilization of desert dwelling dwarves, and insist that their ancestral artifacts should be returned to the Deadlands they were recovered from. Knowing they have a very short window of time to steal these artifacts from the museum, they are quietly seeking out any who may be of a like mind and are willing to help them retrieve what they claim is rightfully theirs, before it it sealed away forever in the curator's vault.

REWARDS: 150 Bones | Non-Dryad Bonus: 10 Bones

★★★☆☆ HORRORS UNSEEN
A prosperous mining company has reached out for help. Lately, many of its miners are coming back from a particular network of tunnels, babbling incoherently and screaming, some even having to be restrained from tearing at their own faces and harming themselves. Brannigan Cornflower, the owner of the mining operation is offering a reward for any solution--a reward that has increased and expanded to travelers, as all mining operations have stopped and the healthy miners are refusing to work until there are answers. You will be given a rough map marking the area of concern and all necessary supplies for the journey. There are two possible outcomes:

Option A) You find absolutely nothing remarkable. Just the afflicted miners equipment and long since spoiled lunches from the day they fled the mines. Mister Cornflower will not like this answer, and will grouse about giving you payment, but under threat of being reprimanded by Terra herself he will grudgingly hand over the bones, for the returned equipment and your troubles if nothing else.

Option B) You too run screaming from the tunnels, whatever you have seen or found striking you with the same strange affliction. You will be taken to the Undine healers to be quarantined along with the other miners. Thankfully, the affliction seems to pass after several days to a week, and the healers mainly just have to keep you hydrated and restrained if necessary. When you come back to yourself, your last clear memory will be of accepting the job to explore the mine. Mister Cornflower will find you in the infirmaries shortly before you are discharged from the healers care and sheepishly give you your payment with a meek apology and say he's decided to just close off that section of the mines, for now.

REWARDS: 200 Bones Non-Dryad Bonus: 50 Bones


UNDINE QUESTS
★★★★★ WRECK OF THE LEVIATHAN (PART 3)
Part 1 & 2

With supplies secured, you and Orla dive into Anchor Wash, the weight of your boots anchoring you against the strong currents. The eerie silence deepens as you approach the wreck of the Leviathan, its shadow looming ominously beneath the water.

Amidst the debris, you find Garrick, the lost adventurer you had come to save, buried in the sand, dead. The air grows tense as numerous large tentacles suddenly erupt from the wreck, revealing the massive body of a corrupted Kraken that was once only a legend. Its many glowing eyes scan the depths, radiating a dark energy that makes your blood run cold.

Orla charges at the creature, drawing its attention. Knowing now the fate of the last adventurer, you are faced with two choices - fight the Kraken and assure safety to the seas of Anchor Wash, or flee to maintain your own safety. Either way, Orla stands determined to see the creature slain, and will insist you stand and fight with her. If you leave, Orla will surely die.

REWARDS: 200 Bones | Slay The Kraken: +200 Bones | Non-Undine Bonus: 100 Bones

★☆☆☆☆ MUSHROOM MADNESS
Local housewife Anna Beth is once again asking for assistance gathering ingredients, this time for a dinner party she is having for some of her dear friends. She needs a basketful of deep sea mushrooms to add a little oomph to her crab and seaweed salad. Please venture into Infinity Cove and gather the mushrooms growing inside the caverns. Just try not to get lost, deary! And don't eat the mushrooms - they're hard enough to come by as it is.

(The mushrooms are poisonous. Seriously, don't eat them. Don't ask why the local housewife wants them either, for your own sake).

REWARDS: 100 Bones | Non-Undine Bonus: 10 Bones

★☆☆☆☆ NO SKIN IN THE GAME
A Selkie named Brienna has had her skin stolen, leaving her desperate to reclaim it before she is trapped in her human form forever. She confides in you that a man named Draven has hidden her skin away, hoping to capture her as his bride.

Upon finding Draven, a lonely young fisherman living near the beach, he reveals the truth behind his actions: he took her skin out of a deep longing for connection. Brienna was the only one who visited him regularly, and he had not realized the pain his choices would cause her.

If you choose to simply give Brienna her skin without revealing Draven's intentions, she dons it and vanishes into the sea, never to return to the shore. However, if you insist that Draven speak to Brienna directly or suggest that his motives were not entirely malicious, she takes her skin and contemplates the possibility of returning in the future, leaving the door open for their paths to cross again.

REWARDS: 100 Bones | Non-Undine Bonus: 10 Bones

★★★☆☆ WISH UPON A SCALE
Tales have been spreading about the water coatyl hoards hidden in underwater caves, and along with those tales, mention of the coatyl scales magical wish-granting abilities. Supposedly, scales from one of these dragon-like water-dwelling beasts will grant a single wish if plucked from a living specimen. No one has been brave (or stupid) enough to try and retrieve one, but Dorian Ashvale has been insisting that he can do it.

Dorian's friends have requested that a few Visitors join him, lest he end up dead and his bones stacked along with the rest of the coatyl's hoard. There are numerous underwater caves scattered throughout the sea. Dorian suggests waiting until the thing is asleep, or finding some means to put it to sleep - magic, potions, whatever you can think of - so he can take the scale and get out.

Alternatively, you could tell Dorian to shove off and take the scale for yourself. He will, however, fight you for it if you try, and if Dorian is killed or comes out without the scale, you're not going to get your reward.

REWARDS: 150 Bones for obtaining the scale for Dorian | 0 Bones if Dorian dies or you keep the scale for yourself.

★★★☆☆ THE CULT OF TRITON RETURNS CW: Zombies
PART 1

The Visitors have done well thwarting the Cult of Triton, and their fiendish activities have begun to dwindle. Unfortunately, not all the sacrifices they offered to the Violet Drop could be saved, and many were drowned and killed, bodies lost in the depths alongside the glowing crystals below. Now, with the cult's activity seemingly halted, the families of the victims are asking you to recover any trace of their loved ones - the body, ideally, but if not that, any trace of them would suffice. Pieces of clothing, jewelry, etc.

Diving into the Drop poses not only its usual dangers like the Banshee Dolphins, but something odd is happening down in the violet depths. The glow of the crystals remains, but the places where bodies have landed are now a deep void of darkness that seems to be alive and writhing along the seafloor. Any remains have been fused with these dark crystals, and whatever is alive in the shadows is reanimating the victims into crystalized undead that attack any that approach them. Any wound inflicted by these creatures causes violet crystals to begin spreading across the skin, threatening to envelop the victim if they are not dealt with swiftly.

If you can recover those bodies - great! But perhaps escaping to alert the authorities of the current condition of the Drop would be a better choice.

REWARDS: 200 Bones | Non-Undine Bonus: 20 Bones


SYLPH QUESTS
★★★☆☆ AN ANCIENT SECRET (PART 2)
PART 1

Leofard has information regarding the stone tablets found on the mysterious sky island. They seem to be an ancient language lost to time--something that only the rulers might be able to recognize. He submitted a special request to Admiral Aella, who was more than happy to provide whatever information she could... which was, unfortunately, not very much. Leofard is terrified to return to the island himself, but has agreed to go with some seasoned adventurers at the request of Aella; who will provide written instruction to any willing to travel that far.

Once you arrive on the boat, Leofard has the tablets stacked and hands your party a hand-written note from Aella:

The tablets were from an ancient civilization. They are not of this world, or of any of yours.

I need you to uncover as much as you can about this strange land, and figure out how it got here. You will be handsomely rewarded for any information you can provide me.

We may need to include Terra and Cordelia in this investigation, but I will not give them cause for concern over nothing.

-Aella


On the island itself it is much the same: faint screaming, a general unease.

Any with a connection to magic or earth will find the area screams of darkness--much more than it did before. It fills you with dread and unease that you cannot explain, even if you are generally unflappable or unconcerned about such things. It is powerful and it is immense.

And it is terrifying.

The source of this power seems to be a smoking black mountain in the center of the island that seems to be a volcano of somekind. The air smells of brimstone and sulfur, almost enough to choke you if you breathe in too much too quickly. You suspect that fighting or exerting yourself here would be dangerous because of the air alone. At the foot of the mountain lays a pile of black boulders, hot and smoking. Red lines appear on the rock as you approach, splitting off like an egg might crack--but the rock remains whole. Despite the heat, you can reach out and touch the rocks and they feel... warm. But dark, dangerous.

Aella might be interested in them.

REWARDS: 200 Bones | Non-Sylph Bonus: 20 Bones

★★☆☆☆ THE WINDS OF WINTER
The howling winds of Sylph territories are loud and angry--something the locals are quite used to, even if the Visitors are not. Travel is difficult when airships are constantly blown off course and into one another, so many remain strapped to the docks of Heaven's Bow for the season. Though travel is restricted, there are some necessary travels that will require specialty escorts to assist them.

Wind sprites are especially aggressive this time of year and with the strange happenings of Caldera since the Visitor's arrival, many of the locals are wary of the wind sprites. They have been seen to be more aggressive than usual, and many of them are much bolder--pressing close to the city walls and tearing down homes around the outskirts of all cities in the Sylph lands.

Admiral Aella herself has offered bones from her personal coffers for anyone willing to help with escorting locals, rebuilding homes, or fending off the sprites. Though she is more than willing to reward anyone who is willing to do all three, keep in mind the time commitment--these are things that will require at least partial attention for the whole season.

Note: This quest is an exception and may be done three times per character, once for each objective.

REWARDS: 100 Bones per objective completed (Max 300) | Non-Sylph Bonus: 50 Bones per objective (max 150).

★★☆☆☆ OOPS! ALL DRAGONS!
There's an odd request on the Board this time, one that simply reads:

COME TO THE CAVES.

There is an accompanying map underneath the bold and blunt request that points to a handful of caves on one of the northern floating islands far outside of Dusklight. Upon entering the caves, you are greeted by a massive sky dragon sitting upon what looks to be a pile of large diamonds. The creature speaks telepathically, and is surprisingly succinct.

"I am dying." It says. "But my children will be born soon. Please take them to safety and care for them. Any piece of my hoard is yours to take as reward."

Realization dawns. Those giant diamonds are eggs and they are close to hatching. This mother dragon requests you take her offspring and tend to them until they are able to fly on their own. Luckily, a local dragon tamer has some advice on how to keep sky dragons happy and healthy, you just need to gather some items.

Cloud Sheep wool: Enough to keep the baby dragons warm until they hatch. Cloud sheep are pains in the ass, but their wool is more than warm enough for a makeshift nest.

Various gems: Look. Dragons like shiny things, and the second those babies hatch, they're going to be snatching up whatever they can find to start their hoards. Head into the mines down in dryad territory and gather some gems. Just watch out for those pesky Gemlins that like to eat minerals. Oh, and don't piss off the kobolds.

REWARDS: 200 Bones (the hoard reward) | Non-Sylph Bonus: 50 Bones | A Sky Dragon, if you so choose to properly adopt one of the creatures. You can also give them to the dragon tamer to handle.

(The dragons will hatch during the next quest rotation).

★★★★☆ DANCING WITH DISASTER
Elandra Rinn, a scholar at Dusklight, has grown concerned over an eerie phenomenon happening on the outskirts of the floating city. People have been seen dancing through the air, drawn to a mysterious melody that fills the sky. Those who venture too close are irresistibly compelled to join the others in the waltz, often disappearing into the clouds and never returning.

Following the music leads you to a glowing crystalline island suspended in the sky, where the melody is amplified. As you approach, you notice a strange crescent moon-shaped sigil etched into the island's surface, its glow pulsating in time with the haunting melody. The island itself seems to be alive with an unsettling energy, as though it is feeding on the dancers who float aimlessly above.

Upon exploring further, you uncover a disturbing truth: a secret cult, The Starbound Choir, has taken root on this island. Their leader, a charismatic but twisted figure only known as the Keeper of the Waltz, has been using the melody to lure people into the sky, offering them an illusion of transcendence, only to bind their souls to the island, effectively condemning them to an endless waltz. Some of the entranced dancers still live, but they mutter incoherent nonsense about the stars, their minds shattered by the cult's influence. They speak of "the stars calling them home" and "the dance that never ends."

The cult believes they are preparing for some kind of cosmic ascension, using the lives of others as a ritualistic offering to the stars. To stop them, you must confront the cult leader, break their control over the melody, and destroy the sigil to sever the connection between the island and the sky. In doing so, you can free the trapped souls—though some may never fully recover from the ordeal.

REWARDS: 250 Bones | Kill OR Capture the cult leader: +100 Bones | Non-Sylph Bonus: 50 Bones

★★★☆☆ WHAT A DREAM MAY BRING
Kimerth, a dragonkin sorcerer living in Gold Reach, has requested the services of skilled warriors willing to delve into the strange and mysterious realm of the dreaming mind. The beloved daughter of Ferric Howe, owner and proprietor of the Emberhearth Inn and Tavern, has fallen into a deep sleep that no one has been able to wake her from. Kimerth believes this isn't a case of herbs or potionwork, but a curse, as they sense something dark and hungry is behind the sleeping sickness. They have developed a potion and a ritual spell that will allow them to send a group of dreamers into young Belinda Howe's sleeping mind and find the source of the curse: a ravenous shadow creature that is feeding on Belinda's unending nightmares. To slay it, one must navigate through the ever shifting, twisting terrors to the center of the tangled dreams (everything from being shipwrecked and swallowed by a sea monster during a storm, to realizing that she's half naked in front of a classroom full of laughing peers, to trying to run down an seemingly endless hallway with an unknown stalker on her heels) and confront the demon. Kimerth also believes that the presence of new dreamers may very well alter Belinda's own dreamscape, drawing on the deep seated fears of other consciousness.

It is vital, they stress, that you avoid any contact with Belinda's unconscious self, as this could lead to disaster--and do not let yourself die in the dream. When you die in dreams, they intone, you die for real...before chuckling and admitting that isn't true, just a little joke on their part, but it will leave you with very bad headache and persistent nausea for a few days. It's more that the spellwork is delicate, and too many dreamers being jerked violently to consciousness could shatter the fragile magic entirely. Belinda will not survive this wasting sleep forever, and Kimerth only has so much potion and spell components to make the attempt before they would have to start from scratch.

REWARDS: 200 Bones | Non-Sylph Bonus: 20 Bones


NSFW QUESTS
GOOD VIBES ONLY
Following the success of their open model showcase, Tara's Tastefuls is releasing a new line of especially enticing lingerie. They feature small stones enchanted with a vibrating charm. Discreetly sewn into the garment, these stones can stimulate one's more intimate body parts. On top of that, the vibrating charm is controlled remotely by a simple magic wand. You can do it yourself, or let someone else take control. It's a completely hands-free experience!

Volunteer testers will be rewarded for their service by keeping whichever lingerie they tested out.

REWARDS: 50 Bones

PHERO-MOAN
Madame Rose of a brothel called The Garden has gotten creative with some of those plants everyone was pulling up a few months ago and created her own perfume. She is looking for test subjects to make sure she has perfected the recipe before selling it at the markets. Come to the brothel with a friend (or request one of the workers for a third, if so inclined).

The perfume does exactly what you think it does - it gets you and anyone around you aroused when it is sprayed on your person.

REWARDS: 50 Bones + complementary bottle of perfume.

THE THRILL OF THE CHASE
A hefty bounty has been placed on a doppelganger accused of theft, racketeering, and fraud, having liberated massive amounts of wealth from aristocrats of every faction. Only through rigorous use of certain magics was the creature finally pinned down and able to be tracked as it flees across Caldera. Unfortunately for anyone thinking they'd make good bones bringing the creature in, dead or alive, this is not simply a clever doppelganger being chased after. That was simply what they wanted their victims to think. Instead, the criminal in question is a very clever, and very dangerous incubus, that will play very dirty tricks when cornered. The moment the hunters are too close, it will slip up unseen and overwhelm as many in the group as possible with thoughts and desires the likes of which they may never have dreamed of entertaining, and use the ensuing distractions to slip away. Attempting to push through the haze only makes the feelings more intense with the growing proximity to the incubus, to the point where one risks becoming near mindlessly consumed with base instincts. Your best bet is to let it escape and report your findings back to the authorities that hired you, so that future tactics can be shifted accordingly. Creatures such as this can't allow themselves to feel defeated, after all, and like a rotten log, they will surface again eventually.

REWARDS: 50 Bones


GENERAL QUESTS
★★☆☆☆ BONE?!
"Hello. My name is Bonita. I make the Bones. Someone else is making the Bones but they are not good Bones!!! Please help me find the criminal and do not trust the Bones without my seal! Thank you."

Someone is making counterfeit Bones and Bonita is not pleased. The counterfeit Bones are easy to identify, because these ones are made with real bones! Animal, human, and all between. We shudder to think of how they're obtaining so many bones for their counterfeit currency, but frankly we just want them to stop.

Incidentally, a handful of cemeteries around Caldera are reporting thefts. Many graves have been dug up and the remains removed in the dead of night. Caretakers suspect those stolen bones and the counterfeit coins could be related, and it's not only ruining the economy of Caldera, but infuriating and disrespecting the dead.

Speak to ghosts (who don't currently offer much beyond mentioning some "strange man" wandering the cemetaries), gather counterfeit Bones, and either bring them to the authorities, or destroy them yourselves. The latter yields... interesting results, with the Bones exploding and emitting a toxic gas that knocks people out cold for several minutes.

REWARDS: 150 Bones

★★☆☆☆ INTO THE MIRRORVERSE
Archmage Philomena Daltorin has grown tired of constantly having to pause in her important work and experiments to construct new simulacrum when one of them has an unfortunate accident, and believes she has come up with a solution. She has constructed an enchanted mirror that will bring her reflection to life as a simulacrum, but she needs help calibrating it. Upon acceptance, one need only stand in front of the mirror for a few seconds while the magic takes hold. Only not really, of course, because when does such complex magic ever work on the first try? Instead of a copy, the one gazing into the mirror switches places with their reflection, which, as it turns out, is an alternate version of themselves in some way. Of a different alignment? Born a different gender? Or born in another world altogether? This AU version will take the place of the original for one week's time, until Philomena finishes calibrating the mirror and sends an army of simulacrum, full of apology, to capture the copy and return things to order.

REWARDS: 200 Bones

★★☆☆☆ BABY ITS COLD OUTSIDE
With the winter months come heavy snowfall, and with the snow come various plants that grow heartily beneath the thick blanket of cold. Several wild winter blooming vegetation are sought after for their healing, magic, and culinary uses, and with only a short season to replenish their supply, healers, alchemists, and chefs are offering a generous sum of bones for a bags of berries, ferns, blooms, and mushrooms. The catch, because when is there ever not a catch, is that in the act of uncovering and harvesting these plants, it is nigh impossible to avoid being affected by their icy charms. A bone deep chill will seep into them, one that cannot be banished by fire, hot drinks or burrowing under blankets. Thankfully, the chill can be dispelled easily, by an unaffected person sharing their body heat; a transfer of energies, of sorts. As such, it's highly recommended that any foraging be done in groups or pairs. The request plants are as follows:

Frostbloom: delicate silver blue flowers the size of a pea, found in large bunches growing in fields, best harvested beneath half or full moons. The blossoms wilt when harvested, but the enchantment lingers and is used to brew a potion that offers protection against extreme heat.

Snowshoe fern: a shiny white fern that glows faintly in the dark, found growing deep in forests, beneath pine trees. When ground into a paste, it's used to treat burns. Best harvested at night, as it's much harder to spot during the day.

Winterheart Berries: these deep purple berries ripen quickly beneath a fresh heavy snowfall and must be picked as soon as possible for the best flavor. These berries make delicious wines, jams, sauces, and pies.

Icicle Ivy: deep green vines with white shoots that drip from the stems, resembling icicles. Found growing on cliff walls and snow covered rocks. These vines can be woven into charms that help one conceal themselves from dangerous creatures, especially those that lurk in the depths of the ocean.

Crystalwisp Mushrooms: found in frozen caves, these pearly, semi translucent mushrooms are highly sought by seers. It's said that they can be brewed into a tea that, when consumed, brings clarity and helps sharpen their visions of the future.


REWARDS: 200 Bones

★★☆☆☆ SCARECROW IS CARECROW (PART 2)
Despite the Visitors' best efforts, the poltergeist haunting farmer Clyde McLeod cannot be fully deterred. Any attempts to ask him about the poltergeist were eventually met with a deflection along the lines of, "don't ask about what you don't understand."

Sorry, Mr. McLeod, but that won't help you anymore.

With enough pressing, the farmer is finally willing to tell the tale: "All right, all right...that thing is the ghost of my brother Carl. And...I'm the one who killed him. But it was self-defense, I swear! My parents gave me the farm over him when they passed, even though he was older. That never sat right with him. He thought I should've given him the farm of my own will, but he really wasn't much of a farmer himself. He would've run this place into the ground. Not that he could've been convinced of it. 'How could you take what's mine?' he'd ask. The jealousy got to him, and one night I caught him killing the cattle, one by one. We got into a tussle, and I got the knife from him, and..."

Fair enough, but still murder. Take to the field one more time and put Carl's spirit to rest. One person will have to sanctify Carl's burial place - found beneath one of the scarecrows - while the other defends them from the poltergeist. The sanctification can be done by anyone with a pendant, so long as they can say a prayer over his gave in sincere faith. As for what happens to Clyde, whether he's turned in to the authorities for what happened is up to you. And really, can you be entirely sure that Clyde told you the truth?

REWARDS: 100 Bones

source


Quest Difficulty Key:
★☆☆☆☆ - Easy, could likely be done solo and without any special abilities.
★★☆☆☆ - A little difficult. Wouldn't hurt to have a friend or two along just in case. Special abilities probably not necessary, but useful.
★★★☆☆ - Moderate difficulty. Bring 1-2 friends at least. Some abilities would likely be needed to accomplish this quest.
★★★★☆ - Difficult. Bring plenty of friends and special abilities.
★★★★★ - Nightmare. Rare and usually requiring a large group of companions. Special abilities mandatory.

Quests can only be done once per character unless stated otherwise.

◾Consult the bestiary for further details on listed creatures in quests!

◾ Archived quests can be found here for reference to quests with numerous parts.

Have a suggestion for a quest? See this thread and let us know.