Chapter 4: Structuring the Campaign: Difference between revisions

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These four Dergue have the normal stats of Dergue, but with the following modifications. They also do not immediately die if their mushroom patches are burned, but must have their patches burned ''and'' be killed separately.
These four Dergue have the normal stats of Dergue, but with the following modifications. They also do not immediately die if their mushroom patches are burned, but must have their patches burned ''and'' be killed separately.


'''Chardeth Ilvaless.''' Always smoking a mycelium cigar. He exhales clouds of spores, rather than just smoke. Anyone within a 10 ft radius of him becomes infected with Dergue Plague; if they die within 24 hours, they become Dergue. If they do not die within 24 hours, the plague passes harmlessly through their body.
'''Chardeth Ilvaless.''' Lives in Redleaf Dale. Always smoking a mycelium cigar. He exhales clouds of spores, rather than just smoke. Anyone within a 10 ft radius of him becomes infected with Dergue Plague; if they die within 24 hours, they become Dergue. If they do not die within 24 hours, the plague passes harmlessly through their body.


'''Herrivald Mordrake.''' Has the Mob Boss's "Sic 'Em!" attack, which he can use if he spends his turn doing nothing else.
'''Herrivald Mordrake.''' Lives in Redleaf Dale. Has the Mob Boss's "Sic 'Em!" attack, which he can use if he spends his turn doing nothing else.


* '''Sic 'Em!''' All of Herrivald's allies within 30 ft of Herrivald and within 5 ft of a creature of Herrivald's choice may make melee attacks against that creature.
* '''Sic 'Em!''' All of Herrivald's allies within 30 ft of Herrivald and within 5 ft of a creature of Herrivald's choice may make melee attacks against that creature.


'''Ser Valean.''' Has 3 STR. ears field plate, boosting his AR to 15 and lowering his REF to 11. Fights with a greatsword, which he can use in place of using Move or Bite.
'''Ser Valean.''' Lives in Fort Levidia. Has 3 STR. ears field plate, boosting his AR to 15 and lowering his REF to 11. Fights with a greatsword, which he can use in place of using Move or Bite.


* '''Greatsword.''' ''Reach 5 ft Weapon Attack.'' +3 vs AR. '''Hit:''' 10 (2d6 + 3) sharp.
* '''Greatsword.''' ''Reach 5 ft Weapon Attack.'' +3 vs AR. '''Hit:''' 10 (2d6 + 3) sharp.
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** Cantrips: [[Frostbite]], [[Illuminate]], [[Sensory Illusion]]
** Cantrips: [[Frostbite]], [[Illuminate]], [[Sensory Illusion]]
** Spells: [[Arcane Disguise]], [[Conceal]] Spell, Fly, [[Grounded]], [[Ice Daggers]], [[Locate Creature]], [[Minor Illusion]], [[Swift Teleport]]
** Spells: [[Arcane Disguise]], [[Conceal]] Spell, Fly, [[Grounded]], [[Ice Daggers]], [[Locate Creature]], [[Minor Illusion]], [[Swift Teleport]]
|}
In Fort Levidia, there is an old wine cellar that contains the mushroom patches of six Dergue. Six more smaller patches of mushrooms grow throughout the fort.
In Redleaf Dale, an old grain silo contains the mushroom patches of eight Dergue, and four more smaller patches grow in the woods just outside the town. The silo is locked with a [[Seal/Unseal]] spell cast at 15 SP.
Both of the large mushroom patches are protected by a sleeping Wilting Warden and several Spore Bats. Opening the doorway to a large mushroom patch immediately infects all nearby heroes with spores, giving them Dergue Plague. If an infected creature dies less than 24 hours after being infected, it rises as a Dergue 2d12 hours later. If a creature does not die in this time, then the infection harmlessly passes through the creature’s system.
==== '''5. Pulling the Strings: Grunhilde''' ====
Each of the lesser Dergue report to their four leaders, who in turn sit on the council for a powerful forest witch, Grunhilde, who truly calls the shots for this new blight of Dergue.
Grunhilde was raised in a coven of witches that made the Wychwood their home. During the Kendarian civil war, some of the witches got involved in the war and ended up killed. Others abandoned Ancerra altogether, traveling to Oldstone and from there into the Everwilds, where they made their new home. Grunhilde, however, believes that it is their hereditary right to control not only the Wychwood, but all of the Old Forest - if not all of Kendaria. Over many years, she has been responsible for exacerbating a variety of natural and magical seasonal events that have caused difficulty for Kendaria. The most recent is the rise of a blight of Dergue that respond directly to Grunhilde’s leadership.
{| class="wikitable"
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==== Tazqipy's Quest ====
As the heroes get involved in the Dergue blight, consider introducing them or reintroducing them to Tazqipy Miraj. Tazqipy may ask them for help on a quest of her own, as she seeks to become reunited with Grunhilde. See the Wanderers section at the end of this chapter for more information on Tazqipy Miraj and her quest.
|}
==== '''6. Quest Conclusion''' ====
The Forest Rot (Slaughter) quest is considered concluded when the heroes have, at minimum, defeated the Dergue in Redleaf Dale. They may become aware of the Dergue in the Levidian Mists, and may choose to deal with that now or at a later point. Either way, once Redleaf Dale is restored, the heroes will receive the following rewards.
Each hero receives 400 sc and a magic item of 15 or fewer Essence.
Each hero receives the following Goodwill in Kendaria: +3 Aristocracy, +3 Mercantile, +3 Religious, and +3 Social. They also receive +3 Goodwill with the Kendarian Monarchy, Traders/Merchants, and Commoners. The heroes receive -2 Goodwill in the Nalatheshi Aristocracy, Mercantile, Religious, and Social categories.
This quest has the option to continue into the Wychwood in the Late Fall: Kendaria section.
=== Repair the Queen’s Road ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if they all have positive Mercantile and Social goodwill in Kendaria.
==== '''Summary''' ====
The heroes must clear out debris, repair sections of washed-out road, and otherwise ensure the safety and usability of the stretch of land between Dalewright and Greenvalley.
==== '''1. Receiving the Quest''' ====
This is a relatively easy quest, especially if the heroes are high level. It does not pay very much sc, but pays dividends in Goodwill. The heroes may choose to delegate this quest to competent NPCs, or they may handle this quest while simultaneously dealing with the Forest Rot (Slaughter) quest.
==== '''2. Challenges on the Road''' ====
If the heroes are taking a direct role in clearing out obstacles and repairing the road, you may use the following attribute challenges to determine how quickly and successfully they do so.
If they are just overseeing other NPCs’ work or are hired protection, they might have to deal with any of the random encounters detailed in chapter 6. They might engage heavily in the Forest Rot (Slaughter) quest while checking in on the road reconstruction team.
==== '''3. Quest Completion''' ====
Once the road is in good operating condition and connects Dalewright and Greenvalley, the heroes each receive 100 sc. They also receive quite a bit of Goodwill in Kendaria: +2 Aristocracy, +4 Mercantile, and +5 Social. They also receive +3 Goodwill with the Kendarian Monarchy, Traders/Merchants, and Commoners. The heroes receive -3 Goodwill in the Nalatheshi Aristocracy, Mercantile, Religious, and Social categories.
The well-repaired road decreases the travel time between Dalewright and Greenvalley by 3 days.
Privately note that this grants Kendaria one point of Alliance with Bridgemoor.
== Early Fall Quests: Nalathesh ==
If the heroes are in Nalathesh during the early fall, they will likely become involved in one or more of these quests. If they are the guests of the Luxxors, then they are naturally positioned to serve as the Luxxors’ personal emissaries.
Carefully note the Prerequisites section of these quests, if they have one. Some of these quests are two sides of the same coin: finding intelligence on Neferu will help the leader of the Sandsnakes, and conversely the heroes may find themselves conscripted into Neferu’s efforts to find and defeat the Sandsnake leader.
Also note that the M’l’ykkri Rot quest from late summer may still be available in early fall.
=== A New Bandit King ===
==== '''Prerequisites''' ====
The heroes must have at least 4 Goodwill in one of Nalathesh’s occupational categories: Mercantile, Militant, or Social.
==== '''Summary''' ====
The bandit encampments in the Nalatheshi desert seem to have regrouped and gained more organization in the wake of previous encampments being scattered. The heroes will need to intervene to keep the roads safe for traveling merchants.
==== '''Transit Times to Bandit Territory''' ====
'''From Lonerock:''' 1 Day
'''From Bridgemoor:''' 2 Days
'''From Aridala:''' 3 Weeks
==== '''1. Receiving the Quest''' ====
The heroes can receive this quest from Cyrus Drake, Zaiden Destev, or Dawn Roledo, although Dawn will be more eager to get the heroes to go into the Flesh Pit. Cyrus is intent on stopping the bandits in the region to keep his own town and trade prospects safe, and Zaiden may ask the heroes to handle it so that the Sandsnakes don’t have competition.
Whoever offers the heroes this quest will offer each hero 400 sc for completing the quest, along with an ongoing profit share for trade that flourishes with a bandit-free road. Each hero will receive 40 sc per month from these trades so long as they maintain at least 2 Goodwill in the Nalatheshi Mercantile occupational sphere.
==== '''2. The Bandits''' ====
Use the Bandit Encampment quest for the majority of this section, but replace Gnawd with other '''Bandit Captains''' or '''Mob Bosses'''. The heroes will have to clear out three separate bandit encampments, and some of the bandits in these encampments are more powerful: use '''Veteran Soldiers, Knights, Elf Archers,''' and '''Lesser Mages''' to represent these more experienced bandits.
{| class="wikitable"
|
==== ''The Heartstone of Vedrathis'' ====
If the heroes completed The Heartstone of Vedrathis and left Raymera alive, use Raymera as the Bandit King.
|}
The Bandit King can be found and confronted in the final of the three encampments. He is an elf named Hiliearan with the stats of a '''[[Ranger]]''' (CC chapter 4) with TA against Humanoids. This should be a deadly encounter: ML = (½ party level) + 4.
==== '''3. Quest Conclusion''' ====
In addition to the sc earned from the quest, each of the heroes receive the following Goodwill in Nalathesh: +5 Mercantile, +3 Militant, +3 Social, and -1 Underworld. They do not suffer the Underworld penalty if they received the quest from Zaiden. They also gain +5 Goodwill among Nalatheshi Traders/Merchants, and +3 among Nalatheshi Commoners.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
=== Crack Down on Religion ===
==== '''Prerequisites''' ====
The heroes must have 4 Goodwill in the Nalatheshi Aristocracy, Militant or Religious occupational sphere to receive this quest. The heroes must be in Aridala.
==== '''Summary''' ====
The heroes are tapped by one of the Radiant Princes and given a private assignment from Godking Neferu: begin a campaign of disrupting non-official religious services and try to drive people back to worshiping the Godking.
==== '''1. Receiving the Quest''' ====
When the Godking gives the heroes this quest, he makes it clear that this is to be a covert quest. Each hero will be given a small pendant that they can show to the Radiant Princes or Bronzeguard if questioned, but otherwise they should act as though they have no official backing. Disrupting religious services is a sensitive matter, but one that is greatly important if the Godking is to regain control over a city slowly fraying into chaos.
Heroes are not expected to disrupt any private or quiet display of religious fealty to another god. Silently praying to another god in a public temple is permissible, and spending time in contemplation or meditation before a shrine to any generic god is not to be punished. Neferu is only concerned with vocal displays of worship that involve two or more individuals publicly praising a god besides him.
The Godking will award each of the heroes 400 sc for accepting the job, and an additional 8,000 sc upon completing it. Upon completing the quest, any hero who wishes will also be granted an official Nalatheshi noble title, gaining 1 rank in the [[Noble Title]] profession.
==== '''2. Disrupting Religious Rites''' ====
Finding unauthorized religious ceremonies will require the heroes to succeed a DC 16 INT check. A CHA/Gossipping check is also acceptable. If all the heroes fail this check, then they can try again in 1 week, giving them time to engage with the city or potentially take other quests.
Once the heroes find an unauthorized religious ceremony, they can very easily disrupt it. Talking over the liturgy, interrupting the clergy’s sermon, or even committing acts of vandalism such as overturning altars or statues will all cause the service to be disrupted.
Some of the congregants may fight back against the heroes. They have the stats of '''Commoners''' or '''[[Clergy]]''' (CC chapter 4).
==== '''3. Quest Conclusion''' ====
After the heroes have disrupted four unauthorized religious services, the frequency of public gatherings dramatically reduces, such that it is of negligible interest to the Godking. Practitioners of these religions still meet in secret, congregating in houses or in the back rooms of supportive businesses, but they no longer proselytize in the public fashion that was causing the Godking concern.
In addition to the generous financial and political rewards from the Godking, the heroes also gain the following Goodwill in Nalathesh: -4 Academic, +6 Aristocratic, -4 Mercantile, +6 Militant, -6 Religious, -8 Social, and -8 Underworld. They also gain +6 Goodwill among the Nalatheshi Monarchy/Religious Orders, and -4 among Nalatheshi Commoners and Nalatheshi Traders/Merchants.
If the heroes have not received the Find the Sandsnake Leader quest, Neferu will ask them to work on this quest.
=== Find Isavella ===
==== '''Prerequisites''' ====
The heroes will not be offered this quest if they all have at least 2 Goodwill in Kendaria. If any of the heroes do not have this Goodwill, they can be offered this quest.
==== '''Summary''' ====
The Luxxors approach the heroes and ask them to track down Isavella. They hope to speak with her and determine exactly what she was hoping to gain by murdering Elarion.
==== '''Transit Times Within Nalathesh''' ====
'''Aridala to Lonerock:''' 2 Weeks and 6 Days
'''Aridala to the Flesh Pit:''' 1 Week and 5 Days
'''Aridala to the Floating Islands:''' 6 Days
'''Lonerock to the Flesh Pit:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
'''The Flesh Pit to the Floating Islands:''' 1 Week and 2 Days
==== '''1. Receiving the Quest''' ====
In Nalathesh, the Luxxors may reach out to the heroes and ask for their assistance in locating Isavella.
The quest is straightforward: find Isavella and her associates, and bring them back to Aridala to speak with the Luxxors.
If the heroes accept this quest, they are paid 100 sc each upfront, and promised 500 additional sc once the job is complete.
==== '''2. Exploring Nalathesh''' ====
In Nalathesh, the heroes may face any of the random encounters that you can find in Chapter 7. Finding Isavella may take several days once the heroes are in Aridala, so they might have some downtime or might take on a side quest.
==== '''3. Isavella''' ====
Isavella fled Bridgemoor before learning that Adelaide and Reza defended her. Worried that she has burned her bridge with the Luxxors, she returns to Aridala and hopes to fade into obscurity. She and her two companions have virtually no assets, so quickly realize that they need to make other connections in order to survive. Hence, they get involved with the Sandsnakes, led by Zaiden Destev.
In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Isavella. Take the average of their rolls, then subtract their average from 22. The difference (minimum 1) is the number of days it takes them to find Isavella.
Isavella has become paranoid and constantly looks for people that might attempt to capture her. When they find her, she will attempt to flee. If she escapes the initial confrontation, she will flee to another town or point of interest in Nalathesh.
Finding Isavella and convincing her to go to the Luxxors might place the heroes directly at odds with Zaiden and the Sandsnakes.
==== '''4. Goodwill''' ====
This quest can dynamically change the heroes’ goodwill over the course of its duration.
When the heroes first accept the quest, they gain the following Goodwill in Nalathesh: +3 Aristocratic, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with [[Nalatheshi Merchants]]/Traders.
If they find Isavella and convince her not to flee, they gain the following Goodwill in Nalathesh: +2 Mercantile, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Traders/Merchants.
Upon returning to the Luxxors with Isavella, her heroes gain more Goodwill in Nalathesh: +3 Aristocratic, +1 Social, and -1 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners and +2 with Nalatheshi Merchants/Traders.
==== '''5. Ramifications''' ====
If the heroes complete this quest before Late Fall is over, then they will be informed of the Luxxors’ plans to send a guarded envoy to Bridgemoor and try to negotiate with the Sutians. Learning of this may give them an opportunity to intercept Kellion Blacksky’s strike force and foil his plans.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
=== Find Sandsnake Leader ===
==== '''Prerequisites''' ====
At least one of the heroes must have negative Goodwill with the Nalatheshi Underworld to gain this quest, and at least one of the heroes must have positive Goodwill with the Nalatheshi Aristocracy or Military.
==== '''Summary''' ====
Godking Neferu contacts the heroes via one of his Radiant Princes and asks them to root out the leader of the Sandsnakes and bring them before the Godking for trial.
==== '''Transit Times Within Nalathesh''' ====
'''Aridala to Lonerock:''' 2 Weeks and 6 Days
'''Aridala to the Flesh Pit:''' 1 Week and 5 Days
'''Aridala to the Floating Islands:''' 6 Days
'''Lonerock to the Flesh Pit:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
'''The Flesh Pit to the Floating Islands:''' 1 Week and 2 Days
==== '''1. Receiving the Quest''' ====
When the Godking gives the heroes this quest, he makes it clear that this is to be a covert quest. Each hero will be given a small pendant that they can show to the Radiant Princes or Bronzeguard if questioned, but otherwise they should act as though they have no official backing. The leader of the Sandsnakes is something of an urban legend and has some popular support, so finding and incarcerating them is a sensitive matter, but one that is greatly important if the Godking is to regain control over a city slowly fraying into chaos.
The Godking will award each of the heroes 400 sc for accepting the job, and an additional 8,000 sc upon completing it. Upon completing the quest, any hero who wishes will also be granted an official Nalatheshi noble title, gaining 1 rank in the Noble Title profession.
==== '''2. Finding and Capturing Zaiden''' ====
In Aridala, the heroes can make AWR, INT, and CHA checks to attempt tracking down Zaiden.
Zaiden is highly competent and knows [[how to]] avoid detection, so this may take quite some time. Take the average of each of the heroes’ rolls; if they do not beat DC 18, then they do not find Zaiden, but may try again 1 week later.
During this time, allow them to pursue various leads speaking with merchants, traders, bartenders, and even members of the Bronzeguard that might know of Zaiden or covertly be in league with the Sandsnakes. Pursuing this line of questioning is likely to result in some tense conversations, some chase sequences, and some combat. When dealing with the Sandsnakes, use '''Charlatans, Thugs, Bandits, Thieves, Rogues, Nobles, Mob Bosses,''' and even the occasional '''[[Assassin]]''' (all CC chapter 4) to represent the various specialized members of the organization.
For every two social, chase, and/or combat encounters that the heroes engage in over the week, permanently lower the DC to find Zaiden by 1.
As this may take some time before the heroes track Zaiden down, feel free to introduce other side quests or major quests from the Luxxors, Neferu, or Malsasa Swiftclaw (see Wanderers’ Quests at the end of the chapter).
Once the heroes find Zaiden, Zaiden will do everything in their power to talk their way out of the situation. They will appeal to the heroes’ morals, reminding them that Godking Neferu is, in their estimation, a tyrant ruler and needs to be brought down to size. Zaiden may even offer the heroes the Intelligence on Neferu quest.
If the heroes are unwilling to negotiate or work with Zaiden, then Zaiden will flee while their underlings try to hold off the heroes. If Zaiden escapes the encounter, they will flee to another region in Nalathesh.
The heroes will then have to track them down, and if they fail enough AWR, INT, and CHA checks (set the DC to 15 and take the heroes’ average) to follow Zaiden, then they lose the trail and Zaiden goes free. In the next 6 weeks, if the heroes travel to southern Nalathesh, Lonerock, or the Vulture Watchtower, there is a 33% chance that they encounter Zaiden again. Otherwise, after those 6 weeks, Zaiden returns to Aridala and resumes commanding the Sandsnakes.
==== '''3. Quest Conclusion''' ====
After the heroes have captured Zaiden, and brought them before Neferu, Neferu will throw Zaiden in prison indefinitely. The Sandsnakes become disorganized and fall apart over the next 1d4 weeks, turning into small, ineffective gangs.
In addition to the generous financial and political rewards from the Godking, the heroes also gain the following Goodwill in Nalathesh: +6 Aristocratic, -2 Mercantile, +6 Militant, +6 Religious, -8 Social, and -8 Underworld. They also gain +6 Goodwill among the Nalatheshi Monarchy/Religious Orders, and -4 among Nalatheshi Commoners and Nalatheshi Traders/Merchants.
Even if the heroes fail to complete the quest, they still suffer the negative Goodwill, but they do not gain the positive Goodwill.
If the heroes have not received the Crack Down on Religion quest, Neferu will ask them to work on this quest.
=== Intelligence on Neferu ===
==== '''Prerequisites''' ====
The heroes might gain this quest from the Luxxors or the Sandsnakes. In order to gain this quest from the Luxxors, the heroes must be on speaking terms with them and must not have negative Social Goodwill in Nalathesh. In order to gain this quest from the Sandsnakes, the heroes must not have negative Underworld Goodwill in Nalathesh.
Alternatively, even if they have negative Underworld Goodwill, they may gain this quest if they accept Zaiden’s counterproposal upon confronting them as a result of taking the Find the Sandsnake Leader quest.
==== '''Summary''' ====
The heroes will need to ingratiate themselves with Godking Neferu and then gather information on him, determining his weak spots or secrets that their questgivers might leverage to their political advantage.
==== '''1. Receiving the Quest''' ====
The heroes will receive different awards and different Goodwill based on who gives them the quest (to determine this, check the Prerequisites subsection above).
The Luxxors will offer the heroes a payment of 100 sc each upon accepting the job, and 1,000 sc each upon bringing noteworthy intelligence back to the Luxxors.
The Sandsnakes will offer the heroes a payment of 20 sc each upon accepting the job, and 500 sc each upon bringing noteworthy intelligence back. They will also offer the heroes each an Arcanium weapon upon completing the job.
{| class="wikitable"
|
==== Arcanium Weapons ====
An Arcanium weapon costs 15 Essence to bond with. It offers a +1 to attack and damage rolls, and counts as magical. It also allows the hero to cast one arcane cantrip at will (the MC chooses which cantrip), using INT as their magic modifier.
|}
==== '''2. Gaining the Godking’s Attention''' ====
Gaining the Godking’s attention will probably be the slowest and most tedious part of the quest, as the goal is to gain the Godking’s admiration, rather than drawing his ire.
Heroes may do this over a period of weeks by performing civil service and publicly displaying loyalty to the Godking in temples. This will take 1d6+6 weeks, and at the end of this time if they have done nothing to spoil their good reputation, one of the Radiant Princes will reach out and offer them a private audience.
If the heroes want to gain the Godking’s attention at a more accelerated rate, they will need to try something more dramatic. The heroes may come up with their own ideas, but some example plans are listed below.
'''Stellar Performance.''' The heroes might reserve a night to perform at the Sunrise Theater. If they put on a particularly noteworthy performance (CHA DC 16) that also praises the Godking, slanders his enemies, or both, then one of the Radiant Princes will reach out to them.
'''Root Out Criminals.''' If the heroes can find a small local gang in Aridala and report them to the Bronzeguard, and if this report proves meritorious, then the heroes will each be given 30 sc for the tip and a Radiant Prince will reach out to them.
If the heroes are working with the Sandsnakes, they can find a small gang within 1d4 days. If they are not, then they may each make AWR, INT, or CHA checks to attempt to locate local gangs. Subtract their average roll from 25; the difference (min 1) is the number of days it takes them to find such a gang.
'''Stop a Robbery or Riot.''' Brazen acts of crime are very uncommon in Aridala. The heroes might attempt to stage a robbery or riot and then stop it themselves in order to gain the Godking’s attention. If the Sandsnakes hired them, then the Sandsnakes will readily help stage this deception, provided that their operatives are able to escape after the heroes recover the stolen goods, or after they begin to calm the riot. A high-profile success (even if it is staged) with such a crime will quickly cause a Radiant Prince to reach out to the heroes.
{| class="wikitable"
|
==== The Radiant Princes ====
Once a Radiant Prince reaches out to the heroes, regardless of how it happens, they will be granted a brief closed-doors conference with Neferu. This results in them gaining either the Crack Down on Religion or the Find the Sandsnake Leader quest.
|}
==== '''3. Gaining the Godking’s Trust''' ====
Provided that the heroes demonstrate reasonable progress on a quest given to them by the Godking, Neferu will slowly begin to trust the heroes. At first, he will allow them guest quarters within his palace, and eventually he may even start dining with them on occasion.
If the heroes complete a quest that he gave them, then he will trust them even more and will immediately assign them the other quest that he might offer.
Note that the Luxxors are willing to accept the heroes even if they engage in the Crack Down on Religion quest, and Zaiden is willing to work with them even if they engage in the Find the Leader of the Sandsnakes quest. In both cases, the Luxxors and Zaiden have their eye on long-term victories, even at the expense of short-term defeat. One of Zaiden’s loyal followers is willing to pose as the leader of the Sandsnakes to throw the Godking off of Zaiden’s scent.
==== '''4. Gaining the Godking’s Secrets''' ====
As the heroes work on one or both of the quests that the Godking offers them, they will be afforded more and more freedom within the Godking’s palace.
When they feel that it is reasonably safe to do so, they may attempt to spy or eavesdrop on him. The heroes may find creative solutions to this with various spells and magical effects; otherwise, any hero that engages in this will need to succeed on a DC 20 DEX/Sneaking or INT/Evading check, followed by a DC 20 AWR/Investigating or Perceiving check, followed finally by a DC AWR/Eavesdropping check.
If any hero attempting this fails, then they are discovered. This will lead to an unwinnable combat as more and more Radiant Princes and members of the Bronzeguard join the confrontation. Escaping is extremely difficult, and if the heroes do not manage to escape then they will be imprisoned for 1 week and then publicly executed.
If, however, all heroes who engage in this espionage manage to succeed at each of their rolls, then they overhear the Godking and learn either one or two key secrets. One hero may make a LUCK/Fortuity check; on a DC of 20 or higher, they learn both secrets. Otherwise, they only learn the first secret.
'''Secret 1.''' Godking Neferu’s real name is Relian Ios Ahnadi. The Ahnadi family has been passing down the Godking’s mask for many generations, preserving the illusion of an immortal leader when they are in fact just mortal dynastic monarchs.
'''Secret 2.''' Neferu is worried that General Tenemei is gaining too much soft power within Nalathesh’s military. He would have Tenemei removed from office, but thinks that Tenemei already has too much support and would overthrow Neferu if he tried anything.
==== '''5. Rewards''' ====
Provided that Neferu is unaware that the heroes have spied on him, it will not be too difficult for them to slip away. They can proceed as though they are continuing one of his quests, and then once they are in the city, they can return to the Luxxors or Sandsnakes and complete their quest.
In addition to the other rewards promised by the Luxxors or Sandsnakes, the heroes gain the following Goodwill in Nalathesh: +2 Academic, +1 Aristocracy, -4 Militant, -2 Religious, +2 Social, and +4 Underworld. They also gain +2 Goodwill with Nalatheshi Commoners, and -6 Goodwill with the Nalatheshi Monarchy/Religious Orders.
==== '''6. Aftermath''' ====
This quest has serious ramifications for the political landscape of Nalathesh. Rumors begin to swirl that the Godking is just a mortal; such rumors have cropped up and died out for generations, but these rumors are particularly forceful and convincing.
After several weeks of floundering, Godking Neferu’s power is effectively replaced. General Tenemei steps in and imposes martial law on Aridala. This causes great concern when folk in Bridgemoor hear of this, and the Meritocrats - fearful of a military dictatorship - ask the Kendarians to mobilize their military and help secure Bridgemoor’s Nalatheshi border.
The Kendarians are only too happy to comply.
=== Into the Flesh Pit ===
==== '''Summary''' ====
The heroes must venture into the Flesh Pit to rescue a diplomat from Bridgemoor.
==== '''Transit Times to the Flesh Pit''' ====
'''From Aridala:''' 1 Week and 5 Days
'''From Lonerock:''' 1 Week
'''Lonerock to the Floating Islands:''' 2 Weeks and 3 Days
==== '''1. Receiving the Quest''' ====
The heroes might receive this quest from Dawn Roledo in the Vulture Watchtower, or from Cyrus Drake in Lonerock. Either way, the heroes are informed that a diplomat from Bridgemoor was traveling to Aridala and wanted to see the Flesh Pit. This proved folly, and now he is missing.
The diplomat, named Dennick Othen, is one of Hyleth’s grandsons.
==== '''2. Into the Pit''' ====
The Flesh Pit is detailed in Chapter 7. It is quite dangerous, and heroes should know that this quest may prove futile. Use the information in Chapter 7 to run the Flesh Pit [[exploration]].
==== '''3. Tragedy and Reward''' ====
Unfortunately, Dennick Othen has already been devoured, and if the heroes make it to the maw, they are able to find Dennick’s personal effects.
Upon returning to their questgiver, the heroes are each awarded 200 sc for their efforts. They also gain the following Goodwill in both Nalathesh and Bridgemoor: +2 Academic, +3 Aristocracy, +2 Military, and +3 Social. They gain +2 Goodwill among Nalatheshi Commoners and Nalathesh Merchants/Traders, as well as +2 Goodwill among Bridgemoor Meritocrats and Bridgemoor Traders.
Privately note that this grants Nalathesh one point of Alliance with Bridgemoor.
== Late Fall Quests: Bridgemoor ==
If the heroes are in Bridgemoor during the Late Fall timeframe, note that it seems the Underbridge Cult has not fully been snuffed out.
=== Cult Resurgence ===
==== '''Summary''' ====
The Underbridge Cult continues to cause problems within Bridgemoor.
==== '''1. Receiving the Quest''' ====
Any of the Meritocrats or Kellion Blacksky might ask the heroes to intervene with the Underbridge Cult, given their previous success dealing with them.
==== '''2. Mayhem in the City''' ====
At your discretion, the Underbridge Cult may impose an ongoing atmosphere of menace to the city as they did in Chapter 2, or they may engage in more direct acts of chaos. This could include, but is not limited to:
* Burning or vandalizing temples and religious centers
* Inciting riots in marketplaces; organized theft of markets; arson in public areas
* Causing cave-ins in the Underbridge by carefully eroding structural supports, corrupting arcane enchantments in the stone, and destroying load-bearing columns
* Kidnapping, sacrificing, or publicly executing respected members of Bridgemoor’s society
If the cult is engaged in subtle activities, use Chapter 2 as a guideline for how the heroes might locate them.
If the cult is more brazen, it is easy for the heroes to find their cells of operation. The cultists have the stats of '''Underbridge Cultists''' and '''Underbridge Initiates.'''
==== '''3. Confrontation''' ====
If [[Aradin the Witchblade]] and/or Druvesk the [[Bonewraith]] are still alive, then they are the leaders of the cult. Otherwise, the following creatures could make ideal leaders for the cult.
'''ML Creature'''
5 Bonewraith, Lesser [[Hex Witch]]
10 Greater Hex Witch, [[Necromancer]]
15 [[Occult Maniac]]
==== '''4. Reward''' ====
Upon defeating the Underbridge Cult again, the heroes will be awarded 1,000 sc each by the Meritocrats. They also gain the following Goodwill in Bridgemoor: +3 Academic, +4 Aristocracy, +4 Mercantile, +3 Military, +3 Religious, +3 Social, and -2 Underworld. They also gain +3 Goodwill with the Meritocrats of Bridgemoor, the Bridge Knights, and Bridgemoor Traders.
== Late Fall Quests: Kendaria ==
In addition to the quests offered below, the heroes may continue any of the quests they were previously offered in Kendaria. Many of the Early Fall Quests are also viable quests to receive in the late fall; consult the questgivers table at the beginning of this chapter.
=== Depose Amelia ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if Duke Leon believes them to be capable or trustworthy, or if he thinks that they are desperate enough for the queen’s ear that they will undertake this mission.
==== '''Summary''' ====
The heroes must travel to Grace Grove and convince self-styled “Queen” [[Amelia Grace]] to give up her claim that she is the queen of the Old Forest.
==== '''Transit Times to Grace Grove''' ====
'''From Dalewright:''' 2 Days
'''From Greenvalley:''' 8 Days
'''From Redleaf Dale:''' 6 Days
==== '''1. Receiving the Quest''' ====
Duke Leon Marstemal is likely to give this quest to the heroes when they arrive in Dalewright looking for an audience with the Queen. Leon will explain to the heroes that Queen Astaria is very preoccupied with a lot of things, and one of the chief threats to the stability of her regime is the child-queen Amelia Grace. Amelia must be approached tactfully, because crushing a so-called nation run by a popular child would destroy Astaria’s credibility in the people’s eyes. If the heroes can convince Amelia to peacefully recant on her claims to be the queen, then they will be handsomely rewarded by Queen Astaria.
==== '''2. Through the Old Forest''' ====
Amelia Grace lives in the town of Grace Grove, which is in the heart of the Old Forest a couple days west of Dalewright. While en route, the heroes may face any of the random encounters listed in the Old Forest.
==== '''3. Grace Grove''' ====
Detailed information on Grace Grove can be found in chapter 6. Be sure to reach the entries for Amelia Grace and Tusken Sparrow in Appendix A as well. Queen Amelia will be delighted to meet more heroes and hear of their stories.
'''Tusken and the Foresters.''' Tusken perceives Amelia’s interest in the heroes as a threat to his influence over her, and so while he is decorous and cordial to the heroes’ faces, he will scheme about ways that he might remove them from the picture, such as sending them into the heart of the Wychwood to face a grizzly death. While in the wilderness away from Amelia’s eyes, he might even attack the heroes himself.
==== '''4. Standoff''' ====
Once Amelia realizes that the heroes are there to convince her that she should abdicate her throne to Queen Astaria, Amelia will become dejected and uninterested in cooperating with the heroes. Tusken, obviously, will leverage this to drive a wedge between the heroes and Amelia.
If the heroes continue to appeal to Amelia’s more fanciful side by telling her stories of their exploits and by promising to consider her side of the conflict, then Amelia will give them the “Establish a New Nation” quest (below).
The heroes might choose to travel back to Dalewright and beseech Queen Astaria on Amelia’s behalf. If they do this, they are likely to be sent back and forth from Dalewright to Grace Grove multiple times with offers and counteroffers. As this results in a slow, frustrating standoff, consider introducing another quest, such as one of the Forest Rot quests. Both Amelia and Astaria are concerned about the Old Forest’s corruption, and if the heroes can resolve this, both Amelia and Astaria will be grateful to the heroes and will be more lenient in their negotiations with one another as a result.
==== '''5. Potential Resolutions''' ====
This is a very delicate quest that could quickly devolve into a horribly messy situation. Depending on the heroes’ actions, the quest may resolve itself in a number of ways. It could end in an ongoing stalemate, with no change to the status quo. It could end with Grace Grove being crushed militarily, or even with Dalewright crumbling to a coup. Or, it could end with the two queens reaching some kind of arrangement, although this will prove incredibly difficult and may result in more problems for Kendaria down the road.
'''Stalemate.''' If the quest has no noteworthy progression after the heroes’ intervention, then they are not given any monetary reward. They do gain the following Goodwill in Kendaria for their worthy efforts: +1 Aristocratic, +1 Social, and +1 [[Criminal]]. They also gain +1 Goodwill with Kendarian Nobility and with Kendarian Commoners.
'''Graceless Defeat.''' If the conflict ends in the total defeat of Grace Grove, then Queen Astaria awards the heroes each 1000 sc for their efforts. They gain the following Goodwill in Kendaria: +6 Aristocratic, +1 Mercantile, +6 Militant, -6 Social, and -6 Underworld. They also gain +6 Goodwill with the Kendarian Monarchy, and -6 Goodwill with Kendarian Commoners. They also gain -3 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
'''Dalewright Rewritten.''' If the conflict ends in the deposition of Queen [[Astaria Gillian III]] and either anarchy or a new government in Dalewright, then Queen Amelia Grace awards the heroes each 1000 sc for their efforts, taking the money from Astaria’s vaults. They gain the following Goodwill in Kendaria: -6 Aristocratic, -2 Mercantile, -4 Militant, +6 Social, and +6 Underworld. They also gain -6 Goodwill with the Kendarian Monarchy, and +7 Goodwill with Kendarian Commoners. They also gain -3 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
'''Peace and Progress.''' It is unlikely that the heroes will manage to resolve the conflict, but they may be able to move it forward in a meaningful way. If Astaria and Amelia can be brought to a negotiating table, and if both of their egos can be kept in check, then they may be able to peacefully move the conflict closer to resolution.
Amelia will completely refuse to give up her title of queen, but with enough discussion she might be willing to accept the title “Queen of the Old Forest” as a moniker that has no political weight, and might accept being named Duchess of Grace Grove legally.
Given enough time and negotiation, Astaria might be willing to rewrite certain legislation in Kendaria, renaming herself Empress of Kendaria and promoting all dukes - including the newly appointed Duchess Amelia - to the title of king and queen over their regions. This would allow Amelia to legally be the queen, but still be deferential to Astaria.
Either such resolution is an ideal compromise for both Amelia and Astaria, and elevates them both in the eyes of Kendarian commoners, but other politicians such as Duke Reston Bruneau or Duke Leon Marstemal will see compromise as weakness. Queen Astaria’s inability to handle the situation more decisively may lead to ongoing conflict with either of these dukes - or kings, as the case may be - later on.
If the heroes manage to bring about either of these compromises, then they will be rewarded handsomely. They will each receive 2000 sc and a magic item of 25 or fewer Essence. They will also gain the following Goodwill in Kendaria: +6 Aristocratic, +4 Mercantile, -2 Militant, +6 Social, and +2 Underworld. They also gain +6 Goodwill with the Kendarian Monarchy, and +6 Goodwill with Kendarian Commoners. They also gain -4 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
=== Establish a New Nation ===
==== '''Prerequisites''' ====
The heroes will only receive this quest if they all have a positive Kendarian Social Goodwill.
==== '''Summary''' ====
The child queen, Amelia Grace, asks the heroes to help convince Queen Astaria Gillian III that Grace Grove and the surrounding woodlands should become an independent nation.
==== '''Transit Times to Dalewright''' ====
'''From Grace Grove:''' 2 Days
==== '''1. Receiving the Quest''' ====
The heroes may receive this quest if they are in Grace Grove and are well-regarded by Amelia Grace. They may also receive this quest as a counter-quest to the Depose Amelia quest.
A significant number of villages and hamlets throughout the Old Forest see Grace Grove and Queen Amelia as their true ruler, rather than Queen Astaria.
==== '''2. Through the Old Forest''' ====
Amelia Grace lives in the town of Grace Grove, which is in the heart of the Old Forest a couple days west of Dalewright. While en route to or from Dalewright, the heroes may face any of the random encounters listed in the Old Forest.
==== '''3. Dalewright''' ====
Detailed information on Dalewright can be found in chapter 6. Be sure to reach the entries for Queen Astaria and Leon Marstemal in Appendix A as well. The heroes are likely to have a hard time holding private counsel with Queen Astaria, but might be able to publicly beseech her when she holds court.
==== '''4. Standoff''' ====
When Queen Astaria hears that the heroes wish to beseech her on behalf of Amelia Grace, she becomes uninterested in working with them. She will delegate them to speaking with Duke Leon Marstemal, who is militantly opposed to Amelia. The heroes may be able to convince Leon to have ongoing conversations, but will not likely make any meaningful headway on their first trip to Dalewright.
The heroes might choose to travel back to Grace Grove and beseech Amelia on Astaria’s behalf. If they do this, they are likely to be sent back and forth from Dalewright to Grace Grove multiple times with offers and counteroffers. As this results in a slow, frustrating standoff, consider introducing another quest, such as one of the Forest Rot quests. Both Amelia and Astaria are concerned about the Old Forest’s corruption, and if the heroes can resolve this, both Amelia and Astaria will be grateful to the heroes and will be more lenient in their negotiations with one another as a result.
==== '''5. Possible Conclusions''' ====
The possible conclusions of this quest are identical to the possible conclusions of the Depose Amelia quest. If the heroes have both quests (and it is assumed that they will), they are only given the rewards one time.
=== Forest Rot (Wychwood) ===
==== '''Prerequisites''' ====
The heroes should complete Forest Rot (Slaughter) before taking this quest, which serves as a sequel and conclusion to that quest. The heroes should also be at least level 8 before attempting this adventure.
==== '''Summary''' ====
Heroes delve into the Wychwood and confront Grunhilde and the remaining Dergue in their stronghold. A [[portal]] to the Everwilds offers the heroes a possibility to battle a very deadly enemy: tremendous risk for great reward.
==== '''1. Receiving the Quest''' ====
The heroes may receive this quest from Queen Astaria or Queen Amelia, or one of the officials in any of Kendaria’s towns. They may also take this quest upon themselves after completing the Forest Rot (Slaughter) quest, wishing to see the journey through to the end and vanquish the Dergues completely.
==== '''2. Into the Unknown''' ====
While en route to the Wychwood, the heroes may face any of the random encounters listed in the Old Forest.
{| class="wikitable"
|
==== Dangerous Foes ====
Reference the Dangerous Foes sidebar from the Forest Rot (Slaughter) when designing encounters as the heroes approach Grunhilde’s lair. The encounters should be medium to deadly provided that the heroes are already at least level 8. If they are not, then these encounters should be very deadly (ML = party level).
|}
==== '''3. Grunhilde’s Barrow''' ====
Grunhilde lives in a large barrow in the center of the Wychwood. It is a relatively simple dungeon to navigate, but quite a deadly one nonetheless.
'''Entrance.''' The only entrance to Grunhilde’s barrow is through a thick cluster of undergrowth guarded by a '''[[Bloodoak Arborean]].''' The Arborean will fight until killed or until any intruders retreat.
Heroes will have time to Catch their Breath, but not to Recoup. If they attempt to Recoup, make them face a deadly encounter as calculated by the Dangerous Foes sidebar.
'''Hall of Thorns.''' Once inside the barrow, the heroes must navigate a hall of densely packed thorns. Grunhilde and most of her minions can safely navigate this tunnel using primal or innate magic.
Heroes may come up with creative solutions to this challenge, but if they simply try to endure the thorns or dexterously maneuver their way around them, they must each make a STR, DEX, END, or AWR check. The result determines how much damage they take from the thorns, as shown on the table below.
{| class="wikitable"
|+
!DC
!Damage
|-
|12 or Less
|3d4, and Bleeding 1d4
|-
|13-16
|3d4
|-
|17-23
|2d4
|-
|-
|24+
|1d4
|}
'''Grunhilde’s Chapel.''' After they make it through the hallway, the heroes finally arrive in Grunhilde’s chapel, where they can confront her.
Grunhilde is a '''Greater [[Forest Witch]]''' (CC chapter 4). This encounter should be deadly: ML = (½ the party level) +4. Add additional monsters from the Dangerous Foes sidebar as appropriate to reach this difficulty. If any of the major Dergue are still alive, they are present for this fight; this may cause the encounter’s adjusted ML to be even deadlier.
Tree roots puncture down from the cavernous ceiling, and vines, ivy, lichen, and mushrooms grow along the walls and floor. This allows Grunhilde to benefit from any of her primal spells that require the use of plants.
'''The Portal.''' One entire wall of Grunhilde’s chapel contains a large podium that serves as a shallow, semicircular stairway up to a portal. This portal will take the heroes to the Everwilds if they step through it.
Heroes that study the portal for 10 minutes and succeed on a DC 16 INT/Arcana check will learn that Grunhilde maintains the portal herself, and it will disappear on its own 1d3 days after Grunhilde stops maintaining it.
'''Grunhilde’s Living Quarters.''' On the far side of her chapel, an earthen stairway spirals downward to Grunhilde’s living quarters. Her personal effects are largely worthless, albeit eccentric. Her cauldron, however, is quite valuable.
{| class="wikitable"
|
|
==== Grunhilde's Cauldron ====
''Cauldron, Very Rare, Essence 35''
Gain +4 Alchemy.
You may produce a number of potions each day equal to ½ your Alchemy skill. These potions follow the rules of the Witch’s Brew talent from the Witch’s Brew track of the Witch class. You may create a potion that has an SPC of 16 or fewer in this way; however, if you exceed the normal limit of the talent, then the potion counts as 3 of the potions that you can make on that day.
|}
|}


Info
==== '''4. What Lies Beyond''' ====
If the heroes venture through the portal, they arrive in a humid bog in the Everwilds. The swamp might contain any of the monsters mentioned in the Dangerous Foes sidebar, along with '''Eyesquitos''' and '''[[Eyesquito]] Swarms''' (CC chapter 2). A half-mile away, they can see a ramshackle hut. Inside the hut, there is a '''[[Bog Hag]]''' (CC chapter 2).
 
If the heroes defeat the Bog Hag, they find its treasure horde, which gives the heroes each 5,000 sc worth of gems. Each hero also gains +10 maximum SP, and if they had no SP previously, they learn one primal spell of their choice.
 
If the heroes see the bog hag’s hut and decide not to approach, they can retreat through the portal. Causing Grunhilde’s barrow to cave in will bury the portal and make it unusable; it will then fade out after 1d3 days.
 
==== '''5. Quest Conclusion''' ====
Upon completing the quest, heroes will receive 2,500 sc collectively from various Kendarian persons of interest. They also gain the following Goodwill in Kendaria: +4 Aristocratic, +4 Mercantile, +6 Militant, and +6 Social. They also gain +4 Goodwill with the Kendarian Monarchy, and +6 Goodwill with Kendarian Commoners. They also gain -4 Goodwill in the Aristocratic, Mercantile, Militant, and Social categories of Nalathesh.
 
== Late Fall Quests: Nalathesh ==
The heroes may continue any of the quests they were previously offered in Nalathesh. Virtually all of the Early Fall Quests are also viable quests to receive in the late fall; consult the questgivers table at the beginning of this chapter.
 
== Wanderers’ Quests ==
Two wandering figures, [[Malsasa Swiftpaw]] and Tazqipy Miraj, might interact with the heroes in various circumstances. Both of these figures can be very helpful for steering your campaign when you want to offer a course of action to your heroes, or when they seem stuck as to what they should do next. Below are ideas that you might implement to do so.
 
=== Recover Stolen Goods ===
 
==== '''Summary''' ====
Malsasa has had some of his magical goods stolen. He spots the heroes and recruits their help.
 
==== '''1. Receiving the Quest''' ====
Malsasa may know some of the heroes already, or he might just spot them and make them out for the capable adventurers that they are. Either way, he will approach them and ask them to retrieve his stolen goods for him.
 
If the heroes accept, then Malsasa will pay them each with one of the following options (each hero gets to choose):
 
* 2500 sc
* A magic item with 15 or fewer Essence
* A promise that Malsasa will track down a more powerful item for them and sell it to them at a steep discount
 
If a hero chooses the third option, they may choose any magic item with 35 or fewer Essence. Malsasa will sell it to them for 20x its Essence, a significant discount. Malsasa does not have these items on hand, though, and will require a minimum of 3d10 days to find such an item. The next time the heroes are in any urban marketplace after the minimum number of days, Malsasa will find the hero or heroes and offer the item at its discounted price.
 
==== '''2. Recovering the Goods''' ====
Recovering Malsasa’s stolen goods is a great way to get the heroes focused on another quest hook and intertwine them.
 
If in Nalathesh, you might decide that the bandit encampment stole Malsasa’s goods. Maybe the Sandsnakes stole them, or maybe they were even confiscated by the Radiant Princes.
 
If in Kendaria, the goods might be tracked to Silverbranch, where the Poppy Guild plans to sell them to Nevnan traders. Maybe the goods were stolen by the Merry Foresters, leading the heroes to confront Tusken Sparrow.
 
=== Find the Lost Witch ===
 
==== '''Summary''' ====
Tazqipy is looking for her former mentor, a witch named Grunhilde. If the heroes seem morally flexible, she will likely enlist their help.
 
==== '''1. Receiving the Quest''' ====
Tazqipy might know the heroes already, or might have just been studying them from afar. Regardless, once she feels that they might offer her aid for the right unscrupulous price, she will approach them.
 
Tazqipy would not readily reveal her entire backstory or the fact that Grunhilde abandoned her. Instead, she would simply explain that she and her mentor were separated, and she’s hoping to find Grunhilde again to complete her training.
 
If the heroes can help her track down Grunhilde, and if Tazqipy successfully rejoins her mentor, then Tazqipy will offer them each one of the following options (each hero gets to choose):
 
* 2500 sc worth of gems of the hero’s choice
* A potion that, when consumed, affects the hero as though under the effects of the [[Carnage]] primal spell. The potion remains potent for 1d4 months, whereupon it spoils.
 
==== '''2. Finding Grunhilde''' ====
Grunhilde is a '''Greater Forest Witch''' (CC chapter 4) primarily responsible for the corruption in the Old Forest (see the Forest Rot quests).
 
The heroes will likely find her after completing multiple smaller quests in Kendaria, so Tazqipy may introduce herself early in the campaign and have her quest as an ongoing side quest for the heroes.
 
Finding and confronting Grunhilde will likely first involve fighting '''Slaughs, Dergues,''' and '''Wilting Wardens''' (all in CC chapter 2) as they investigate the Forest Rot. See Chapter 6 for more detailed information on the Old Forest, particularly the Wychwood.
 
==== '''3. Confrontation''' ====
If the heroes find Grunhilde and kill her, then Tazqipy will not reward them, instead retreating. She will go on to do everything in her power to make life more difficult for the heroes from afar and may appear in combat at a critical moment to turn the tide against them.
 
Completing this quest may simultaneously resolve another quest if the heroes are investigating the Forest Rot. Completing two quests at once only levels them up one time unless they are unlikely to reach at least level 10 by early winter at this rate.