Trial of Time is the first user made quest pack, and is designed for 1st level play. A royal emissary is looking for an adventurer to explore a locked ravine full of mercenaries on the warning that Lord Marcus, an enemy of the crown, is using an ancient evil to amass power.
This is quest 8 by default.
Download Link: https://drive.google.com/file/d/0B53xwpRlaEsdb2s2MTBjWHpoM1k/edit?usp=sharing
Quest Briefing
Click here to show the Briefing
Foolish, and eager for adventure you rush into the market of the
city. Expecting only the fine smell of the fruit cart, you
instead find a royal emissary delivering a riveting speech
to those who listen.
"Hear all who would listen. Lord Ustace proposes a
challenge. Brave adventurers are wanted to explore a
lost and desolate keep. A grand adventure awaits the brave
and strong. Will it be you?", he says casting a peering
eye to those around.
You think, foolheartidly as it may be, that such a brave one
is you. Your hand raises with nervous excitement.
The man's gaze stops at you, "You, adventurer are
the one for this. I can tell from your stature. Follow me
and I shall direct you on your path.", he boasts oddly
in your favor.
Walking to the outer gates of the city, he fills in the
details of the request. "Along an old forest path falls
a ravine. This leads to a keep. Though I've implied it to
be lost, it has most certainly been found by wildlife and
houses a rough band of mercenaries. Just as the good Ustace
requests that you enter, a foreign Lord Marcus has paid
this band to keep wandering eyes out."
"Deep within this keep lies a face of evil. We know little of
it and that scares the royals. We know only that it contains
a dark magic meant to bend time and deliver swift blows on
the kingdom. What this may mean is not clear, but the threat
is real. At least it must be if men were paid to keep it
hidden. Seek a magical artifact. Perhaps a wand or a gem.
Only an ancient evil could live up to this reputation."
As the speech ends, the path shows the entrance to the
ravine. A locked gate blocks the exit of any menacing threat
inside. The emissary unlocks the gate and presents the way.
You must decide now if you will take this quest or run scared.
The door will be locked behind you until you emerge
victorious.
Decide-well.
Missions
Click below to show a summary of each mission.
Q8M1
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The player starts in a ravine with the locked door behind him. Shortly into the trip, the player finds out just what wildlife that the warning described.
Enemies are wolves.
Notable items include arcane runes, an iron plate helmet, and a silver axe.
Q8M2
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Following the headwaters leads to a river, which runs down a waterfall. Act quick to avoid certain doom.
Enemies are mercenaries, their pet attack dogs, and elves.
Notable items include a crossbow, silver leather armor, and steel weaponry.
Q8M3
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The entrance to the keep leads into a cave full of traps and dangerous monsters. Finding the key to the temple will lead you back to the light of day.
Enemies are mercenaries, elves, and mythical beasts that roam the cave.
Notable items include arcane runes, arcane spells, a ring of regeneration, cloud of acid spell, and a mithril staff.
Q8M4
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Surviving the cave leads to the heart of the keep. It is a hanging garden protected by a small army of mercenaries. Sneaking past the guards may prove most fruitful.
Enemies are mercenaries, elves, and a powerful wizard.
Notable items include arcane runes, arcane spell of silence, mage spells, a hardened steel axe, and a mithril dagger.