Trial of Time
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.
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 Eustace 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, foolhardily 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 Eustace 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.
Click below to show a summary of each mission.
Q8M1 Show Summary
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 Show Summary
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 Show Summary
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 Show Summary
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.
Most files in this Quest Pack are not compiled and can be edited as is.
Only L82 uses custom scripts, the rest have empty script files. Download the L82 script source: https://drive.google.com/file/d/0B53xwpRlaEsdQURySHgyTjc5S1E/edit?usp=sharing