Quests

The Call Of Adventure

Do you feel the call of Quest? The lure of unexplored territory and discoveries waiting to be made? If so, then you’re ready to start your adventure! But first, there are a few things you need to gather. Gear is essential on any adventure, and ensuring you have the right tools for the job is important. So gather your party, talk to a Guild Navigator about where to go, or strike out on your own. As you go forth, always remember the adventurer’s prayer

may you live long, see much, experience everything, and die quick.
May Luck Always Roll In Your Favor. The journey starts now!

©Geoffrey Schumann. Not for resale. Permission is granted to print this document for personal use only. 

On your marks…get set…

When you and/or your party venture out into Ertha, there are some things you might want to keep in mind.

  • Know your surroundings – pay attention to the environment and what dangers or obstacles it might present
  • Be aware of your enemies and their abilities – know when to fight, flee, or parley
  • Stay hydrated and fed – dungeon crawling, adventuring, and exploring can be taxing on the body and mind, so make sure you’re taking care of yourself
  • Have a backup plan – things don’t always go according to plan, so be prepared for anything that might happen
  • Don’t forget your gear! Make sure you have everything you need before setting out on an adventure
  • Not everything is as it seems

Fired up…ready to go!

The world of Ertha in the Fourth Age has much to discover. We advise you to read up on all the available clues as they appear and keep a journal on all your journies, as something on one adventure might unlock another; one never truly knows.

Every adventurer should stop at House Ebron-Varoon, The Cartographers Guild, to get the available map. From there, your next stop should be at House Fallowmeer, The Navigators Guild, where you can get the current news from the lands and decide if you want to hire a Guild Navigator or decide that you want to go forth without one. Lastly, it would be best if you always visited all the other Guilds, depending on your character’s needs and their offerings. Once you have everything in the right order (including next of kin), you are ready to adventure out.

Ertha is a dangerous place, but with caution and preparation, you’ll be able to overcome any challenges that come your way. Good luck, and have fun! As you go forth, always remember the adventurer’s prayer “may you live long, see much, experience everything, and die quick.” May Luck Always Roll In Your Favor. The journey starts now!

black decoration
©Geoffrey Schumann. Not for resale. Permission is granted to print this document for personal use only. 

The Quests

The Innovator’s Challenge

Embark on “The Innovator’s Challenge,” a role-playing adventure where participants invent solutions to a kingdom’s drought using unconventional methods.

The Aesthetic Duel

Experience the thrill of “The Aesthetic Duel,” a role-playing adventure where characters compete in a contest of artistry judged by master artisans.

Art of Stealth

Dive into the exciting world of House Dwallow-Ghyrnathop. Learn to craft poisons and navigate assassin trials to master the Art of Stealth.

Continuing Adventures

Silent Strike

Silent Strike

Explore the role-playing adventure of an assassin undergoing the “Silent Strike” trial in House Dwallow-Ghyrnathop, where stealth and precision are tested in a heavily guarded fortress. Witness the journey from novice to master in this dramatic three-act play.

The Forge of Creation

The Forge of Creation

Embark on a role-playing adventure in “The Forge of Creation,” where participants craft unique artifacts under pressure at a mystical forge. Success enhances craftsmanship skills, while failure affects dexterity, testing each artisan’s mettle and reputation.

Join Us On Discord

Dicesongs

Pin It on Pinterest