The Road North
Category: medium
Prerequisites: complete The Founder's Workshop
Chain rewards
18 quests ·
77,500 gp ·
225 gems
XP: 32,000
Melee · 7,000
Hitpoints · 6,000
Smithing
1. Train for Trouble
Kalle's smile fades for the first time. "The treeline to the north... things come out of it now. Scouts went in. They didn't come back. Please — be ready."
Objectives
- Reach
Melee level 45
Rewards
- 4,000
Melee XP
2. First Blood
Bandits, pushed south by something worse, are raiding the road. Drive them off.
Objectives
- Kill
Bandit ×50
Rewards
- 5,000
Melee XP
3. The Missing Scouts
Wolves with wrong-coloured eyes prowl the foothills. Clear a path to where the scouts were last seen.
Objectives
- Kill
Dire Wolf ×50
Rewards
5,500 gp
4. Reinforce the Watch
The road won't hold itself. Thin the bandit camps before they regroup.
Objectives
- Kill
Bandit ×70
Rewards
20 gems
5. Into Timberfall
The path north runs through Timberfall Cavern. Something is using it as a doorway. Clear it.
Objectives
- Clear
Timberfall Cavern ×1
Rewards
- 6,000
Melee XP
6. Hold the Cavern
One clear won't keep it open. Run the gauntlet again and again until the way north is truly secure.
Objectives
- Clear
Timberfall Cavern ×5
Rewards
6,500 gp
7. Steady the Nerves
What's coming will hit hard. Toughen up before the final push.
Objectives
- Reach
Hitpoints level 50
Rewards
- 7,000
Hitpoints XP
8. Collapsed Tunnels
The direct road is buried. Cut through the Stoneheart Depths instead.
Objectives
- Clear
Stoneheart Depths ×3
Rewards
7,000 gp
9. Arm the Vanguard
The watch needs blades. Forge mithril for the soldiers who'll hold the gate behind you.
Objectives
- Smelt
Mithril Sword ×10
Rewards
- 6,000
Smithing XP
10. Plate the Line
Legs and braces too — no one holds a gate in rags.
Objectives
- Smelt
Mithril Platelegs ×6
Rewards
7,500 gp
11. Stock the Quivers
Mithril arrows by the hundred. Whatever's in the forest, you'll want range.
Objectives
- Craft
Mithril Arrow ×400
Rewards
25 gems
12. The Senshi Trials
An old shrine guards the last ridge before the forest. Pass its trials and you're ready for anything.
Objectives
- Clear
Senshi Trials ×1
Rewards
- 8,000
Melee XP
13. Proven in Fire
Run the trials until the shrine-keeper bows. There's no shame in being certain.
Objectives
- Clear
Senshi Trials ×3
Rewards
11,000 gp
14. Sharpen for the Dark
Reach a warrior's true edge. The forest does not forgive the unprepared.
Objectives
- Reach
Melee level 55
Rewards
30 gems
15. Reach the Gate
Wolves and bandits make a last, desperate stand at the forest's edge, herded by something you can't see. Break through.
16. Break the Wards
An old, wrong magic seals the gate from the FOREST side. Clear the cavern one final time to shatter the wards holding it shut.
Objectives
- Clear
Timberfall Cavern ×10
Rewards
14,000 gp
17. Kalle's Plea
The King catches your arm at the gate, all his cheer gone. "You don't have to do this. Stay. We're happy here." He sees your face and lets go. "...Of course you're going. You always were a hero."
Objectives
- Reach
Melee level 60
Rewards
50 gems
18. Step Through
The wards fall. The gate groans open onto a wall of black trees. You take a breath of cold forest air and step into Episode III: The Dark Forest.
Objectives
- Clear
Senshi Trials ×1
Rewards
26,000 gp
100 gems