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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

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

Rewards

  • 5,500 gp

4. Reinforce the Watch ​

The road won't hold itself. Thin the bandit camps before they regroup.

Objectives

Rewards

  • 20 gems

5. Into Timberfall ​

The path north runs through Timberfall Cavern. Something is using it as a doorway. Clear it.

Objectives

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

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

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

Rewards

  • 6,000 Smithing XP

10. Plate the Line ​

Legs and braces too — no one holds a gate in rags.

Objectives

Rewards

  • 7,500 gp

11. Stock the Quivers ​

Mithril arrows by the hundred. Whatever's in the forest, you'll want range.

Objectives

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

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

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.

Objectives

Rewards

  • 9,000 Melee XP

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

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

Rewards

  • 26,000 gp
  • 100 gems

Stat data generated from the game source. Strategy notes are community-written.