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The Road North

Category: medium

Prerequisites: complete founders_workshop

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:

  • LEVEL:

Rewards:

  • ✨ 4,000 Melee XP

First Blood

Bandits, pushed south by something worse, are raiding the road. Drive them off.

Objectives:

  • KILL: kill bandit_1 ×50

Rewards:

  • ✨ 5,000 Melee XP

The Missing Scouts

Wolves with wrong-coloured eyes prowl the foothills. Clear a path to where the scouts were last seen.

Objectives:

  • KILL: kill dire_wolf ×50

Rewards:

  • 5,500 gp

Reinforce the Watch

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

Objectives:

  • KILL: kill bandit_1 ×70

Rewards:

  • 💎 20 gems

Into Timberfall

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

Objectives:

  • DUNGEON_CLEAR: timberfall_cavern ×1

Rewards:

  • ✨ 6,000 Melee XP

Hold the Cavern

One clear won't keep it open. Run the gauntlet again and again until the way north is truly secure.

Objectives:

  • DUNGEON_CLEAR: timberfall_cavern ×5

Rewards:

  • 6,500 gp

Steady the Nerves

What's coming will hit hard. Toughen up before the final push.

Objectives:

  • LEVEL:

Rewards:

  • ✨ 7,000 Hitpoints XP

Collapsed Tunnels

The direct road is buried. Cut through the Stoneheart Depths instead.

Objectives:

  • DUNGEON_CLEAR: stoneheart_depths ×3

Rewards:

  • 7,000 gp

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

Plate the Line

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

Objectives:

  • SMELT: Mithril Platelegs ×6

Rewards:

  • 7,500 gp

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

The Senshi Trials

An old shrine guards the last ridge before the forest. Pass its trials and you're ready for anything.

Objectives:

  • DUNGEON_CLEAR: senshi_trials ×1

Rewards:

  • ✨ 8,000 Melee XP

Proven in Fire

Run the trials until the shrine-keeper bows. There's no shame in being certain.

Objectives:

  • DUNGEON_CLEAR: senshi_trials ×3

Rewards:

  • 11,000 gp

Sharpen for the Dark

Reach a warrior's true edge. The forest does not forgive the unprepared.

Objectives:

  • LEVEL:

Rewards:

  • 💎 30 gems

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:

  • KILL: kill dire_wolf ×40
  • KILL: kill bandit_1 ×40

Rewards:

  • ✨ 9,000 Melee XP

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:

  • DUNGEON_CLEAR: timberfall_cavern ×10

Rewards:

  • 14,000 gp

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:

  • LEVEL:

Rewards:

  • 💎 50 gems

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:

  • DUNGEON_CLEAR: senshi_trials ×1

Rewards:

  • 26,000 gp
  • 💎 100 gems

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