Skip to content

The Voyage ​

Category: medium

Prerequisites: complete The Apprentice's Spark

Chain rewards

30 quests · 53,700 gp · 50 gems · 1 item reward

1. The Shipwright's Plan ​

Captain Doran unrolls a plan on the dock. "There is land past the horizon. We need a ship. We start with oak."

Objectives

Rewards

  • 1,000 gp

2. Keel Timber ​

A keel wants long, straight willow. Chop it.

Objectives

Rewards

  • 1,000 gp

3. Clear the Slipway ​

Burn the brush off the old slipway so the hull can slide.

Objectives

Rewards

  • 1,000 gp

4. Nails and Rivets ​

A ship is held together by iron. Mine it and smelt it.

Objectives

Rewards

  • 1,200 gp

5. The Ship's Galley ​

The crew eats before it works. Stock the galley with trout.

Objectives

Rewards

  • 1,200 gp
  • 5 gems

6. Planking ​

Planks, and more planks. The hull takes shape.

Objectives

Rewards

  • 1,200 gp

7. Tar Fires ​

Boil the tar that seals the seams.

Objectives

Rewards

  • 1,300 gp

8. Hull Bolts ​

Smelt iron bars for the hull bolts.

Objectives

Rewards

  • 1,300 gp

9. Rigging Leather ​

Leather straps for the rigging. Craft leather bodies and cut them down.

Objectives

Rewards

  • 1,300 gp

10. Harbour Rats ​

Rats in the hold before we even sail. Clear them.

Objectives

Rewards

  • 1,400 gp
  • 5 gems

11. Teak Decking ​

Teak does not rot at sea. Chop it for the deck.

Objectives

Rewards

  • 1,500 gp

12. The Anchor ​

An anchor wants steel. Mine coal and smelt steel bars.

Objectives

Rewards

  • 1,500 gp

13. The Mast ​

The tallest teak you can find. Chop it.

Objectives

Rewards

  • 1,600 gp

14. Signal Fires ​

Doran wants signal fires on the headland so the harbour knows we are coming back.

Objectives

Rewards

  • 1,600 gp

15. Pike for the Hold ​

Salted pike keeps for weeks. Catch and cook it.

Objectives

Rewards

  • 1,700 gp
  • 5 gems

16. Ward Runes ​

The tower wizards will ward the hull, but they want water runes. They pay in feathers for the crew's arrows.

Objectives

Rewards

17. Arm the Crew ​

Pirates sail these waters. Bows and arrows for the crew.

Objectives

Rewards

  • 1,800 gp

18. Wolves on the Coast Road ​

Wolves hunt the supply carts on the coast road. Guard them.

Objectives

Rewards

  • 1,800 gp

19. The Ship's Wheel ​

A wheel carved from maple.

Objectives

Rewards

  • 1,900 gp

20. Steel Fittings ​

Steel for the rudder and the fittings.

Objectives

Rewards

  • 1,900 gp
  • 5 gems

21. Salted Salmon ​

A long voyage needs a lot of fish. Catch and cook salmon.

Objectives

Rewards

  • 2,000 gp

22. Stitch the Sails ​

Leather edging for the sails.

Objectives

Rewards

  • 2,000 gp

23. Lantern Watch ​

Lanterns burn all night at sea. Burn maple to test them.

Objectives

Rewards

  • 2,100 gp

24. Fire for the Galley ​

The galley stove runs on fire runes at sea. Craft them.

Objectives

Rewards

  • 2,100 gp

25. A Wizard's Blessing ​

The apprentices want one more duel before they bless the ship.

Objectives

Rewards

  • 2,200 gp
  • 5 gems

26. Hull Plating ​

Steel shields bolted to the bow.

Objectives

Rewards

  • 2,200 gp

27. The Last Planks ​

The last of the hull. Maple, and lots of it.

Objectives

Rewards

  • 2,300 gp

28. The Wreckers' Blockade ​

Bandits have blocked the harbour mouth. Clear them.

Objectives

Rewards

  • 2,400 gp

29. Stock the Hold ​

Fill the hold with salmon.

Objectives

Rewards

  • 2,500 gp

30. Cast Off ​

One last load of maple for the spare mast, and Doran casts off. "Land ho is a long way off. Let us find it."

Objectives

Rewards

  • 5,000 gp
  • 25 gems

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