Kargadan - The Starting Island
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Objective


To introduce the Player Characters to this new realm and to the overall storyarc about the "Ancients" and their struggles against the Dark Wanderers.

Main Quest(s)


NONE OF THESE APPLY ANY LONGER. I KEEP THEM FOR REFERENCE PURPOSES ONLY!!

The Hermit, located in a cave near the survivors' camp, is the primary quest giver for the starting island. The class of the Player Character will decide which quest they are sent on. Upon completion of the quest the Player Charcter will recieve a Class-specific magical item and also passage(yet to be determined - possibly through a portal or by a small raft?) to the New Hope area.

Quests are as follows:

  • Fighter/Monk/Barbarian - The hermit will send the PC off in the direction of the bandit hideout(caves) and give them an unusual item(Carved Grotesque) that will be used to unlock the secrets of an obelisk. Key to Quest: Once inside the bandit caves the PC must kill the bandit leader and they will find a special item on him(a dwarven chisel) that they will need to use to gain entrance into the ancient tunnels beyond the bandit camp.

Quest XP - 1000
Quest Item Given - Amulet "Badge of Valor" - Cast Remove Fear(2) 1 Use/Day

  • Cleric/Paladin - The hermit will send the PC off in the direction of the ancient tomb located on the island and give them an unusual item(Enslaved Essence) that will be used to unlock the secrets of an obelisk. Key to Quest: The Cleric / Paladin will need to Turn Undead on the Spirit Wisps to get access to the obelisk.

Quest XP - 1000
Quest Item Given - Amulet "Blessed Fetish" - Cast Bless(2) 2 Uses/Day

  • Rogue/Bard - The hermit will send the PC in the direction of the Lighthouse loacted on the opposite shores from the camp and give them an unusual item(Shadow's Companion) that will be used to unlock the secrets of an obelisk.Key to Quest: Once the PC reaches the Gauntlet they must use stealth to gain access to the obelisk.

Quest XP - 1000
Quest Item Given - Amulet "Haven Weave" - Cast Sanctuary(2) 1 Use/Day & Universal Saving Throws +1

  • Druid/Ranger - The hermit will send the PC in the direction of a cave loacted along the western shores of the island and give them an usual item(Jagged Fang) that will be used to unlock the secrets of an obelisk.Key to Quest: Once the PC reaches the end of the cave complex they will come upon an giant Dire Animal and must use diplomacy for them to pass.

Quest XP - 1000
Quest Item Given - Amulet "Oaken Heart" - Cast Barkskin(3) 1 Use/Day

  • Wizard/Sorc - The hermit will send the PC in the direction of the eastern shore to an altar high above on the cliffs and give them a mysteic chess piece and a "Knock" scroll that will be used to unlock a portal that will transport them to Tyrzack's Warding Hall. Only a wizard will be able to understand the markings on the obelisk to unlock its secrets.Key to Quest??: The final doorway into the Inner Sanctum can only be opened by using the knock scroll??

Quest XP - 1000
Quest Item Given - Amulet "Scent of the Artificer" - Spell Resistence(12)

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