Imilar has become dedicated to finding signs of her missing kin within these foreign woods and has asked for brave souls to follow their signs, delving the Deepwood's semi-real pathways to pursue the secret of their migration.
Primary Role: Learning.
Rewards
Information about Lustria's deepwood paths and the next quest in this chain.
Further Contact and Potential diplomatic opportunities with the Spirits of the Forest.
Rare Asrai Artefacts.
Risk:
- 20% chance of injury due to natural hazards or traps
- 20% chance of adventurers becoming lost in the deepwood for 1d5 weeks on failure.
Deep within a natural cavern formed from the roots of a megadendric tree, sunk into a pool of crystal water, your adventurers have spotted the unmistakable glint of Gromril—a rare and valuable metal used by the Dwarfs. The chest, locked and untouched by time, promises untold treasures. However there have been scaled shapes spotted lurking within the water, and the more wizened of adventurers have pointed out the upturned spike-roots of 'Bear-trap Mangroves' -
what in Sigmar is that name- near the entrance. Moving what appears to be a half-ton chest -not even to mention the contents- out of this cavern will be a perilous endeavour.
Primary Role: Intrigue.
Potential Rewards:
- A Gromril-Locked rune reinforced Chest, likely filled with Dwarf-crafted items and/or valuable metals
- A dilemma/choice between returning the chest to the Karaz Ankor, for a reward, or using your smithy to break it open in hopes of finding all the more wealth within.
Risk:
- 30% chance of injury
- 10% risk of death on failure.
Your scouting adventurers located this potential prize almost three days travel south, deep into the soft soil of the amaxon's broad flood-forest, in a place that hunters had come back from after reporting hoots and voices in the dark woods.
There the adventurers found -in the midst of a shallow mangrove lagoon- a fallen behemoth, The titanic carapace and scales of an Ancient Bastiladon -a true titan, in life it would have been able to swing that club-tail over the roof of a bunk-house-, all still glossy and firm against the ravages of time.
Yet sadly not against the ravages of greenskins, for the adventurers also reported a small savage orc tribe having taken up residence nearby the beast, slowly carving out bones and pains-takingly hewing the ancient cadaver's carapace with axes as they try to remake the beast into an armory. Surely those bones and the seemingly rot-immune carapace could be better served in Your possession, for at least you would give the giant beast's remains some profitable dignity.
Primary Role: Martial
Potential Rewards:
- A Mostly intact Ancient Bastiladon skeleton, displayable for prestige.
- 2-3 Titanic Carapace-Plates, One Titanic club-tail.
Each Usable as a gift for Grand Cathay, the Empire, The Amber College, Various Lizardmen factions.
Each Saleable to The Empire, Grand Cathay, The Amber College, Various Lizardmen Factions.
Risk:
20% chance of injury.
5% risk of death on failure.
In the heart of the jungle, your adventurers have discovered a grove of ancient trees and pure redstone markers, each adorned with golden chains, plaques, piles of brooches an other glittering treasures. These grave-trees mark the burial sites of legendary Amazonian nobles, priests and Warriors, according to Pandora when she is asked. Retrieving these riches will require a blatant disregard for the sanctity of these graves and the greed-fuelled bravery to fend off any guardians—be they traps, the horde of swarming reptiles summoned by the wards or deathly magical guardians—incensed by such sacrilege.
Primary Role: Martial
Potential Rewards:
- A mass of Golden artifacts and jewelry of Amazonian origin
- Ancient weapons and armor with unique enchantments
- Access to maps, tomes, scrolls and other uniquely amazonian information secreted in each grave.
Risk:
- 35% chance of injury from traps or guardians
- If this act is uncovered, this will severely damage relationships with all Amazon factions.
- 20% chance of death on failure.
Your scouts have discovered a swampy grove of trees bearing unctuous sweet-fruits that Porito De Lucci names 'Scale-Apple' whilst salivating, highly sought after for their minor healing properties, incredible sugar-content -perfect for alcohol making- and delicious taste. However, these trees are fiercely guarded by a warren of territorial Salamanders, notable for their boiling, flaming caustic spit. Gathering these fruits will require both skill and bravery.
Primary Role: Martial
Potential Rewards:
- Baskets upon baskets of Delectable sweet-fruits with potential healing properties.
- Possible captured Salamanders and eggs.
- Rare botanical specimens for trade, growing and study
Risk:
- 20% chance of injury from Salamander attacks
- 10% risk of death from failure
Rapunzel's heart yearns for these waters so that you might share more of her life, and who are you to deny this? Yet she doubts that the Slann, who supposedly know of the spring, will share this potentially sacred location.
Yet there are alternatives.
Your adventurers have shared and corroborated rumours with Rapunzel of a Map, the depiction of Lustria and its sacred locales present within a fallen temple-city's jungle lodge, ruined and sunken into a mysterious cavern.
Primary Role: Learning
Potential Rewards:
- Further Quest Leads from the map of lizardmen sites.
- A researchable expedition treasure.
- Gold, Gems and Lizardmen Trinkets.
Risk:
- 25% chance of injury
- 10% risk of death on failure
A massive Mega-Boa has been terrorizing the swamp regions to your south, devouring wildlife and threatening to disrupt the ecosystem. This enormous serpent now holds your colonists captive, a pair of them stuck up in trees where they have been kept alive only by the grace of a mysterious Screecher Monkey troupe. Branwen was previously injured by the beast, upping its reputation and the necessity of destroying it.
Primary Role: Martial
Potential Rewards:
- Mega-Boa skin and scales, highly valuable for crafting
- Mega-Boa blood and bones, highly treasured by Amber Wizards
- Potential Prestige from displaying the corpse and rescuing your colonists.
Risk:
- 35% chance of injury
- 15% risk of death on failure
After your... Encounter with the drug and subsequent hangover Rapunzel and Eli both came to quite like the drug, with both claiming that -even beyond its pleasing narcotics- that it had the effect of heightening one's magical senses when deep within the trance, Eli in particular seems enthused by the concept of growing more and Elenia seemed fine with sharing the location of its home groves. It has however, in the manner of most things in lustria, protectors in the form of territorial viper-fang wasps, so named because of their twin blood-curdlingly large stingers.
Primary Role: Learning
Potential Rewards:
- Dreamweed seeds, unlocking a new cash-crop for your fields. Porito de Lucci insists that he will be able to do something with juice from the leaves and fruit of the plant.
- A quest related to the Stegadon.
Risk:
- 10% chance of injury
- 10% risk of death on failure
Klaus was kidnapped by Pirates. Undead bloody pirates, whatever next? Irregardless, you decide to post bounties and direct your mob of adventurers to the task of keeping the shores clear, by patrolling the endless coves and rocky inlets that infest the lustrian coast. Your local vampire hunter, vindicated by recent events, is particularly eager to get in on this one. As is Hektor Schmidt for whatever reason...
Primary Role: Intrigue.
Ludolf Von Hess will give a greater chance at greater rewards, if included.
Potential Rewards
- Pirate Treasures and whatever smuggled goods they hide.
- Quests found in the local area, with a chance for encountering other faction's agents.
- Reward bounties of any notable corsairs.
Risks
- 20% chance of injury.
- 15% chance of death -or worse- on failure.
- This will worsen relations with the Awakened undead pirate faction.