Guild Missions

Rewards for all jobs are 1gp for Guild Members, 1.5gp for non-guild members per day and 1 favor point with the guild for affiliated members per job, unless otherwise noted.

  • The rating next to the mission name is the average party level (APL) needed to complete this quest with an “average” difficulty based upon 4 party members. This will obviously vary greatly depending on the skills of the characters involved.

  • APL is determined by taking all of the characters involved, adding their levels together and dividing by the number of players.

Mage Guild

Mana Harvesting - APL 4

  • Rare potions ingredients are needed to help with those effected by the Manastorm’s effects. The pieces needed are from Mana Elementals. To recover these someone with spell slots must perform a successful Arcana Check in order to harvest some of the rampant mana into a vial. Every 5 vials will net you 1gp for guild members, 1gp 5sp non guild. Sightings of these creatures have been found on the Isle of Thalos near the Far Sight Tower.

Eldritch Crevice Uncovered - APL 6

  • Within the Sunken Isles strange portals have opened up deep within crevices in the ocean floor. A spellcaster is needed to activate portal closing crystals and seal them before more eldritch abominations can escape.

Fighter Guild

Reinforce Shard Academy - APL 3

  • After the events of the 1st of Rain, the Mana Invasions, the protectors of Shard Academy have been faced with more frequent incursions. They need reinforcements and any loot goes to the slayer.  

Float Isle Unrest - APL 6

  • Many mercenary groups have been hired by an anonymous noble to do battle against each other. They are all payed well to bring down the other groups however, this has caused a great amount of chaos in the Float Isles. A group is needed to discover what is going on.

Merchant

Port City Smuggling - APL 4

  • More and more good have been stolen from off shore vessels and brought into the city without clearing the Docks. Discover who is smuggling in good and why.

Wintermere Resupply - APL 2

  • Wintermere in the Frozen Cap is in need of supplies. The White Wyrmlings are causing problems along the roads. Escort a caravan of 5 wagons from Far Port to Wintermere and return.

Temple Guild

repairing the Damage - APL 1

  • Port City has seen a great tragedy with the disappearances of many of it’s citizens. Those within Port City are in need of counseling and blessing. The local temples are overrun with the faithful who are flocking to them. However many are unable to attend the services. You will travel out among countryside and offer counseling and blessing to those outside the walls.

GodKillers - APL 8

  • When Outsiders were brought into the world they began hunting down the highest within the Temples Guild as they have the power to banish them from this world. They are now attacking our sacred sites and temples. Head to the Crystal Light Temple in the Frozen Cap and assist in banishing an Outsider named, “That Which Reflects.” A great boon will be offered to the party who brings this creature down and Resurrection/Reincarnation cost will be 1/2 the normal should one of you parish during this mission.

Tinker Guild

Whatever Floats your Boat - APL 3

  • Many of the Airships were commandeered during the Mana Invasions. The Tinker’s Guild is responsible for returning them to the citizens they belong too in the same condition they were used. Not all the airships have returned but one was sighted North-East of Mako Port.

Small Evil Genius at large - APL 4

  • An evil tinkerer has been stealing gadgets from other inventors and turning them into evil self propelled constructs. Investigate who could be doing this and why.

Shadow Guild

Powers Beyond Their Control - APL 7

  • A wizard who is determined to harness the power of the residual Mana Invasion has taken up residence in the forests North of Port City. Should he be allowed to complete his work it could spell disaster for the city. Since he hasn’t broken the law yet, the Fighter’s and Mage’s Guild are unwilling to stop him. It is up to you to assassinate him and make it look like an accident. Any loot found within the mage’s lab is yours to take.

Matter of Great Importance - APL 5

  • A large number of raids have occurred from within the tunnels beneath the city. These raids have been on unsanctioned thieves dens. Whoever is raiding these caverns may try to use it to bring down the official deals of the Shadows Guild. Additionally, those who are coming unsanctioned crimes need to be discovered and stopped before they bring the law down upon us.

General Jobs Board

Feeding the Masses - APl 2

  • Refugees have started pouring into the city. Food and supplies are starting to become less available. Several large beasts live north of Port City and could be brought down for food.

Small Town Sheriff - APL 2

  • Crime rates have risen within the city. These are small crimes that the Fighter’s Guild doesn’t’ have time to deal with. Catch the criminals and turn them in for reward.

Rare INGREDIENTS - APL 4

  • Nobles and emissaries demand the most unique and delicious food for their parties. Different hard to acquire ingredients are needed to craft the most delicious of recipes. Attain these and you will be paid handsomely.

Ship’s Escort - APl 2

  • Strong adventurers are needed to escort ships traveling over the great sea. Travel is free for those who promise to protect the ship for all threats that may befall the vessel.

Portal Jumping Known Connections

Underground Oasis - APL 4

  • Deep oasis like cavern beneath a barren land. Strange flora and reptilian creatures fill this cavern. Some of the herbs are needed for rare medicines that can only be collected within this dungeon. The medicines create the best antitoxins that are available to the common folk.

Hidden Lab in the Mountains - APL 5

  • Hidden within the steep mountains is a laboratory researching forbidden things. The Tinker’s Guild and other wealthy inventors have a great interest in what can be found within.

Poison Filled Shrine - APL 6

  • Artifacts of power are said to lie within a shrine filled with poison. Adventurers of great power are barred entry but those looking to prove themselves and bridge that gap between them and their betters may fine great treasure within.