Do'Urm Bounty Board v3.0

by Badhaas

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Bounty Board

Notes:

  • The Adventurers Guild is not responsible for bounty posters, it only mediates.
  • Dangers range from 💀 up to 💀💀💀💀💀, based on known info,
    from starting adventurers, to seasoned ones, to the most powerful (character level).

Last update:

26th of High Summer
208AC
(V3.1 Jun. 27 '23)

Tip of the Day:

It appears there are hidden messages around. Secrets uncovered thus far:
Bounty Board: 0.2Player Guide: 0.5

Updating Maps

It has become apparent we are missing maps from previous expeditions. As such, the Adventurers Guild has started an initiative to update the Interactive Maps with known info.

Doing this will award many guild coins, see: Updates needed.

Guild: these maps are only accessible by trusted and verified adventurers, unlike this bounty board which is located in the common room of the Old Inn.

Explore the Unknown by Adv.Gld.

Objective: Our goal is to explore the Iron Labyrinth and uncharted lands beyond. See the Interactive Maps. It's up to you to explore and expand these maps! We reward any discoveries (points of interest, requests, shortcuts) you find, that are worth a full expedition.

Rewards: 1 Guild Coin per point of interest, request or shortcut! Plus 1 Guild Coin per adventurer that goes there without you*.

Adventure Type: Expeditions in each region are different, see below for what type you feel like (or check the other posters).

Danger indications are for exploration! Specific sites and sub-regions may differ.

*only the first party that goes there, or for shortcuts the first 3 that use it.

Discoveries:

In the spirit of exploration, the adventurers guild rewards adventurers for worthwhile discoveries.

Improve Do'Urm:

The craftspeople of Do'Urm often take commissions of adventurers. Some need special crafting materials for this. While adventuring you might also find things that can improve their skill or even new artisans.

Explore DoUrm

← Start Here!

Points of Interest by AG

Sites possibly worth an expedition. Very little is known about these, the info here is based on intel from earlier expeditions: (also check the map)

💀💀 Iron Labyrinth - Noble Quarters:
There's a door with weird elemental symbols in the North-East corner of the Noble Quarters.
💀💀?? Iron Labyrinth:
The endless hallway going south, just inside the Iron Labyrinth, leads to a magical academy.
💀💀💀 Forgelands:
An entrance was spotted in the side of a volcano, south of the portal in the Forgelands.
💀💀💀💀 Akara Wilds:
A huge horned monster guards the entrance of a golden pyramid in the golden city in the Akara Wilds.

Saw something of interest during your expedition, worth a visit later? Let the Adventurers Guild know, and we'll add it!

Requests

From people or factions found in the Labyrinth and beyond:

💀💀💀💀 "Looking to buy a Djhidelvo heart, willing to pay handsomely incl. Guild coins or favours." -Ecthelion

The adventurers guild does not mediate in these. Found something worthwhile during your expedition? Let us know, and we'll add it here.

Rumours

The talk of the town. Unclear if actually true or false.

Manner Kliem was found dead in his home with the words "I received my penance" written in his blood on the wall. He was a high member in the Scarlett Academy advocating for safer study of magic
Ghosts are claiming back the labyrinth, slowly expanding the territory they control, the area only the dead can enter.
Richmond's Magic Association destroyed itself as an experiment that went wrong blew up the entire building. Some say it's the result of a conspiracy.
Some are talking about a massive, scary ghost roaming the labyrinth. Gobbling up adventurers
who roam the labyrinth for hours.

New ones appear at the top, old
ones are removed

.WANTED











Come get me if you can, arseholes! I've got a black foot
Danger: 💀💀💀💀💀💀💀💀

Guild: Expect mystery and morality

Requested 💀💀

We are looking to acquiesce this individual with the intent of acquisitioning expatiated intelligence on the black foot clan. We will be thorough with inattentive concern towards the individuals tranquility.

In short, capture this individual
for us, so we can find out more
about the blackfoot clan.

Reward: Renown from the Gentlemen Guild, 1 guild coin and 10.000 each.

Guild: Expect mystery and morality

Negotiators Needed 💀💀 to 💀💀💀💀

The Akara Wild has proven a new frontier. We are in need of a safe base of operations from which to further explore and venture into the jungle. Once setup, we can provide this benefit for both the RAA and our allies.

We are in need of a group somewhat familiar with the terrain, to deal with the locals. A small squad will join you with the necessary supplies. It is up to you to enable them to stay without worry.

Reward: 15.000 each and renown with the Royal Anafyst Army.

Guild: Expect diplomacy, and related rites

qlǝʜ ɿoʇ ϱniʞoo⅃ .Ƨ.I.A

ɿǝϱnol on ƨi bɿɒod γɈnυod ǝʜɈ ƨmǝǝƨ ɈI
ϱniʜɈǝmoƨ Ɉoϱ ǝv'I .Ɉƨoq oɈ ǝm ɿoʇ ǝʇɒƨ
ll'ɈI .bǝɈɒϱiɈƨǝvni ƨbǝǝn ɈɒʜɈ ǝɔnɒnǝᕋ no
Ɉiƨiv ǝƨɒǝlᕋ .nwob miʜ ϱniɿd υoγ qlǝʜ
.ǝɿǝʜw wonʞ υoγ ˎϱoɿϱbǝЯ ɒɿɒlꓘ


bnɒ ƨqɒɿɈ ǝʜɈ ɿoʇ llɒʇ Ɉ'nob ǝƨɒǝlq bnA
.niɒϱɒ nɒlƆ Ɉooʇʞɔɒlꓭ ǝʜɈ ʇo Ɉiǝɔǝb
.Ƨ.I.A

Guild: Expect mystery - 💀💀 to 💀💀💀

The End Is Near!!!


We have recently been informed of a shocking vision Klara Redgrog had regarding Do'Urm (an esteemed and famous seer). During the eclipse at the end of High Summer, 5-6 weeks from now, an army of corrupted will flood out of the labyrinth, killing all in their path. Shortly after, Do'Urm is engulfed in green flames raining down from the sky. The Blackfoot Clan will set off a bomb of Alchemist's fire, scorching Do'Urm and all lands within 100 KM.

Her vision ended standing in the middle of a crater where once Do'Urm was. No trace left of the army of corrupted and the entrance of the Iron Labyrinth molten shut. The destruction reached further, beyond Porton, the Tri-peaks area, and nearby major cities. Millions dead.

We must take action!

We've managed to thwart the Blackfoot Clan multiple times before, but never fully defeated them. As a result, they keep coming back.

They've helped the ghosts expand their territory in the Labyrinth, resulting in more frequent deaths. They were involved in the destruction of Richmond's Magic Association. And they're still swaying public opinion against adventurers.

The next few weeks will determine the future of Do'Urm

More allies and less enemies!

We'll need all the help we can get to survive, not just adventurers, but also nearby factions from both outside and inside the labyrinth. Thus we need you to deal with our shared enemies while also finding new allies with a vested interest in Do'Urm or its adventurers. It's up to you how to approach this.

Current Status:

Weeks remaining: 2 Odds of victory: Improving (from low)

Enemies: Blackfoot Clan, Ghosts in the Labyrinth, Yuan-ti

Allies: Scarlett Academy, Brave Sacrament, Dragon Preservation Department,
Tri-Peaks Vampires, Yiros (although he cannot leave his temple),
Borlath the Beholder, and the Drow

Unclear: Gentlemen's Guild, Royal Anafyst Army, any others you can think off

Read the Guild Gazette Below for more info

Scroll Down!

Our fight against DOOM!

Adventurers discovered Penance is
one of the original expedition
party that opened the labyrinth.
Hasin i-Sabbah, who found a
mask that now seems to control
him. The adventurers also
retrieved a couple of relics of
personal meaning to penance, useful to
temporarily weaken him in a fight or possibly
even help free him from its control. They are
now stored with the adventurers guild.

Though this will help in the fight against
Penance, we still don't know the exact plan of
the Blackfoot Clan. Without this, we'll still be at
a disadvantage and have to take on the full
force of the Blackfoot Clan.

The other problem is the army of corrupted.
We don't have a good way to fight them yet, nor
do we know where they are coming from
exactly. All we know thus far is they will be
pouring out of the Labyrinth's main entrance
and that Borlath was involved along with the
labyrinth opening party in stopping them last
time. More knowledge here or power in the
labyrinth is much needed to improve our odds
at victory.

Public opinion does seem to be swaying in
our favour again, with most people looking at
the adventurers for protection. Currently at
54% - 28% - 18% for Adventurers, blackfoot,
and undecided.

----- Duarko

Who are the corrupted?

Klara warns us of an incoming army, flooding out of the labyrinth. But who or what are they and where do they come from?

Adventurers have run into these beings in the labyrinth before. Described as misshapen; having multiple arms or legs sprouting out of their bodies in unnatural places, some even with more heads, usually completely black. Some reports even talk of them changing forms.

Though the biggest concern is how they spread. On a single touch potentially turning someone into on of their own as well.

Adventurers also uncovered that the blackfoot clan has been doing research on them. Having some kind of concoction to pause infection. And destroying them with enough Alchemist's fire. Though no other consistent method works, according to them.

However, we don't have an answer to the biggest question yet. Where will those vast numbers come from. As no known place in the labyrinth holds such army.

----- Saxiros

Kill many to safe more

Seems to be the ongoing philosophy of Penance and the blackfoot clan. Killing left and right, all under the name of saving the world. Where everyone in Do'Urm and the surrounding hunderds of kilometers are fine as collateral damage.

Though some people are asking what if the Blackfoot Clan are right. What if this is really the only way to save the world. And if it's not, how much collateral damage is acceptable?

The stories about our heroes always regale whom they saved. Saving the day and keeping everyone alive. But what if some deaths are unavoidable. And what if those are people you care about?

If it's your friends or loved ones, you'd probably try to save them. But what if this puts saving everyone else at risk?

The blackfoot clan seems to think trying is pointless. And the end justifies their means. But where would you draw the line? And what if you've risked it to much and can't save everyone anymore after?

----- Djorus

UPDATE ON DOOM: STILL BAD

2 weeks have passed and it appears we have some new allies. Borlath, the Beholder near the entrance of the Labyrinth, has promised to come to the adventurers aid. And adventurers helped Lady Ornada of house Argis win the election in Filluin. Thus we can also expect help from the Drow.

More allies should prove helpful fighting the foretold army of corrupted, blackfoot clan, and buy us more time. Though they will not enable us to stop Penance.

The key concerns are that we still have no idea how to stop the Blackfoot Clan nor do we know anything about Penance's weaknesses. Without these, the current estimates of success are to low to put a number to it.

Public opinion stands at: 44% - 34% - 22%
Adventurers, blackfoot, and undecided. Doubts about whether adventurers can protect Do'Urm are creeping in.

----- Duarko

A question of morality

The prevailing opinion on the streets is that adventurers called this upon themselves. Looting tombs instead of respecting the past has clearly led to the ghosts fighting back. Though then again many rely on loot brought in by adventurers to make a living, or supply them to do just that. Are they on to something, or just hypocrites. We'll get back to you next issue.

----- Saxiros

Our Last Hope

With only three weeks remaining, people are trying to leave to increase their odds of survival. Yet the Anafyst kingdom wants nothing of it, stating they can not handle such an influx of refugees nor do they have lands free for them to settle.

All eyes are turning towards the adventurers. Can they find a way to stop the Blackfoot Clan? And what about the army of corruption?

----- Djorus

Exploration

State of

In the last 8 months, adventurers have made great progress in exploring the Iron Labyrinth. Temples dedicated to old gods were found inside, and most have been successfully explored, finding treasure and mysterious keys. One party has put these keys to use, finding a way into the Daramoûn (a.k.a. the city of gods) below the labyrinth.

Besides that, portals to other places on the world have been found. One leading to the Akara Wilds, a dense jungle where Behemoths roam, another leading the Volitare Archipelago, a war torn region consisting of thousands of islands floating in the sky, and another leading to the Forgelands, a mountainous region on the far side of Grænalea where once giants ruled. More portals are theorised to exist in the Labyrinth, but have yet to be found. The Cauldron is a place connecting all portals, yet it’s currently guarded by a beholder called Borlath. And alternate entrance into the labyrinth also leads to this cauldron.

Along these explorations adventurers made many allies and enemies, the most troublesome of which have proven to be the Blackfoot Clan. They’ve even started thwarting adventurers in the public eye:
Public opinion: Adventurers vs Blackfoot Clan - 49% : 38%
With 13% of the public on the fence.

Some groups advocate for adventurers, like the Dragon Preservation Department, the Scarlett Academy, the Brave Sacrament and the Vampires of Hemtal near Hemtal. Though the public still feels uneasy about vampires and see the Brave Sacrament as a band of religious vigilantes.

The Anafyst Army seem notably quiet on the matter, showing only a fleeting interest in Do’Urm, and the Gentlemen Guild repeatedly claim it would be ungentlemanlike of them to pick sides.

The strongest claims against the adventurers are them having burnt down the village of Hemtal, the commotion at the Docks in Porton, the break in and robbery attempt at Brandon L. Mull. While in general there are claims about adventurers being selfish looters.

We expect this scenario to develop further over the coming months and will keep you informed as always.

----- Djorus

Security Risks

Due to the urgency and impact of Klara Redgrog’s vision and the reach of the Blackfoot Clan, the Adventurers Guilds has chosen to move the bounty board and these Gazette publications into private quarters of the Old Inn. Only a selection of trusted adventurers have access to these now.

This helps us keep Klara Redgrog’s location and A.I.S.’s identity a secret from the blackfoot clan. It also ensures shared information is not accessible to them.

----- Saxiros

OUR DOOM IS APPROACHING

Ghastly Complications

We've received several reports of passages in the early section of the Iron Labyrinth suddenly being blocked. Shoved shut with large pieces of marble and torn metal sheets as big as the walls themselves. Ghosts patrol these areas, seemingly guarding something within.

In addition, we've been hearing increasing accounts of people immediately dying upon falling unconscious. Shortly after, some people reported a ghostly form leaving the body and venturing further into the labyrinth.

One account tells a darker story. Their dead friend continued adventuring with his companions as a ghost. Throughout the rest of their expedition he was increasingly supportive of the ghosts in the labyrinth and urged to help their cause. Towards the end, the ghostly adventurer turned on his allies, trying to turn them into ghosts as well.

Thus we want to warn all adventurers going into the labyrinth to be exceedingly careful not to drop unconscious. Revival magic only works when the spirit is able to return, where ghosts cannot.

----- Djorus

Old Bounties

Notes:

  • Here you'll find old bounties, completed or not

Secrets found:

Bounty Board: 0.2 Player Guide: 0.5

Not sure what to do?

Trouble deciding what to do? Curious what's available? Well, here's the solution in 25 easy steps:

  1. Look around this bounty board for anything of interest.
  2. Check The Player Wiki, for shared info between players
    (NPCs cannot see info shared here).
  3. The Iron Labyrinth is mostly unexplored. Unopened for millenia, housing ancient dangers, puzzles and treasure.
    Somewhere inside, Drow scheme against each other.
  4. The Akara Wilds is a vast untamed jungle filled with massive beasts, competing tribes, overgrown civilization and a tyrant who wants to rule it all.
  5. The region around Do'Urm houses a scheming Yuan-Ti tribe opposed by vampires and undead.
  6. And undiscovered places accessible through the labyrinth

Memories of Oblivion

Are your maps always inaccurate? Do you never have a clue where to go? Then look no further!
We, Memories of Oblivion, provide the service you need:
• 1 GC*: Perfect maps**, with accuracy grading
• 5 GC: We explore*** for you a location of your choice

* Multiple floors, or larger maps are 1GC per floor, or per reasonable area.
** Maps are based on your info, bad info = bad map, we are not liable for errors.
*** We only provide directions and a rough indication of what to expect there.

Old Locations of Interest

💀💀💀 Vampires live atop one of the peaks near Hemtal. They used to feed on the village.
💀💀?? There's an endless hallway going south, just inside the Iron Labyrinth.
💀💀💀💀 A horrible monster lives near the Stripe > stripe symbol in the labyrinth, which the ghosts want set loose to terrorize adventurers exploring the labyrinth.
💀💀 Inside the labyrinth, a dwarven temple (or such) lies close to the Z or three-quarter cheese symbols, locked behind a puzzle in dwarvish.
💀💀 On top of the Trampled Barrens, in a deep crevice north west of Do'Urm, there's another entrance into the Iron Labyrinth.
A horrible monster lives near the Stripe > stripe symbol in the labyrinth, which the ghosts want set loose - Danger: 💀💀💀💀
In the labyrinth, we found a cellar door locked by an ancient wizard in one of the places near the 3 circles symbol. - Danger: 💀💀
Portals inside the Labyrinth lead to places across the world. Some pay a hefty price for their locations.
Expected danger: 💀💀
The Blackfoot Clan is using and killing people to reach something hidden beyond the labyrinth's well.
Danger: 💀💀

Old Rumours

Hemtal was burned down by adventurers to kill a few monsters, but also killed all villagers.
The Blackfoot Clan protect us from the dangers of the labyrinth, while those greedy adventurers just open it and delve for their own benefits
Ghosts roam the labyrinth, wanting to take back their ancient treasures. Killing those who
took it.
Hemtal was burned down by the old villagers who fled, as revenge for lost homes and family members.
Richmond's Magic Association is going bankrupt.
Diamond prices were a lie, some cabal fixed them, only the big diamonds work for the better resurrection spells.
Some people robbed a wealthy adventurer living in East Bank. Is Do'Urm really as safe as we thought?
Diamonds are used for resurrection magic, some evil wizard's getting them all, so get them now before they sell out (or get shit expensive)

Hemtal's problem

The village of Hemtal has been attacked by vampires, werewolves and undead frequently recently.

Their scouts determined that the werewolves were coming from the east and must have a settlement somewhere around there. They constantly seem to heal as well.

Find the werewolf settlement and take out their priests / healers.

Reward: Each one barrel of their signature wine (worth 3000 - 5000 )

Notes from the Guild:

Requires: No prior hostility with the villagers

Danger: 💀💀

Beyond the Labyrinth

We are very curious to find out what lies behind these temples inside the labyrinth. Previous expeditions have revealed doors with weirdly shaped keyholes. What could there be beyond?

Previous explored temples had plenty of treasure and huge keys.

Progress: 6 temples found (though 1 we don't know how to get in yet) and 3 shapes of keys retrieved. Presumably 2 temples unfound.

Rewards:
Find Temple: 10.000 , and 2 Guild Coins each.
Deliver new Key(s): 10.000 , and 2 Guild Coins each.
Full Completion: 2000 , and 2 Guild Coins for all who helped. And 200.000 and 2 Guild Coins extra for the completing party

Notes from the Guild:

Danger: 💀💀💀

- Secret Message -

Only for adventurers, select to reveal:

The blackfoot clan is also gathering temple keys. We estimate, they have 3 keys thus far.

Heads up:

टT no ƨɈʜϱiƨ ƨiʜ Ɉǝƨ ƨɒʜ ǝɔnɒnǝꟼ

oɈ noiɈɒɿɒqǝɿq ϱniʞɒm ǝɿ'γǝʜT

.nooƨ ǝɿǝʜɈ oϱ

.Ƨ.I.A

Ghostly treasure

We, the grandeth original inhabitants, dare you to come steal our heirlooms. Our most precious treasures areth safely locked away in the corner of the trades quarters.

Stripe - greater than - stripe, will show the path.

We offer no reward, why would we? Just letting thou taketh our treasures.

Search & Rescue Op

We've lost contact with a squad of RAA soldiers who went out to scout upriver in the Akara Wilds.

We urgently need a squad of adventurers to catch wind of their trail, find them, and bring them back home.

They are skilled scouts with enough survival knowledge to hold out for a while, but the lack of communication is disconcerting.

Reward: 15.000 each (and RAA membership if so desired)

Notes from the Guild:

Danger: 💀💀💀

Noble Expedition

We are planning an expedition into the Labyrinth to retrieve riches and treasure based on our information.

To this end, we need a party of skilled adventurers.

Reward: 2.000 for escorting us, and second pick for part of the spoils

Notes from the Guild:

Danger: 💀💀

New Labyrinth Entrance

There are persistent rumours of another way into the Iron Labyrinth, from somewhere in a chasm in the Trampled Barrens. We need a party of adventurers to check this out.

Reward: 6.000 and 1 Guild Coins each

Notes from the Guild:

Danger: 💀💀

Gracefull Donation:

υoγ γɒq ll'I ˎγǝʞ bǝqɒʜƨ ǝɿɒυpƨ ǝʜɈ ɈǝӘ

ƨ'Ɉooʇʞɔɒlꓭ ǝʜɈ Ɉυo ǝɿυϱiʇ ll'I .ɿǝvliƨ ʞ00Ƹ

ϱnivom ǝd Ɉ'nblυoʜƨ γǝʜɈ ˎɈǝϱɿɒɈ Ɉxǝn

.ƨʞǝǝw ǝlqυoɔ ɿǝʜɈonɒ ɿoʇ

.Ƨ.I.A

Adventuring from Mezzarbo 💀💀

Travel to Mezzarbo Port in the Akara Wilds is dangerous and usually takes the better part of an expedition.

Find a way and establish a quick, safe and reliable way to travel into Mezzarbo port.

Reward: 10.000 and 2 Guild Coins each

Notes from the Guild:

Requires: A plan upfront on how to achieve this (5GC for tips)

New Years Potions

Come by my shop in Old Town to get a free potion, celebrating the new year. The offer is only valid while I still have leftovers to hand out, so hurry up!

Love, Agatha.
Do'Urm best herbalist!

Klara in Danger 💀💀💀

qɒnbiʞ oɈ ϱninnɒlq ǝɿɒ nɒlƆ Ɉooʇʞɔɒlꓭ ǝʜT bnɒ ǝɿυɈqɒɔ oɈ Ɉnɒw γǝʜT .ϱoɿϱbǝЯ ɒɿɒlꓘ ǝloɈƨ ǝʜƨ ƨmǝɈi lυʇɿǝwoq bniʇ oɈ ɿǝʜ ǝɿυɈɿoɈ .mǝʜɈ moɿʇ

ǝƨǝʜɈ ʜɔɈɒnƨ oɈ bǝϱɒnɒm ƨɿǝɿυɈnǝvbA ɒɿɒlꓘ bnɒ ˎƨbnɒʜ ƨ'nɒlƆ ǝʜɈ ʇo Ɉυo ƨmǝɈi ǝɔnɒnǝꟼ ʇi Ɉυꓭ .ϱniqǝǝʞǝʇɒƨ ɿiǝʜɈ bǝϱnɒɿɿɒ ǝʇɒƨ ǝd Ɉnow γǝʜɈ ˎɒɿɒlꓘ no ƨbnɒʜ ƨiʜ ƨɈǝϱ .ǝɿomγnɒ

ǝɿǝʜwǝmoƨ ˎγɈǝʇɒƨ oɈ ɒɿɒlꓘ Ɉǝϱ Ɉƨυm υoY ǝɿoʇǝd ˎʜɔɒǝɿ ƨ'nɒlƆ Ɉooʇʞɔɒlꓭ ǝʜɈ ǝbiƨɈυo !ɿǝʜ oɈ Ɉǝϱ γǝʜɈ

.Ƨ.I.A

Guild: Expect a dangerous escort mission

Cursed Village 💀💀💀

Recent rumours have started spreading about a cursed village just east of the tri-peaks area. The streets are filled with blood and visitors never return.

We have sent a few people to investigate, but never heard back from them. So now we ask you for help.

The Brave Sacrament

Reward: we can offer renown and 4.000 each

Guild: Expect mystery and horror

Access to Knowledge 💀💀💀

It has come to our attention that a vast
amount of knowledge is stored within
one of the temples inside the Iron
Labyrinth. We would like to set up a
base of operations just outside this temple of knowledge.

We are in need of a strong individuals who can escort a group of our mages, and protect them while they set up a safe haven within the labyrinth.

Reward: renown from the Scarlet Academy, access to said library while doing research, and 1 guild coin and 5.000 each.

Guild: Expect less escort and more danger (combat)

Get into the City of Gods 💀💀💀

It seems the temples lead into a deeper part of the Iron Labyrinth, to an area called the city of gods. Each (found) temple has a door with 3 different key holes, and a huge key with a unique shape per temple.

We, the Adventurers Guild, want to enable adventurers to explore this deeper part of the Labyrinth.

Completion Reward The first party to get into the city of gods will get 50.000 and 5 Guild coins each, and all other adventurers who at some point helped with this quest will each get 10.000.

Progress Reward 10.000 and 2 Guild coins each, per new key brought back or temple discovered.

T1 Life T2 Mind T3 Time T4 Elmt T5 Mstr T6 ??? T7 ??? T8 G&E
















.Got key Got key Found Got key Found ??? ??? Got key

- Secret Message -

Only for adventurers, select to reveal:

The blackfoot clan is also gathering temple keys. We estimate, they have 4 keys thus far.

- .Ƨ.I.A moɿʇ AƧᕋ -

bnυoʇ Ɉ'nƨɒʜ lliɈƨ nɒlƆ Ɉooʇʞɔɒlꓭ ǝʜT
oɈni Ɉǝϱ oɈ ǝlqmǝɈ bnɒ ƨγǝʞ Ɉʜϱiɿ ǝʜɈ
Ɉi qǝǝʞ oɈ υoγ ǝɿolqmi I .nυomɒɿɒꓷ
.γɒw ɈɒʜɈ
ˎɿɒɈƨ ˎɈob ǝʜɈ ǝvɒʜ γbɒǝɿlɒ γǝʜT
bnA .ǝqɒʜƨ-T bnɒ ǝlϱnɒiɿT ˎǝɿɒυpƧ
ǝʜɈ ǝʞɒɈ ǝƨɒǝlᕋ .ǝɿom ǝno bǝǝn Ɉƨυį
oɈ Ɉǝϱ nɒɔ γǝʜɈ ǝɿoʇǝd ƨγǝʞ ɿǝʜɈo
.mǝʜɈ
.ǝɿom qlǝʜ Ɉ'nɒɔ oƨ ˎǝm oɈ no ǝɿ'γǝʜT
.Ƨ.I.A

Message from Crimson

With Videa keeping the Blackfoot clan out of the temple of Mystra, they are anxious to get the key from the temple in the craftsmen quarter. It is their last possibility to get to Daramoûn.

We must prevent this from happening!

Crimson

Reputation!!! 💀💀

In recent days, there's been a growing dislike of adventurers. We believe the blackfoot clan is at fault, and are looking for adventurers to stain the blackfoot clan's reputation and put adventurers back into the public's hearts.

Reward: renown from Richmond's Magic Association, 2 guild coins and 8.000 each.

Guild: Expect deception and conflict

Remaining Temples 💀💀💀

COMPLTD.: Get into the City of Gods

A group of adventurers successfully
ventured into the City of Gods, a.k.a.
Daramoûn. We still want to encourage
getting keys from the other temples,
and help you track progress.

Reward for keys (only new keys)
10.000 and 2 Guild coins each

T1 Life T2 Mind T3 Time T4 Elmt T5 Mstr T6 S&M T7 ??? T8 G&E
















.Got key Got key Found Got key Found Got key ??? Got key

This is not over!

We don't know yet where using the keys leads for most temples. See the interactive maps.

Also, a cornered cat makes weird jumps. Be weary of the Blackfoot Clan.

Filuin Elections

Dear adventurers,

I, Lady Ornada, write to request your support for my house, House Argis, in the upcoming elections of Filuin.

We feel both of us will benefit from House Argis holding a more predominant position within the Drow city of Filuin. Some of you have worked with us before and we've always been very impressed with your results. We hope to be able to count on you again on the upcoming election for choosing a new queen of the royal senate.

We hope to hear from you soon,

Lady Ornada Argis.

Guild: Expect intrigue and morality - 💀💀 to 💀💀💀

Saved for Later

Notes:

  • Still unused, but removed for now because of reasons.

Secrets totals:

Bounty Board: 3 Player Guide: 13

Tools Wanted 💀💀

We dire in need for strong, discrete adventures. Help wanted for performing secret missions in delicate areas.

Meet at north entrance of Drow kingdom in the Iron Edifice Maze. Telling codeword "excelsior" to appear house Loxillius (only mention code).

Now apologize for bad translation.

Reward: 5.000 to 15.000 and 1 guild coin each

Guild: Expect intrigue with combat

Spies Wanted 💀💀💀

House Loxillius are trying to make adventurers do their dirty work. We are looking for adventurers willing to pretend to help them out but instead foil their plans.

Reward: 6.000 each +1 guild coin each

Guild: Expect intrigue with combat

Guild: 💀💀
Expect investigating and morality