Questboards

Side quests are available in all cities. Depending on the city you are in, there is a different command. Sidequests are a great way to earn some money within the city. These are generally non-combat and based on skill checks. There are bigger quests based on combat that have higher rewards.

## Daily Requests:

You can use !sidequest city name for a random quest to complete for rewards. You can do this up to 3 times a day. Rewards for these are !treasure 4.

* !sidequest briarwood
* !sidequest feayling
* !sidequest aurora
* !sidequest highland
* !sidequest bohalro
* !sidequest salem

You can also do jobs but using !job skillname (example: !job sleight of hand ) once every 8 hours.

 Use `!sidequest help` to get all the available commands. You can do this up to 3 times a day. Rewards for these are `!treasure 4.`

## Briarwood Quests

### Badger? I hardly know her!

#### Part 1

Isaac wants you to travel to outside of Briarwood to capture some Badgers and bring them back to his inn.

Why he would want captured badgers is unclear, but his generous offer is certainly tempting. Isaac’s heard that some badgers have been seen around forest of Briarwood (city of Briarwood) and recommends you try to pick up their trail there.

Reward: 25gp per captured badger (max 50gp per character), and Isaac reveals what he wanted the badgers for by taking you downstairs to Isaac's Fight Club (City of Briarwood)

#### Part 2

Isaac wants you to travel to a small badger den outside of Briarwood to capture and bring them back to his inn.

Once you reach the forest of Briarwood (city of Briarwood), make a thread and roll a DC 18 Survival or Investigation Check

**On a success:** you find a few sets of badger tracks leading you right to their den.

**On a failure:** roll one !travel forest and complete the encounter. Upon completion, you may reattempt your DC 18 Survival/Investigation check.

When you find the badgers they are asleep, but your party is outnumbered 2 to 1. For each player, there is one "giant badger" and one "badger".

#### Part 3

When you find the badgers they are settling down to sleep, but your party is outnumbered 2 to 1. One giant badger and one badger per person.

Roll a DC 14 Stealth to make your way into their camp without them noticing.

On a success: the badgers are Surprised for the first round of Initiative.

On a failure: they wake up and rise with claws at the ready.

Remember, only melee attacks can be non-lethal! Did you pack rope for your captives?

If able to communicate with the badgers via spells or class features, and wish for a peaceful resolution:

With a dc 10 Animal Handling check, you can convince the badgers that this area isn't safe for them and that they should leave before someone else tries to bring them back to The Midnight Maiden (City of Briarwood). In return, you do not receive a reward from Isaac, however the badgers will give you some truffles that Spud will buy for 50gp

#### Reward

You finished the quest!

For each badger captured alive, Isaac will give you 25 gold pieces (max 50gp per char). They must be captured using non-lethal techniques, as Isaac plans to use the badgers as part of his fighting ring.

Isaac also shows you downstairs to the Isaac's Fight Club (City of Briarwood) and gives you full access to it.

If you chose to release the badger and receive the truffles, Spud will buy them for gold pieces.

### Something Fishy

#### Part 1

Local fisherman are telling tall tales about something out along the riverbanks that’s turning the waters red.

Some seem to thing there’s a curse on the spot - head out to forest of Briarwood (City of Briarwood) to find out for yourself.

Reward: 150gp

#### Part 2

Fishermen do love their tall tales; it's just some fish - quippers as far as you can tell. Since it will help stop the fishermen from quaking in their boots, wade out into the water to find them.

* Unless you have a swim speed, the area is Difficult Terrain for you.
* A passive perception of 13 is needed followed by Initiative.
* Use `!passive perception` to use your passive.

**On a failure:** you are Surprised for the first round of combat against the true cause of the fishermen’s fear: a Giant Shark

On the second round of combat, a huge Swarm of Quippers appears, separating into smaller schools to assist in dispatching the party - one Swarm per party member. Hopefully Spud has some of his namesakes back at the inn; if you survive this, imagine all the fish n’ chips you could have.

Reward: 150gp

### Shopping Spree

#### Part 1

The series of random scribbles, little symbols, and keywords scattered throughout the notice board mean nothing to the untrained eye; to you though, it was a 'shopping' list. Someone is offering to buy certain items stolen from the Briarwood Merchants (City of Briarwood)"''')

#### Part 2

The series of random scribbles, little symbols, and keywords scattered throughout the notice board mean nothing to the untrained eye; to you though, it was a 'shopping' list.

Head to the Briarwood Merchants (City of Briarwood) and roll five DC 16 Stealth or Sleight of Hand checks; three successes are required to successfully complete this request.

Any failure by 8 or more (a roll of 8 or lower after mod), the guards notice your attempt and give chase; roll a DC 13 Athletics or Acrobatics check to escape justice - if you fail to escape you receive no reward.

Reward: `!treasure 4`.

### Rats

#### Part 1

Oh for the love of…rats? Really?

75 GOLD?! That’s got to be an error; better double-check with Bobert over in the Briarwood Merchants (City of Briarwood).

Reward: 75gp and a Silvered butcher knife (Dagger)

#### Part 2

Oh…Bobert has got “rats” alright, and that posted reward was no mistake.

Two Wererats have established a nest and must be dealt with. Also in the basement are two Diseased Giant Rats per party member.

'I hope you brought your silvered weapons and disease immunity!' Bobert says with a laugh as he offers you a Silvered butcher knife. (use the Dagger stat block)

Use `!init madd "Wererat" -n 2` and `!init madd "Giant Diseased Rat" -n 2` to add the monsters. Change the 2 for the diseased rats to be double your party size.

Reward: 75gp."''')

### Foraging for Good Morels

#### Part 1

Selesnya wants you to travel to Briarwood Forest and gather some mushrooms.

Selesnya, a firbolg druid at the Sacred Grove has asked to you collect mushrooms as They are an important ingredient for a tea that soothes the civil war refugee's anxiety.

You have been asked to collect 15 lbs of mushrooms from Forest of Briarwood (City of Briarwood)

Reward: 15 gp and an option to sell collected herbs.

#### Part 2

Outside the city, in the dark forest, there are many areas where wild plants grow.

Use the `!forage` command to forage for herbs.

You may forage five times before having to roll a forest encounter: `!travel forest`.

Once you have collected 15 lbs of Mushrooms, return to Sacred Grove Druid Circle (City of Briarwood) and run `!quest forage reward`.

#### Reward

Bring mushrooms back to Selesnya. You take the 15 lbs of freshly foraged mushrooms, and more back to Selesnya at the Sacred Grove.

Selesnya gives you 15 gold for the 15 lbs of Mushrooms. Use `!g coin 15` and `!bag "Forage" - 15 "Mushrooms"` to record your reward.

Selesnya also offers to buy up to 100 lbs of foraged goods at a rate of 1 gold every 10 lbs per day, including today. Roll persuasion DC 15: `!c persuasion -dc 15`. If successful, Selesnya will also give you 10 good berries that last 24 hours and restore 4 hp each. (She's dipped life domain cleric!)

### Bucks for Bucks

#### Part 1

Bobert is exploring some other options other than rats... Bobert, the local butcher of Briarwood, has asked to you collect deer meat so he can try to expand his meat market away from those pesky rats. You have been asked to collect 100 lbs of deer meat from Forest of Briarwood (City of Briarwood).

Reward: double current meat prices pinned in Briarwood Merchants (City of Briarwood).

#### Part 2

Into the thick of the forest, we search for our prey. Outside the city, in the dark forest, there are many areas where the deers roam. Use the `!hunt big` command to hunt for deer. You may hunt five times before having to roll a forest encounter: `!travel forest`.

Once you have collected 100 lbs, return to Briarwood Merchants (City of Briarwood) and run `!quest hunt reward`."''')

#### Reward

Bobert is very thankful for the contribution! Though, strange noises are coming from his basement still...

You take the 100 lbs of deer meat back to Bobert. Bobert gives you double the current value of hunted meat for this 100 lbs (check the pins in the channel for current price.)

Use `!g coin +#` and `!bag "Meat" - 100 "Deer"` to record your reward. All meat brought after completing this quest will be sold at the current pinned rate, and this does count towards your daily limit of meat selling.

### Take a Hike, Rookie!

Briarwood’s a big place - probably a good idea to get your bearings before trying to conduct any business. Walk the city and engage with the optional encounter tables for City of Briarwood (City of Briarwood) and Midnight Maiden (City of Briarwood) . \n Visit the Briarwood Merchants (City of Briarwood) and the Sacred Grove Druid Circle (City of Briarwood).

Check out a book at the Reader's Garden Library (City of Briarwood)

Go hunting or foraging in the Forest of Briarwood (City of Briarwood)

Reward: As you make your way back from your last encounter, you find a small satchel with two vials of red potion. What luck - two Potions of Healing!

### Darrion, my Wayward Son!

#### Part 1

Gertrude is looking for someone to escort her safely to City of Feayling (City of Feayling) to see if she can convince her son to come back home and abandon the adventurer’s lifestyle he seems so keen on living.

Make your way to the Adventurer's Guild in Feayling. Gertrude does not have a mount or money to spare on teleports, so you need to walk unless you can provide some for her.

Reward: A Bag of Holding, once reunited with her son.

#### Part 2

Arriving in the city of Feayling, you make your way to the Adventurer's Guild (City of Feayling).

Talk around the guildhall is Darrion went with a few others to the Strange Mausoleum - magically shifting and moving passages running underneath the city of Feayling, full of foul fiends and unpleasant undead - but he has not come back up yet. Gertrude implores you to follow his path and bring her son back safe. Head into the Strange Mausoleum (City of Feayling)).

Once complete with the boss room, use `!quest darrion 3` to proceed.

#### Part 3

After completing the boss room of the Strange Mausoleum, you find Darrion and a few others, lying unconscious and injured on the floor by the altar.

Make a DC 10 medicine check, or use any source of healing, to stabilize them. Once brought back to the Adventurer's Guild (City of Feayling)) you receive your reward, a Bag of Holding.

## Feayling

### Party Animals!

#### Part 1

Mayor Tildaren’s son is celebrating their animal-themed birthday party at the library.

Mayor Tildaren’s son is celebrating their animal-themed birthday party at the Library of Oracles, and the Mayor is looking for extra security and entertainers for the affair.

Head over to Library of Oracles, and use `!quest party 2` for the second part of the quest.

Reward: 150 gp.

#### Part 2

Mayor Tildaren’s son, Bryce, is celebrating his animal-themed birthday party in the library and, well…things have gotten a bit out of hand. Bryce was not content with mere decorations and popped into his mother’s study to ‘borrow' the Wand of Polymorph kept in the desk drawer - the Mayor is hoping you can convince Bryce to settle down and put things back in order.

Roll a DC 22 Persuasion/Deception/Intimidation check to convince to Bryce to give up the wand.

On a success, roll a second DC 22 Persuasion/Deception/Intimidation check to convince Bryce to drop Concentration on the friends he’s already transformed into his favorite reptiles.

If either check fails, Bryce refuses, and he tells his polymorphed friends to attack: a "Giant Lizard" for each party member and 1 "Giant Crocodile" at the back of the hall.

After Bryce’s friends have been returned to their normal form, the Wand of Polymorph is to be returned to the Mayor to receive reward (and to avoid a warrant out for your arrest for Grand Larceny).

Use `!quest party reward` for the rewards!

#### Reward

Good or bad, the mayor keeps up her end of the deal. The mayor gives you 150 gold pieces for the help. Use `!g coins +150gp` to add to your coin purse!

## Adventurer's Guild

### Hoot!

An up and coming meat mogul posted a request in the adventurers guild, wanting a group of adventurers to kill some owlbears in the forest outside of Briarwood.

They keep hindering his attempts to make another road into the city, which would allow him to ship his product more efficiently. Go to Forest of Briarwood (here) and make 3 forest encounters using `!travel forest`, then roll initiative against 1 "owlbear".

Reward: The meat mogul rewards your group with 1 Exotic Component (Common)

### Treasure Island

Rumors are floating around of a ship that crashed into a little island off the coast of City of Bohalro, and the treasure within its hull.

Rent a boat appropriate for your party size and do 2 ocean encounters using `!travel ocean`, to reach the island. As you approach the ship, roll initiative against 1 "water elemental.

Reward: Among the wreckage your group finds 1 Exotic Component (Uncommon)

### Winter

A simple warning pinned up on the board, just the word BEWARE in large blocky script, with a fairly detailed drawing underneath. It depicts a large shadowy humanoid, almost demonic in nature; goat-like legs, clawed hands and twisted horns. It crouches on a snowy field, corpses scattered around its feet, a shiny trinket in its claws.

Head to City of Aurora and make 4 mountain encounters `!travel mountain`, then roll initiative against 1 "Nightwalker".

Reward: If your party manages to slay the Nightwalker, they find 1 Exotic Component (Legendary)

### Hachi

A small grocery store owner in Highland sent out a request to the adventurers guild, concerning a reclusive wizard that hasn’t arrived to pick up his monthly supply of food. She wants someone to go and make sure he is alright.

Once you reach City of Highland, make 3 mountain encounters useing `!travel mountain` to reach the small tower belonging to the wizard. As you approach, you hear some piteous whines, seeming to be coming from a large gray creature laying on the doorstep. As you get closer, it notices you, the whines turning into menacing growls. Roll initiative against 1 "gray render".

Reward: The tower seems to be torn apart, furniture and supplies scattered around; with no sign of the wizard. Your group is able to find 1 Exotic Component (Rare)

### Dune

An alchemist in Salem is looking for adventures to travel out into the desert and collect a certain alchemical reagent he requires for an experimental elixir he is working on.

Make your way out to the into the desert around City of Salem, rolling 3 desert encounters `!travel desert`. Once you reach the area described to you by the alchemist, you notice a tremor in the ground, the sand starting to shift and slide over your feet like water. A massive maw erupts from the ground beneath you. Roll initiative against 1 "Purple Worm".

Reward: Upon your return, the alchemist rewards you with a component he found that is useless for his alchemy. Your party gains 1 Exotic Component (Very Rare)