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v0.7.0 · 30 September 2026

Quests, reputation and the Expedition Table

The Ember Depths quest overhaul: the Tavern bounty board, 25 named elites, townsfolk stories, sellsword questlines, three factions and sellsword expeditions.

The Tavern's bounty board was a list of chores. Now Hearthold talks back: three factions post work in their own voices, townsfolk have stories, every sellsword has a personal questline, and idle sellswords go on expeditions while you're away.

The board

  • 3 standing offers (one more per faction at Honoured), plus a featured contract every day that pays ×1.75 gold and a rarity step up.
  • Hold up to 4 board contracts at once. Nothing you accept ever expires; take a break whenever you like.
  • One offer rotates after every dungeon run, the rest stay put so you can plan. Rerolling one costs a little gold.
  • Hard+ contracts pay 1.5× to 2.75× for clearing on Hard, Epic or Legendary.
  • Hunts: 25 named elites, one per dungeon, each with a story. They have ×2.4 health, and every one you hunt hangs a trophy on the town wall.

Stories and questlines

4 townsfolk stories (The Ledger Affair, The Quiet Bell, Tempered in the Deep, Strays of the Deep) and 17 sellsword questlines. Story steps don't count toward the contract limit. Finishing a sellsword's questline earns their loyalty perk and, for some, a signature item.

Reputation

The Watch, The Chapel, The Guild: every quest earns standing with the faction that posted it.

Reputation per quest: 20 + 5 per act (featured ×2); story steps +60, a story's last step +150
StandingNeedsThe WatchThe ChapelThe Guild
Friendly150Smithy upgrades cost 10% less gold (the Watch's armoury deal).Potion refills cost 25% less.Mystery caches cost 10% less; board rerolls half price.
Honoured450+1 standing offer on the board; hunts pay +15% gold.+1 standing offer on the board; injured sellswords heal twice as fast.+1 standing offer on the board; a second featured contract every day.
Revered1000Reputation shop: the Watch-Captain's Greatcloak and the Night-Lantern.Reputation shop: Maren's Censer and the Bell-Bronze Band.Reputation shop: the Delver's Lucky Coin and Pipsnizzle's Borrowed Satchel.
Exalted2000Town: the Watch's standards fly over the gate. Hunt trophies get a proper rack.Town: candle-lit shrines and stained-glass light at the Chapel.Town: Guild pennants and paper lanterns over the market stalls.

The Expedition Table

Send up to 3 idle sellswords to a dungeon you've cleared. They come home with gold, materials, items, sometimes a pet egg, and a journal of what went wrong.

Longer trips bring home more, but a little less per hour, and risk more injuries
TripLoot ×Journal daysInjury risk ×
15 min×0.31×0.35
1 hour×12×0.7
4 hours×3.44×1
8 hours×66×1.15
Tavern levelCrews on the roadFurthest act
11Act 1
21Act 2
32Act 3
42Act 4
53Act 5
RoleWhat they bring
Shieldwall+12% party power: somebody holds the line.
Field MedicInjury chance halved.
Light Fingers+25% gold: they know where the good stuff is.
Arcane Eye+50% essence and crystals.
Beast-WiseEgg finds twice as likely.
  • Each crew member's injury chance grows the further the crew's power falls short (3% to 45% before the trip's risk); an injury means a rest of 0.5 h, 1 h, 2 h by severity. Nobody dies on an expedition.
  • Crew members earn road experience: Green → Seasoned (4) → Veteran (12) → Hardened (25) → Road-Legend (45); each rank is worth +1 level on the road.
  • Every estimate shows the real odds, and outcomes are fixed when the crew leaves: reloading never rerolls them.

See also