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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.
| Standing | Needs | The Watch | The Chapel | The Guild |
|---|---|---|---|---|
| Friendly | 150 | Smithy upgrades cost 10% less gold (the Watch's armoury deal). | Potion refills cost 25% less. | Mystery caches cost 10% less; board rerolls half price. |
| Honoured | 450 | +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. |
| Revered | 1000 | Reputation 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. |
| Exalted | 2000 | Town: 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.
| Trip | Loot × | Journal days | Injury risk × |
|---|---|---|---|
| 15 min | ×0.3 | 1 | ×0.35 |
| 1 hour | ×1 | 2 | ×0.7 |
| 4 hours | ×3.4 | 4 | ×1 |
| 8 hours | ×6 | 6 | ×1.15 |
| Tavern level | Crews on the road | Furthest act |
|---|---|---|
| 1 | 1 | Act 1 |
| 2 | 1 | Act 2 |
| 3 | 2 | Act 3 |
| 4 | 2 | Act 4 |
| 5 | 3 | Act 5 |
| Role | What they bring |
|---|---|
| Shieldwall | +12% party power: somebody holds the line. |
| Field Medic | Injury chance halved. |
| Light Fingers | +25% gold: they know where the good stuff is. |
| Arcane Eye | +50% essence and crystals. |
| Beast-Wise | Egg 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