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Compendium

Quests & expeditions

Take work from the Tavern's bounty board, follow the townsfolk's stories and every sellsword's questline (see Sellswords), and send idle crews out from the Expedition Table.

The bounty board

KindWhat countsPosted byExample
✵ huntTrack down a dungeon's named elite.The WatchWanted: …
☠ bountyKill a boss or vault guardian.The WatchBounty: … · Vault Breaker
⚔ slayKill a number of foes (or one species, or the undead).The Watch, The Chapel, The GuildInfestation: … · Cull … · Lay Them to Rest · Hunting Lessons
◆ elitesKill elite foes.The Watch, The GuildBreak the Champions · Big Game
♜ defendGuard a ward-keeper through waves.The WatchHold the Waystone
⚑ clearClear a dungeon under a condition: a harder mode, no potions, never downed, or fast.The Watch, The Chapel, The GuildVeteran's Contract: … · Walk Out On Your Feet · Against the Clock · Dry Run
✚ rescueFree a captive and walk them to the stairs.The ChapelThe Taken
◈ secretsFind hidden rooms.The ChapelWhispers of …
◉ puzzleSolve a sigil puzzle.The ChapelThe Cipher
✦ gatherCollect tokens dropped by foes.The GuildRelics: …s
▤ chestsOpen chests.The GuildTreasure Survey
≡ floorsGo down a number of floors.The GuildChart … · Walkies: …
▣ mimicFind and kill mimics.The GuildThe Hungry Chest
  • 3 standing offers (+1 per faction at Honoured), and 1 featured contract a day (2 at Guild Honoured) paying ×1.75 gold and a rarity step up.
  • Hold up to 4 board contracts; story and questline steps don't count. Nothing you accept ever expires.
  • 1 offer rotates after each dungeon run; all of them at midnight. Reroll one for 26 gold at level 1 (140 at level 20), +50% for each reroll that day.
  • Hard+ contracts: Hard from level 1 pays ×1.5, Epic from level 8 pays ×2, Legendary from level 14 pays ×2.75.
  • Defend: 3 waves around the ward-keeper; the next comes when the last is down or after 25 s. Speed clears: about 2.8 minutes a floor.
  • Reputation per quest: 20 + 5 per act of the dungeon (featured ×2); story steps +60, a story's last step +150. What standing unlocks: Town → Reputation.

25 named elites

One per dungeon, posted as hunts by the Watch. They spawn on the second-to-last floor.

Named elites have ×2.4 health, ×1.15 damage and ×3 XP; each one hunted hangs a trophy on the town wall
Named eliteDungeonBaseLore
Snagtooth, the Bramble PoacherBramble HollowGoblin GruntSets snares for rabbits, travellers and, twice now, himself. The Watch wants the snares gone and Snagtooth with them.
Old Whiskerjaw, Sheriff of the WarrensRat-Kicker TunnelsWarren WolfA warren wolf so old its howl creaks. The rats elected it sheriff. It took the job very seriously.
Brother Mould, of the Endless VigilThe Sunken CryptSkeleton WarriorA crypt-monk who never stopped his vigil after death. He's very polite. He will still kill you.
Gallows Gert, and DuchessGallows Hill CatacombsGoblin Boar-RiderRides a boar called Duchess. Everyone agrees Duchess is the dangerous one.
Auditor Skrit, Grukk's TaxmanGrukk's WarcampGoblin HexerGrukk's tax collector. He hexes anyone who pays late, and everyone pays late. Lately he's been using a very familiar ledger.
The Gardener, Pruner of VisitorsThe Bone GardensGravetenderTends the Bone Gardens with shears and a smile. Prunes whatever wanders in.
Sir Rattleby, Knighted PosthumouslyMausoleum RowBone KnightKnighted after he died, which he feels undercuts the achievement. He's been trying to earn it ever since.
Mother Maggot, of the Weeping VaultsThe Weeping VaultsBloated ZombieShe was a very large woman in life. She is a very large problem now.
The Echo, Who Speaks LastHall of WhispersMirror ShadeRepeats the last thing you said, in your voice, from right behind you.
Marrowmere, the Tithe-TakerMorvaine's SanctumBone GolemBuilt from the bones of everyone who didn't pay Morvaine's toll. He is, technically, the toll.
The Sump Queen, Swallower of SpoonsThe Sunken SewersOchre JellyA jelly the size of a cottage. Most of Hearthold's missing cutlery is inside her.
The Mire Mother, Keeper of the ClutchMire of Lost SoulsSwamp LurkerGuards a clutch of stolen eggs in the reeds. Wren would very much like a word. With the eggs.
Krag Two-Tusk, Holder of GrudgesSerpent's HollowOrc BloodragerLost a tusk to a sellsword called Garrick in a bar fight. Garrick doesn't remember. Krag does.
Granny Bogwort, Tea at FourThe Witch-Light MarshBog WitchBrews a tea that shows you your future. Your future is being eaten by Granny Bogwort.
Big Gulp, Gutrot's TasterGutrot's WallowOgre BruteOld Gutrot's food taster. Has never met a poison he couldn't finish.
Sergeant Grimsby, Voice of the GatehouseThe Broken GatehouseMasked Orc SoldierHolds the gatehouse by shouting. It works on orcs. See if it works on you.
The Quartermaster, Keeper of FormsBarracks of the DamnedBlackguardSigns out swords, collects souls, loses the paperwork on purpose.
Deacon Ashvane, Who Rings the Other BellThe Cultists' ChapelDark AcolytePreaches that the fire is kind. His sermons are very, very warm.
Pyrewick, the Lit FuseThe Screaming RampartsPowder ImpCarries a lit fuse everywhere he goes. Nobody knows where the other end is.
The Last Squire, Still at His PostSeraphel's ThroneSoulbound WardenStill waiting for his commander's order to stand down. It isn't coming. Somebody should tell him. Gently.
Scorchmaw, Good Boy of the GateThe Cinder GateHell HoundThe Cinder Chief's favourite hound. Fetches souls. Does not drop them.
Frostwick, the UnburntHalls of AshFrostbitten CorpseThe one corpse in the Halls the fire could never warm. It is absolutely furious about it.
Cantor Brimstone, Hymnwright of the ChoirThe Molten ChoirDoom ScribeWrites the Choir's hymns. Every verse is a curse. The chorus is worse.
The Chainwright, Forger of ShacklesThe Brimstone BastionChain DevilForges the Bastion's shackles and tests every single one personally.
Ember-Eyed Varra, Mother of a Thousand ImpsVhoruun's PyreImp MatronMother of a thousand imps. Has strong opinions about how you're raising yours.

4 townsfolk stories

Multi-step stories told in their giver's voice, with a named reward at the end. Here's how each one starts.

The Ledger Affair

Mayor Brammle · The Guild · 4 steps · opens with The Sunken Crypt

Pipsnizzle has 'borrowed' the town ledger. Every copper Hearthold owns is written in it. Was.

Step 1: Who Took the Ledger?

Search the Rat-Kicker Tunnels for a hidden room: the ledger was 'lent' to a goblin who keeps it behind a wall.

The rest is a surprise. Quillon insists.

The Quiet Bell

Sister Maren · The Chapel · 4 steps · opens with Mausoleum Row

The chapel bell rings at midnight with nobody pulling the rope. Brother Anselm went to find out why.

Step 1: Brother Anselm

Brother Anselm followed the bell's echo into Mausoleum Row. Free him and walk him to the stairs.

The rest is a surprise. Quillon insists.

Tempered in the Deep

Garrick the Smith · The Watch · 4 steps · opens with The Sunken Sewers

Garrick the smith (no relation to the sellsword, everyone asks) wants to forge the best blade of his life.

Step 1: Rune-Steel

Bring Garrick 6 Rune-Steel Shards from the foes of Morvaine's Sanctum.

The rest is a surprise. Quillon insists.

Strays of the Deep

Wren Tallowmere · The Guild · 3 steps · opens with Mire of Lost Souls and pets

Something is stealing eggs from the reeds of the Mire, and Wren wants them back before they hatch somewhere awful.

Step 1: Walkies

Take your pet for a proper walk: 4 floors of your furthest dungeon, together.

The rest is a surprise. Quillon insists.

The Expedition Table

In the Tavern. Crews travel on real time while you're away; nobody dies on the road.

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.
  • Send up to 3 idle sellswords to a dungeon you've cleared. While you're away, the tavern's regulars scour the hills in your name and bank a share of their spoils (up to 8 hours).
  • Power: each member counts their effective level ÷ the dungeon's level; two on-level sellswords are a fair fight, three are comfortable. Their worn gear adds or takes up to 5 levels.
  • 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. Injured crew heal twice as fast at Chapel Honoured.
  • Crew members earn road experience: Green → Seasoned (4) → Veteran (12) → Hardened (25) → Road-Legend (45); each rank is worth +1 level on the road. Three different roles in a full crew: +10% to everything.
  • Loot: gold, materials and up to 6 items (at least one on trips of an hour or more), up to a 35% chance of a legendary, and pet eggs when pets are unlocked. Every estimate shows the real odds; the result is fixed when they leave.