Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.
You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.
* Collect an artifact arcane powered item.
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor.
You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days.
Tannen revealed himself as the vile scum he really is and trapped you in his tower.
You have killed Ungolë in Ardhungol and saved the Sun Paladin.
Eight legs of wonderYou successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.
As a reward you improved mental save by +4.
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell.
As a reward you improved talent Nature's Touch (+1 level(s)).
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara.
As a reward you improved spell save by +4.
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire.
As a reward you improved spell save by +4.
You failed to protect the lone alchemist from death by black crystal.
Escort: lone alchemist (level 3 of Old Forest)You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire.
As a reward you improved spell save by +4.
You failed to protect the lost sun paladin from death by Xanibeth the vampire lord.
Escort: lost sun paladin (level 8 of Dreadfell)You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell.
As a reward you improved talent Vitality (+1 level(s)).
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.
As a reward you improved talent Unflinching Resolve (+1 level(s)).
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.
Seek the Sorcerers and stop them before they bend the world to their will.
To enter, you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.
You have been tasked to remove two threats to the yeeks.
Protect the Way, and vanquish your foes.
* You have explored the underwater zone and vanquished Murgol.
* You have explored the ritch tunnels and vanquished their queen.
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.
Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.
It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.
* You have explored the Old Forest and vanquished Shardskin.
* You have explored the Maze and vanquished the Minotaur.
* You have explored the Sandworm Lair and vanquished their Queen.
* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.
You must find a way to Maj'Eyal through the tunnel to the north of the island.
You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. The fortress's current energy level is:
With one of the notes there was a small gem that looks like a key.
* You used the key inside the ruins of Nur and found a way into the fortress of old.
* The Weirdling Beast is dead, freeing the way into the fortress itself.
* You have activated what seems to be a ... butler? with your rod of recall.
* You have bound the transmogrification chest to the Fortress power system.
* You have unlocked the training room.
* You have upgraded your rod of recall to transport you to the fortress.
* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.
As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Agrimley the hermit has completed an elixir of explosive force without your aid.
Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients:
* You've found the needed pouch of faeros ash.
* You've found the needed snow giant kidney.
* You've found the needed ritch stinger.
You have aided Ungrol of Last Hope in creating an elixir of foundations.
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!
You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!
You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them. The more you have the weaker the shield will be.
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena
The agent of the arenaYou met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.
Investigate the bastions of the Pride.
* You have destroyed Rak'shor.
* You have destroyed Vor.
* You have destroyed Grushnak.
* You have destroyed Gorbat.
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.
The wild wild eastZemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.
* You have found a Blood-Runed Athame.
* You have found the Resonating Diamond.
You have found a slavers' compound and entered it.
You decided to join the slavers and take part in their game. You won the ring of blood!
You decided you cannot let slavers continue their dirty work and destroyed them!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.