Overview
Quests use a D&D-style RPG layer with dice-rolled skill checks and a per-NPC disposition system that affects both dialogue tone and check outcomes.
Phases and rewards
Section titled “Phases and rewards”Quests are split into one or more phases, each with its own objective, XP reward, and item reward. A three-phase quest pays three separate rewards rather than one at the end. Item rewards reroll per accepter, so two party members never receive duplicate drops. NPCs offering a quest show a gold ”!” and switch to a blue ”?” when a turn-in is waiting.
XP rewards are multiplied by difficulty: Easy 0.5×, Medium 1.0×, Hard 2.0×.
Objective types
Section titled “Objective types”Six objective types ship:
- Collect Resources. Gather a target count of a specific item from anywhere in the world. Exempt from the 80-block party-proximity check at phase completion.
- Kill Mobs. Defeat a target count of a specific mob type. Only champion mobs at the quest’s hostile POI count toward the counter.
- Kill Boss. Defeat a single named boss at a fixed location.
- Fetch Item. Retrieve a specific item and keep it in inventory until turn-in.
- Peaceful Fetch. Variant of Fetch Item where the target sits in a chest inside a settlement instead of being guarded by hostile mobs.
- Talk to NPC. Finish a designated conversation with the target NPC.
Two systems on top
Section titled “Two systems on top”- Skill Checks are d20 rolls embedded in dialogue. Pick a skill-tagged response, roll, beat the DC.
- Disposition is a 0–100 value each NPC tracks per player. It colors dialogue tone and decides whether skill checks roll at advantage, normal, or disadvantage.