Search results

Your search for “"quests"” gave approximately 3 results:

Wiki+ page: Example Quest

Getting started with a completely new world can be challenging enough for any game master, let alone trying to learn a completely new game system. Therefore it would be helpful to have an example quest to get you started, one that you could learn from and follow to make your own adventurers. That is what this is, an example quest to help you get started.

The example quest is just that, an example. It is a simple dungeon crawl with an objective that the game master can change to better suit his or her campaign. The example quest can serve as a first quest in a long campaign or as a simple stand alone quest to help get the GM and the players used to the system before ever really getting into a campaign. Since it comes with a dungeon map, it can serve as a guide for making maps and creating campaigns.

However, it is only a small, simple example. It only comes with a dungeon map. No world maps or city maps are included. Nor are any traps, treasures, or beasts shown on the map. It is up to the GM to determine what can be found in this dungeon and where. There is an objective provided, but the GM may decide to change it. There are also suggested treasures, traps, and foes provided, but the GM may decide how and where to use them or to replace them with whatever he or she desires. This quest is kept small and flexible so that the GM will be able to play around with it, test different things out, and learn how things work. The GM does not have to use this example quest if he or she does not want to.

Everything used in this example quest can be found in this wiki. You will never need other boos just to play Legends of Nor'Ova. As this quest should demonstrate, this book contains everything you need to play and make campaigns. Some of the treasures listed may result from use of the crafting system, but everything that is needed is in this book.

Back to top

1. Quest Objective and Getting Started

This example quest will be a treasure hunting quest. While the GM can change that, it will be to seek a particular relic.

The most common way to start out a quest is in a town, so we will do that here. This quest doesn't come with a town map. You can make one if you want to, but really it should not be needed. Assuming that the players have completely made their characters, including outfitting them, all you need to do is to find a reason for the characters to be together and a reason for them to go on this quest.

The simplest reason to go on a treasure hunt is being hired to do it. So start off the quest with the player characters all together at a place where they would get hired to take on a treasure hunt. This could be at a local tavern or maybe at a job and notice board in the town square. It could also be as part of some entrance test to join a guild or group.

The quest will be to retrieve an ancient relic rumored to be in a nearby cave that has become an imp lair. The reward should be up to the GM, and should make the quest worthwhile. Since this quest does not come with a world map, lets just assume that the caves are a half day's journey from town.

Back to top

2. Suggested Foes

  • Imps: Imps have made these caves their home. You could use imps from each element. Gold Imps are highly suggested since there is treasure involved.

  • Echo Shiff: This would make a challenging dungeon boss, guarding the treasure. You could pair them with some imps. Be careful how you use them though, echo shiffs are very challenging and too many of them can easily wipe out a new party.

  • Green Climbers: These would make as great obstacles that the party could try to avoid or overcome. One green climber per encounter should prove to be challenging enough for a beginning party.

Back to top

3. Suggested Traps

Since imps live here there are bound to be some traps. Just remember, imp traps are crude and not very efficient.

  • Arrow, Bolt, or Dart Traps: Simple traps that have a simple trigger and a finite supply of ammo. You can use the arrow, bolt, or darts from the book for damage values.

  • Falling Rocks: A simple trap that involves rocks falling on the victim. 3d60 to 6d6 physical damage.

  • Alarm: A simple trap that when sprung makes a lot of noise. This results in lots of foes, likely imps, chasing after the party.

Back to top

4. Suggested Treasure

Everything listed here can be found in this book, except the quest item which the GM can create to better fit any story ideas he or she may have.

  • Potions and Medicines: You should allow the party to find some potions to restore their stats with. After all, it is very likely that they didn't buy many.

  • Simple Arrows and/or Bolts: If one of the players uses a bow or crossbow, why not let him find some arrows or bolts?

  • Simple Weapons: It is always nice to find weapons, even if you only plan to sell it later. A good weapon type to use as basic treasure would be throwing weapons. A crafty GM may also decide to make one of the weapons lead to a future quest, such as the weapon being cursed and the curse needs to be removed.

  • Simple Armor: You could place some armor from the book here. Maybe some shields, slightly better armor then what the party has, or a leather cloak with all of the enhancements?

  • Small Amounts of Money: Who doesn't like to find money? But you should be careful not to let them find too much. The last thing you want is for the party to come out of the first quest rich. You should limit the money caches to 20 Shillings or 100 Duram. You could let them make luck checks to increase that amount slightly.

  • Ancient Artifact: This is the quest item, the reason that they came into these caves. This item is entirely up to the GM. It could be something as simple as a gauntlet with a rune stone attached or something as bizarre as some old broken item from the distant but more advanced past – which is fitting with Nor'Ovan lore. One idea is to make the item enticing to the players so that they might consider keeping it instead of taking it to their employer. Another idea is to have this item lead into the next quest or play an important role in your campaign.

Back to top

5. Some Basic Lore

Every campaign and every quest needs to have some lore behind it. As you may have already noticed when reading over the races, Nor'Ova is full of lore. Obviously it would go beyond the scope of the example quest to go deep into the lore here, but you should know some of the basics so that you can build a story around the quest.

  • Gods: Like most fantasy settings, Nor'Ova has many different gods and goddesses and many different beliefs. The two main gods that are in most beliefs are Mogen David and Zodo. Mogen David is generally seen as the benevolent god while Zodo, the god of magic and power, is almost always seen as evil.

  • Nor'Ova is a Post Apocalyptic World: Near the end of the First Era, Nor'Ova was a lot like modern day earth, only slightly more advanced. The First Era ended with a global nuclear war that became known as the Great Magic War, which devastated the world and is responsible for the ability to use magic.

  • Only the Elven Races are Native: All other races, including humans, are alien to Nor'Ova.

Back to top

6. Maps

Here are the maps for the dungeon. The dungeon is a three level map. Each map is a link to the full size map file.

6.1. Basement Level


This is the lowest level of the caves, which the GM is free to name. There are two stairwells that lead to the ground floor.

6.2. Ground Level


This is the ground floor of the caves. It is where the party comes into the caves. Their are two entrances into the caves. There are two stairwells leading to the basement level and two leading up to the second level.

6.3. Second Level


This is the second floor of the caves and is the top floor. There are two stairwells leading down to the ground level.

It is here that the quest item can be found. It is behind the locked door and is guarded by the dungeon's boss.

As you may have noticed, the maps have a square grid on them. That is so that you can make use of the movement system of the game. Every map you make should bear a grid of some kind. The grid here has small blocks and large blocks. If you want this to be a fast moving quest, use the large blocks only. If you want this to be a longer quest, use the small blocks and include obstacles and challenges.

These maps purposely leave out traps, treasures, and foes. The last thing that a GM wants is for the players to know where everything is. That takes out the thrill of discovery and could lead to metagaming. Instead the GM should be able to decide what is where.

Back to top

7. Closing Remarks

We hope that you have enjoyed and found useful this example quest. Hopefully it will prove useful in not only getting you started, but also serving as a good example to help you make your own adventurers.

Please remember, this was simply an example quest Campaigns that you create or obtain will always be more detailed.

We also hope that Legends of Nor'Ova proves to be as fun for you and your group to play as it was for us to make and play. If you ever have any questions or have some suggestions, please fill free to visit us at or email the main creator, Travis K. Randall, at

Back to top


Wiki+ page: Gulf Dome Ruins

1. Introduction

Greetings and welcome fellow adventurers! Gulf Dome Ruins is the first ever produced adventure module for the Legends of Nor'Ova RPG.

This adventure module is a simple dungeon crawl. It contains maps, treasure lists, and suggested foes.

This adventure module is not a full quest or campaign. It is simply a dungeon that you can use with your quests or campaigns. It does not include any role play elements. Those things need to be added by the game master and the role players themselves.

This adventure module uses a dungeon found on the Continent of Chalcedonia – Third Era map, but you could use this adventure module for any of the dome ruins and not just Gulf Dome Ruins if you like. Furthermore you could use this adventure module with your own world setting. This adventure module does require use of the Legends of Nor'Ova RPG Core Rules, which is this wiki, and doesn't require use of any of the campaign settings. The objectives that this module provides can be substituted with any other objective if you so desire.

Back to top

2. Adventure Info

Here is some quick information regarding this adventure module.

Objective: The GM should provide an object that best fits the campaign. One possible objective is looking for a certain item or artifact that is rumored to exist here. Another objective could be needing to clear it out as it has become a nest of imps. That is the objective we will use in the module.

“The adventuring party have been commissioned by the leadership of South Port (nearby city) to clear out the imp hordes that have made these ruins their den. These imps have been attacking travellers of the nearby road and are suspected of having snuck into the town at night, robbing homes and shops. There is a substantial reward of 1,000 shillings for the eradication of this menace.”

Dungeon Description: Gulf Dome Ruins is an ancient structure from the late First Era. It was at that time a research center where the government of Xerxes Zodo was preforming race creation and modification experiments. The Great Magic War that ended the First Era, the Ascian Conflict during the Second Era, and the slow march of time has claimed much of the Gulf Dome. The portion that is still standing has recently become a den of imps.

Traps: none (unless set by the GM)

Foes: imp groups of each element – available in the Bestiary

Doors: The doors on the maps are color coded. The colors mean different things.

  • BROWN: These are normal doors which are unlocked. Despite their color these doors are not wood. They are made of steel like all doors in these ruins.
  • TEAL GREEN: Easy Lock doors – these doors are locked but can be picked using the Pick Easy Locks skill.
  • GOLD: Normal Lock doors – these doors are locked but can be picked using the Pick Normal Locks skill.
  • REDHard Lock doors – these doors are locked but can be picked using the Pick Hard Locks skill. Perhaps there is a key to unlock these doors.
  • PURPLE: Very Hard Lock doors – these doors are locked but can be picked using the Pick Very Hard Locks skill. Perhaps there is a key to unlock these doors.
Back to top

3. Treasures

The following is a suggested list of treasures that could be found in the Gulf Dome Ruins. These treasures all come from the Core Rule Book. The GM can substitute this list for his or her own treasures or add to the list.

Item Description Sell Value Each Weight Each Space Taken Each QTY to Find
Diamond Gauntlets Attack: 7; Block: 7; DP: 110; Range: 0 25.00 1.2 5 2
Crystal Armet PR: 3; MR: 9; Other Info: +5 MR against magic of your element 11.69 1.32 6 1
Crystal Scale Cuirass PR: 10; MR: 33; Other Info: +17 MR against magic of your element, -2 Initiative Penalty 180.75 16.5 20 3
5 Four Point Silver Hira-Shuriken Attack: 5 + 1d6; Block: 0; DP: 45; Range: throw range x 2; Other Info: + 1d6 against undead 1.38 0.3 0.1 5
5 Silver Arrows with Serrated and Ripping heads Attack: 5 + 1d8 + 1d6; Block: 0; DP: 45; Range: 0; Other Info: + 1d6 against undead 1.66 0.3 0.05 5
Silver Long Sword + serrated, broad Attack: 10 + 1d6; Block: 6; DP: 45; Range: 2; Other Info: + 1d8 damage against undead 65.86 10 3 1
2d% Shillings 2d% worth of shillings (money) N/A N/A N/A 5
5 Tinticure Restores 10 SA 0.50 0.04 1 2
5 Tonics Restores 10 HP 0.38 0.04 1 2
5 Sugar Water Restores 10 EP 0.25 0.04 1 2


Back to top

4. Maps

Here is the map, it is a link to the full size map.
Whole Map of Gulf Dome Ruins.png

As noted before, Gulf Dome Ruins isn't a large set of ruins. It shouldn't take the adventuring party long to explore.

I do hope that you find this adventure module useful and fun. May it add enjoyment to your role playing campaign and provide inspiration for you to create your own dungeons.

Back to top


Wiki+ page: Quests


Settings Show search form