; Chapter 1, Setting Out
1, "You have gathered your things and prepared to start the day."
2, "You have received a summons to the royal capital. Time to set off through the woods, but not before saying goodbye to your mother."
3, "Your mother gave you a memento from your father's tenure in the royal guard, a crystal shard of some sort."
4, "Looks like the bridge is out after last night's storm. Elder Germund should have something to do while it gets fixed."
5, "Elder Germund mentioned that Conrad, the shepherd who lives near the woods, has been having issues."
6, "Conrad told you that his sheep have been going missing. The townsfolk should know more."
7, "Your mother said she noticed hunched silhouettes outside her windows coming from the west."
8, "The grocer, Amelia, has also been having issues with food going missing at night."
9, "You found a trail of bones and blood leading towards the beach. Looks like it might be sahuagin. You'll need a weapon."
10, "You received your weapon from Baldrich."
11, "You tracked the sahuagin to a cave along the beach."
12, "With their leader dead, the sahuagin should pose no more threat to the village. Time to bring Agnes back to Conrad."
13, "Elder Germund rewarded you with a magic amulet! The bridge should be fixed by now."
14, "The bridge is fixed, and the woodcutter even let you have his old axe and some firewood."
15, "One of the sheep told you about 'green men' abducting them. According to the sheep, they came from the west."
16, "You noticed webbed footprints in the mud leading to the west, alongside scraps of wool and flecks of sheep's blood."
17, "Baldrich has offered to upgrade my gear if I bring him some monster parts."
18, "In recognition of your contribution to Samsyn, the grocer has given you a larger Trophy Bag."
19, "The ghost of the dead sheep has told you that the Sahuagin Baron knows a spell that can reduce your Agility."
20, "Maisy has taught you how to fish."
; A Hairbrained Scheme
21, "Crazy Maisy wants the hair of a mermaid so she can make a new batch of fishing line."
22, "You met a mermaid inside the sea cave. She is willing to part with some of her hair if you find her a new place to live."
23, "The Sahuagin Baron's lair was overrun with water bugs. Probably better for her to find somewhere outside the cave."
24, "The river is nice and peaceful, but the mermaid can't breathe in fresh water. Maybe Maisy will know something."
25, "It was love at first sight, and you even got a new fishing rod out of it."
26, "Maisy has asked you to meet her by the sea cave so she can teach you how to fish."
27, "Maisy said to follow her to the sahuagin baron's former lair."
28, "Aerwyna has offered to buy any treasures you fish up during your travels."
29, "You have returned Agnes to Conrad. Time to go see the Elder for your reward."
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30, "The crossroads is clear, and you are free to go on to Oakhurst."
31, "You have defeated Garg, the troll."
32, "The Queen's army can't let you through the mountain pass until the area is safe."
33, "Oakhurst's town drunk has hired you to retrieve an enchanted bottle of wine from the old wizard's tower."
34, "You have paid Bjorn the blacksmith to upgrade your equipment to tier 2."
; Spell handler tokens, use only to set up spell lists. Use a semicolon before each one so they don't show up in the quest diary. For wizard spells awarded via quests and such,
; add 2000 to the spell ID.
; 2000, "This token handles the martial spells(Rogue/Fighter)"
; 2001, "This token handles the ranger spell list"
; 2002, "This token handles the cleric spell list"
; 2003, "This token handles the druid spell list"
; 2004, "This token handles the bard spell list"
; 2005, "This token handles the wizard spell list"
; Miscellaneous tokens. These handle stuff going on under the hood that I don't want the Quest Diary to narc on me for. Starts at 2122.
; 2122, "Mermaid scene token."
; 2123, 2124 "speak with animals sheep tokens."
; 2125, "Oakhurst entrance token"
; Proficiency tokens. These tokens determine what skills you are proficient in.
; For simplicity's sake, I have decided to condense the normal 18 skills from DnD down to 6. Each class gets proficiency with two skills.
; Athleticism covers Athletics and Acrobatics. 
3000, "You are proficient in Athleticism"
; Knowledge covers Arcana, Religion, Medicine, and History.
3001, "You are proficient in Knowledge"
; Intrigue covers Persuasion, Performance, and Intimidation. 
3002, "You are proficient in Intrigue"
; Nature covers Nature, Animal Handling, and Survival.
3003, "You are proficient in Nature"
; Perception covers Perception, Investigation, and Insight.
3004, "You are proficient in Perception"
; Thievery covers Sleight of Hand, Stealth, and Deception.
3005, "You are proficient in Thievery"
; Upgrade tokens. You get these with each full tier of equipment you upgrade to. Starts at ID 4000
; 4000, "You have upgraded your weapon to tier 1"
; 4001, "You have upgraded your weapon to tier 2"
;Curio tokens. Starts at 3006. 
3006, "You have found the Jewelled Trident."
3007, "You have brought the Jewelled Trident to Aerwyna."
3008, "You have found the Sea Hag's Cauldron"
3009, "You have brought the Sea Hag's Cauldron to Aerwyna"
;fishing record tokens. Starts at 3080
3080, "you have beaten 1 of Maisy's records."
3081, "you have beaten 3 of Maisy's records."