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Keep and First Patrol

ShireStone Keep is your safe home. Rest at the Hut for full HP and energy at no cost. The provisioner sells one healing potion for 5 gold. A potion restores up to 25 HP and is not consumed when already at full HP. For district travel, homes and guild halls, see ShireStone and rooms.

Talk to the Keep guard to accept First Patrol. Your quest log shows the current objectives and your progress. Check your equipment before leaving, and return to the guard when you’re ready to hand in the quest. The Quest Book shows your progress and who to return to. Hand quests in by speaking to the named recipient, who may be different from the giver. You can’t hand them in from the Quest Book.

Click or tap an available object in the scene to use the action shown for it. With a keyboard, focus the scene and use Left or Right to select an object, then Enter or Space to interact. Quest-item actions also appear below the scene. If the scene can’t load, use the text controls to collect items or gather resources. Quest items have reserved space in the pack, even when it’s full.

Use the direction buttons beneath the scene to move north, south, east or west. Each forest step or passage between areas costs 1 energy. Follow the available exits; some neighbouring areas aren’t connected by a path.

When you find an entrance, its named button appears beneath the scene with its energy cost. Use it to enter or leave that place. Your journal records discoveries; check the scene and your quest log for what you can do next.

To return to ShireStone Keep, choose West at the Keep gate, or use Return to Keep if that button is shown. Returning to the Keep is free.

The Forest Prowler lurks along the forest paths. New encounters open a separate combat scene, with your character on the left and the prowler on the right. Choose a move when the screen says Your move:

  • Attack strikes your opponent. If it survives, it strikes back.
  • Defend reduces the next hit. It doesn’t hurt your opponent.
  • Use Item opens your healing items. Choose a potion, then confirm Use selected item. Drinking heals up to 25 HP and gives your opponent a turn. You can’t use a potion at full HP.
  • Flee withdraws safely, without a reward.

The health bars and Combat log show what happened. Victory rewards are random within the gold and XP ranges shown before the fight; the result shows what you earned. Your progress is saved during the fight. If a connection problem leaves an action’s result unclear, retry the same action or reload your adventure.

Finish the fight or flee before moving on or returning to the Keep. If you’re defeated, choose Recover at Keep for free recovery.

If your encounter offers Fight and Retreat instead, Fight resolves the battle in one step. Retreat withdraws safely, without a reward.

The optional welcome hints cover getting started, equipping your gear, your first forest step and returning to the Keep. Skip whenever you wish. You can show the welcome hints again without receiving another kit or reward.