To effectively talk about the quest from here out, I need to spell out where the rest of the quest is going-- it is, in short, a lot of violence and bug guts. The PCs will be quoting Starship Troopers in no time. So all of the remaining steps, and the ones we're focusing on here:
Arc Step 0: The PC hasn't heard of the job
Arc Step 1: The PC has been told to talk to the mercenary
Arc Step 2: The PC has talked to the mercenary, and has information to report
Arc Step 3: The PC has reported back to the inn keeper with information from the mercenary.
Arc Step 4: The PC has found the centipede den
Arc Step 5: The PC has reported back and been asked to kill a handful of centipedes to reduce the threat
- Kill Step 1: Has Killed 0 of 10 Centipedes
- Kill Step 2: Has Killed 1 of 10 Centipedes
- Kill Step 3: Has Killed 2 of 10 Centipedes
- Kill Step 4: Has Killed 3 of 10 Centipedes
- Kill Step 5: Has Killed 4 of 10 Centipedes
- Kill Step 6: Has Killed 5 of 10 Centipedes
- Kill Step 7: Has Killed 6 of 10 Centipedes
- Kill Step 8: Has Killed 7 of 10 Centipedes
- Kill Step 9: Has Killed 8 of 10 Centipedes
- Kill Step 10: Has Killed 9 of 10 Centipedes
- Kill Step 11: Has Killed 10 of 10 Centipedes
- Kill Step 12: Has turned in the centipede murder
Arc Step 7: PC has tripped a bounty in the centipede lair and slain a slightly-larger centipede
Arc Step 8: PC has held the entrance to the den against swarming centipedes
Arc Step 9: PC has pushed back into the corridor where the centipedes charged
Arc Step 10: PC has taken the pit that the centipedes were crawling out of
Arc Step 11: PC has returned to Eldata, and been asked to find and kill the really big one.
Arc Step 12: PC has killed one of the kinda big ones between civilization and the really big one.
Arc Step 13: PC has killed the really big one.
Arc Step 14: PC has returned to Eldata, and somewhere in these 14 steps did enough stuff to justify some good (for a level 1) gear, which they picked from a list.
I'll go over the example of what takes us from 6 to 7, but these steps are all familiar ground once you've done one of them. New trigger; new quest state; (maybe) new resref; new waypoint to spawn at. But same steps, new numbers.
Inside our area, we're going to draw a quest trigger, like we did with scouting: If you can manage it, triggers tend to work well when placed in choke points or obvious paths to walk. If they're squirreled away somewhere counterintuitive (or, more specifically, somewhere that you wouldn't look for the quarry), it tends to result in quests not getting done-- or only getting done by metagaming, which is bad times for newer players.
then, open the trigger's properties... ... and this should look familiar, because we used we did it with scouting. But we have a few new ones to draw attention to...
ACR_QST_SPAWN_CRESREF is the Resource Name of the creature you want to spawn. We know what it is in this case because we made centipedes ourselves back on the first page.
ACR_QST_SPAWN_WAYPOINT is the Tag of a waypoint that you want the creature to spawn at, so we need to edit the waypoint to also have that tag: Now, it's important to note that there's only one quest state advancement involved here-- even though you might think there'd be two steps (one to trip the trigger and one to kill the thing), but we don't do that in case the PC fails to kill their target. They would never get a second chance if we persistently stored that the creature had spawned, but like this they can retry the next reset.