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The Stormreach Campaignby Quijonn Dragonfist
All Trademarks and Copyright respected. This is a fan-made guide
to Dungeons & Dragons Online and is notendorsed by or
affiliated with Turbine, Wizards of the Coast, Warner Brothers,
Hasbro or any other company.
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About the Stormreach Campaign
The campaign guide is written as a story driven narrative to
guide a party through the unique worldof Eberron from their base in
the city of Stormreach on the largely unexplored continent
ofXen'drik.
The aim is to provide a storyline that explores the lore of
Eberron and emphasises the roles thatvarious NPC's contribute to
the story. The storyline tries to bring out some of the rich detail
thatTurbine have added to the game over the many years that can be
easily missed by novices andveterans alike.
The quests are grouped into chapters which are designed to be
played during a single 2 to 4 hoursession, making the campaign
suitable for a static party wishing to explore the full depth of
thegame.
All quest experience and completion times shown are based on a
party exploring the full questarea, completing all optionals and
attempting to gain maximum bonuses, with no XP event running,and no
re-entry or death penalties. This is not a guide to the fastest XP
per minute or the most timeefficient method of levelling any
character.
Experience shown is based on the assumption that all quests are
run on Elite difficulty with anuninterrupted 50% elite streak and
bravery bonus after the first 5 Korthos quests, with the
followingXP buffs in effect:
1. 20% daily playthrough bonus for first completion of any
quest2. 10% VIP bonus throughout3. 5% guild experience shrine once
the party have left Korthos4. 5% Voice of the Master or Mantle of
the Worldshaper from level 5 onwards (assumed to be
gained in a previous life and worn from Chapter 6 onwards)5. A
Greater Tome of Learning giving 20% to Wilderness and Monster
Manual Experience,
50% bonus to first-time quest completion and 20% bonus for any
repetitions, until the partyreach level 20 when this bonus ends.
For comparison purposes, all quest experience shownassume the party
are not level 20
Where wilderness areas are included in the quest list, this
assumes a party with a map or knowledgeof the area doing a single
pass to discover all explorers. There is a conservative estimate
for raresfound and all available slayers are killed while exploring
the area for the first time. The slayer countshown for wilderness
areas includes slayers killed where it is necessary to travel
through awilderness area between quests in addition to the initial
instance used to find all explorers.
Additional XP gained from the Monster Manual Character
Achievements is noted in theExperience Earned section and mentioned
in the Adventuring Notes. Patron Favour achievementsare also
detailed in the Adventuring Notes where relevant. Both Monster
Manual Achievements andPatron Favour assume a party complete all
chapters in the order shown.
Wilderness and Monster Manual XP will undoubtedly vary from the
details included in thecampaign guide depending on the party's luck
in finding rares, including those that appear in quests.
Credits
The Stormreach Campaign was playtested on Ghallanda by:Boldmace,
Friends of Nice and SlowCeadis, Friends of Nice and SlowKevari
De'Garath, Friends of Nice and SlowKobur Curse of Dragon, Friends
of Nice and SlowQuijonn Dragonfist, Friends of Nice and Slow
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Table of Contents
Korthos
Island.......................................................................................................................................................................
1Arrival In
Stormreach............................................................................................................................................................
7Stormreach
Harbour............................................................................................................................................................
10Freeing The
Captives...........................................................................................................................................................
14The
Waterworks..................................................................................................................................................................
17The
Catacombs....................................................................................................................................................................
21The Seal Of
Shan-To-Kor....................................................................................................................................................
25The
Marketplace..................................................................................................................................................................
29The Red
Devils....................................................................................................................................................................
33The Sharn
Syndicate............................................................................................................................................................
36Assault On
Splinterskull......................................................................................................................................................
41The Phiarlan
Carnival..........................................................................................................................................................
47House
Kundarak..................................................................................................................................................................
51Three Barrel
Cove...............................................................................................................................................................
55The
Chronoscope.................................................................................................................................................................
60The Heretical
Path...............................................................................................................................................................
64House
Jorasco......................................................................................................................................................................
70House
Phiarlan....................................................................................................................................................................
75Grey Moon Waning, Black Sun
Waxing..............................................................................................................................
79The Mausoleum Of Delera
Omaren.....................................................................................................................................
84Arrival Of The
Gatekeepers.................................................................................................................................................
90Mercenary For
Hire.............................................................................................................................................................
94Stemming The Blood
Tide...................................................................................................................................................
98The Twisted
Apocrypha.....................................................................................................................................................
102Cult Of The Dark
Six........................................................................................................................................................
107Blood
Ties..........................................................................................................................................................................
111The Laughing
Knives........................................................................................................................................................
117The Red
Fens.....................................................................................................................................................................
121The Ruins Of
Threnal........................................................................................................................................................
125The Vault Of
Night............................................................................................................................................................
133Rise Of The
Stormreaver...................................................................................................................................................
138A Well-Earned
Rest...........................................................................................................................................................
146Origin Of The
Warforged...................................................................................................................................................
150Into The
Menechtarun.......................................................................................................................................................
156The Hand Of
Zawabi.........................................................................................................................................................
162The Black
Prophecy..........................................................................................................................................................
166Closing The
Gates.............................................................................................................................................................
172In
Demand.........................................................................................................................................................................
177Ambassador Of
Droaam....................................................................................................................................................
180The Siege Of
Stormreach..................................................................................................................................................
184The Ruins Of
Gianthold....................................................................................................................................................
190The Reaver's
Fate..............................................................................................................................................................
197Accursed
Ascension..........................................................................................................................................................
203The Black
Mausoleum.......................................................................................................................................................
208Harbinger Of
Madness.......................................................................................................................................................
211Welcome To The
Twelve...................................................................................................................................................
215The Lords Of
Dust.............................................................................................................................................................
218The Vale Of
Twilight.........................................................................................................................................................
224The Thirteenth
Eclipse.......................................................................................................................................................
228Against The
Daelkyr..........................................................................................................................................................
233The Reaver's
Refuge..........................................................................................................................................................
238The Inspired
Quarter..........................................................................................................................................................
243The Dreaming
Dark...........................................................................................................................................................
250Planar
Incursions...............................................................................................................................................................
258The Devils Of
Shavarath...................................................................................................................................................
264Restoring The
Balance.......................................................................................................................................................
273Birth Of The
Bladeforged..................................................................................................................................................
280The
Gateway.....................................................................................................................................................................
286Appendix A: Storyline Experience
Tables.........................................................................................................................
291Appendix B: The History Of
Eberron................................................................................................................................
303Appendix C: Maps of the World of
Eberron......................................................................................................................
310
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CHAPTER ONEKorthos Island
PreludeYou wake shivering on a shipwrecked shore, retching water
from your lungs as you fight to take abreath. All around you and
scattered in every direction lies the debris of the Heart of Wind.
Theonce graceful airship had been carrying you from your former
home in Khorvaire to begin a newlife on the largely uncharted
continent of Xen'drik. It had not been an easy decision to leave
behindall you had known, but not so difficulty to try and leave
behind the memories of former comrades,the battlefields and the
lands still suffering from the ravages of the Last War. Your
passage on theairship had been expensive, but you had been
determined to arrive in style in the place you intendedto make a
name for yourself.
As your senses return and aching pains begin to awaken in your
body, a chilling breeze blowsacross your face. You turn your head
away from the wind and wince at discovering fresh pains. Youfeel
the coldness of the icy ground beneath your cheek and your visions
blurs slightly as youstruggle to focus. Closing your eyes, you will
your body to do no more than take one shallow breathafter another
as you idly wonder how long you have been exposed to the elements.
Freshsnowflakes fall against your cheek as you lay on the cold
ground, their gentle kiss offering the blissof peaceful sleep if
you would just allow yourself to rest a while longer.
A primal roar far above brings you fully awake. You blink
quickly and ignore the suddenclamour of pains now vying for
attention as you turn your head to see a white dragon
circlingoverhead, roaring victoriously over the wreckage it has
created. As the screeching cry from theenormous beast is carried
away on the frigid air, your memory slowly returns.
You remember the alarm bell ringing on the airship. The cry of
Dragon! from the First Mate asthe deckhands frantically tried to
secure themselves and their cargo. At the same time the
Captainleaned hard on the ship's wheel, trying to avoid the huge
beast as it flew towards the doomedairship. Dragon attacks were
unheard of this far from Argonessen and few warships would
havestood a chance. The Heart of Wind was no warship.
Ignoring the protests from your body, you roll over and begin to
push yourself up, struggling tostraighten your back and get your
knees to hold you upright as you lumber unsteadily to your
feet.
Are you alright? chirps a small voice and from the shadows a
halfling dressed in worn leatherarmour appears. He peers at you
cautiously, fixing you with a curious expression. You're notundead
are you?
1
A mysterious halfling searches for survivors along the
shipwrecked shore
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StorylineAs you near the village gates, snow begins to fall once
more from the white sky. Despite the ankledeep drifts you trudge
through, you notice that the snow does not lie on the clear ground
inside thevillage.
You will be safe here in Korthos. says the cleric Cellimas. The
devout leader of the party ofadventurers who found you on the shore
and offered to lead you back to the safety of the island'sonly
village glances back towards the snowy wilderness. We thank you for
your assistance with thesahuagin, but we must leave you here in the
care of the villagers and return to our mission. If it isthe will
of the Flame then perhaps we shall meet again.
Before you can speak, Cellimas nods respectfully to an
approaching figure, a heavily builthuman with a shaved head. You
notice the dark circles around his eyes and the weary way that
hecarries himself as if the burdens of the world were on his
shoulders.
Mayor Storr, well met. We found this survivor on the beach. His
airship was another victim tothe dragon attack. Unfortunately there
were no other survivors.
You introduce yourself to Mayor Storr, glossing over the details
of the reason for your journey
2
A white dragon circles victoriously over the wreckage of the
Heart of Wind
Korthos Village in the grips of an unnatural winter
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from Khorvaire. You tell him what you remember of the
unprovokeddragon attack on the Heart of Wind
Will this never end? the Mayor says to nobody in
particular,shaking his head despondently. Turning to you, he
gestures in thedirection of the village buildings. Come, we shall
get you to theWavecrest Tavern and get you out of this cold. He
looks to Cellimasand her two companions. Will you join us for a
drink by a warmhearth?
Cellimas places a hand on Jeet's shoulder to stop the halfling
mid-step. Unfortunately Mayor, we have no time to rest. Perhaps
when wehave found Lars Heyton or learned more of where these foul
sahuaginare coming from, we will have time to enjoy your
hospitality.
But... begins Jeets. But for now we must return to the island.
Cellimas smoothly
interrupts, pulling the reluctant Jeets back towards the island
gates,followed by the stoic warforged Talbron.
As the village gates are secured once more behind the
departedadventurers, Mayor Storr speaks again to nobody in
particular. A finegroup and no mistake, may the Host watch over
them. The Mayor
gestures to a pathway leading down to the small dock where a
single ship sits apparently abandonedbefore winding higher up into
the village. The Wavecrest Tavern is not far.
You follow him up the path, past the huddle of small homes and
buildings that make up thevillage. As you step into the Tavern, the
heat from the hearth bathes you.
Sigmund, we have need of a room and a change of clothes. Mayor
Storr calls to the barman.A survivor of the dragon attack on the
airship we spotted.
Heads turn in the tavern to look enquiringly at you and a stout
looking fellow in a white apronstanding behind the bar nods once
before fixing you with a studious look.
My sister Merla will see you up to a room and I'll have some
things sent up to you. repliesSigmund. Come back down when you're
ready and there will be a drink waiting on the bar foryou.
Some time later you return downstairs and again the room falls
silent as you enter from the doorwaynext to the bar. Mayor Storr
rises from the table where he is sittingwith a a group of unusual
looking fellows.
Come join us. the Mayor calls over, waving you towards
him.Sigmund pushes a full tankard towards you with a smile. A
local
brew we call Dirty Kobold. On the house.You take your seat with
the Mayor and introduce yourself to the
party. Like yourself they are now stranded in the village,
havingarrived some days before on the ship you noticed earlier,
which youlearn is called the Sojourn.
Mayor Storr sighs heavily. I was just saying that we have been
cutoff from Stormreach for weeks now. Any ships venturing near
theisland have been attacked by the white dragon who appears
fromnowhere and disappears into the depths of the island.
The Mayor shakes his head forlornly. At the same time as
thedragon appeared, it began to snow and hasn't stopped since. This
is nonatural weather for this time of year. Our village wizard,
Lars Heytondecided that he was going to investigate and hasn't been
seen since.But he's not the only person to go missing. We have lost
over a dozen
3
Mayor Viggie Storr, Mayor of the village of Korthos
Jacoby Drexelhand, Crypt Keeper of Heyton's Rest
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villagers since this all started. Including my own daughter. We
are not brave warriors, but when weventured beyond the village
gates, we've seen sahuagin abroad on the island. Those who
havesearched for our missing villagers have returned with tales of
undead being seen but luckily alwaysat a distance.
You look at the faces of the others sitting at your table and
notice the interest they are paying tothe Mayor's tale. None of
them seem troubled by the news of either the sahuagin or
undead.
Mayor Storr shrugs helplessly. Without supplies in or out, we
are having to eke out what wehave and pray to the Host that the
power of the Cannith Crystal in the village hall does not fail. It
isthe only thing keeping the village safe. Although I'm not worried
about that for now, the Crystal hasserved us well for generations
since the first Heytons founded Korthos Village.
You listen to the Mayor intently as you take a long drink of
your dark ale. What of the ship tiedup at the docks? Is there no
way to leave the island, by the cover of night?
The Mayor shakes his head and leans forward as he lowers his
voice. Captain Rinar won't riskthe Sojourn while the dragon is out
there. Believe me, you're not the first to ask. That is the
LadyDalsamira Courdy at the table over there. he says with a nod
towards a finely dressed woman.She complains daily that she has
urgent business in Stormreach and rues the day the Sojournstopped
off here on it's way to the city.
Mayor Storr looks at you in thought for a moment, then slowly
looks around at the others sittingwith you at the table. There's
not much I can do to help our situation beyond keeping the peace
andpraying for a miracle. Cellimas, Jeets and Talbron are busy
trying to track down where the sahuaginand this dragon has come
from. But perhaps, you good people together could help us try and
trackdown our lost wizard and help find my daughter?
ObjectivesThe village of Korthos is under attack by darkforces.
Strange cultists have been seen performingoccult rituals in distant
parts of the island, villagershave gone missing from their homes
and undeadhave been seen roaming the island. You arrive in
thevillage after encountering a party of adventurers andaiding them
against a group of sahuagin. Are thesahuagin responsible for the
disappearances? Whoare these cultists and where has the village
wizard,Lars Heyton, disappeared to in this time of need?And what of
the dragon who attacked your airship?
Adventuring Notes1. Ensure that the entire party either do not
skip the Korthos Storyline or agree to all skip the
initial storyline together to ensure that everyone is on the
snowy side or the sunny sideto be able to quest together
2. Dax Boon, the General Vendor near the gates to the Wilderness
area sells supplies includingCure Light Wound potions
3. Class trainers can be found throughout the village to allow
the party to level and spendAction Points on enhancements
4. Brother Malden in The Wavecrest Tavern can bind your
resurrection point in Korthos village5. Wilderness experience
includes 100 slayers , 1 rare and all explorers6. Monster Manual:
Sahuagin Exterminator I (330xp)
4
Sigmund Bauerson, owner of The Wavecrest Tavern
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Experience Earned
VictoryYou and your party step through the brightly glowing
portal that Lars Heyton created, arriving backin the centre of
Korthos Village, just outside the Wayward Tavern. You feel a warmth
in the air asyou blink away the after-image left by the portal's
glow.
Lars, Cellimas, Talbron and Jeets remain behind to explore
Misery Peak for more information onmysteries not yet answered. Lars
Heyton seemed especially interested in where the Mind
Flayerobtained the glowing green crystal that gave it the power to
control the mind of a dragon.
The door of the Wayward Tavern opens and you hear a voice raised
inside announcing yourreturn. Villagers rush out to meet your
group, cheering over your victory.
You look in surprise at how they could have known when Sigmund
Bauerson steps forward andgreets you. The snow. he grins, It's
stopped. We could scarcely believe it but we knew ourprayers had
been answered.
Mayor Storr appears, waving a parchment above his head. We've
just heard from the CoinLords in Stormreach. Whatever you did, the
Orien Lightning Post has been restored. The Coin
5
Quest name Difficulty Total XP Main XP Opt XP Total XP
K0 The Grotto 1 Solo 1 1,220 6 0% 10% 0% 0% 750 470 1,220
K1 The Cannith Crystal 1 Elite 3 842 3 25% 0% 0% 0% 842 0
2,062
K2 The Storehouse Secret 1 Elite 3 1,040 4 10% 0% 0% 15% 1,040 0
3,102
K3 Heytons Rest 1 Elite 3 1,668 6 10% 10% 0% 8% 1,318 350
4,770
K4 The Collaborator 1 Elite 3 3,239 8 15% 0% 0% 0% 3,011 228
8,009
K5 Wilderness: Korthos Island 3 Wilderness 3 3,307 24 0% 0% 0%
0% 0 3,307 11,316
K6 Stopping the Sahuagin 1 Elite 3 2,723 8 15% 20% 15% 15% 2,723
0 14,039
K7 Redemption 1 Elite 3 2,949 8 25% 0% 8% 15% 2,676 273
16,988
K8 Necromancer's Doom 1 Elite 3 1,458 5 25% 0% 0% 0% 1,458 0
18,446
K9 Sacrifices 1 Elite 3 2,721 7 0% 0% 0% 15% 2,448 273
21,167
K10 Misery's Peak 2 Elite 4 7,266 23 15% 0% 0% 8% 6,627 639
28,433
Monster Manual Manual 330 0 0% 0% 0% 0% 0 330 28,763
TOTAL FOR CHAPTER 28,763 102 22,893 5,870
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
Lars Heyton and Cellimas Villuhne's group of adventurers await
your arrival in Misery's Peak
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Lords are sending us supplies and guards to help against the
sahuagin.The Mayor looks around the smiling faces of the villagers.
He steps forward to shake your hand
vigorously. I've spoken to Captain Rinar. The Sojourn will be
ready to sail in the morning. TheCaptain will give you free passage
to the city if you still wish to journey there.
You glance in the direction of the village docks at the top of
the masts just overlooking therooftops. That would be much
appreciated, Mayor Storr, Thank you.
The Mayor's eyes soften as he meets the gaze of his daughter
Arissa. My friends, I cannot thankyou enough. You will always be
welcome here in Korthos.
Additional Notes
6
Korthos Village, the curse of winter lifted from the island
Darastrix Achthend meets his fate as Aussircaex has her
vengeance
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CHAPTER TWOArrival In Stormreach
StorylineThe Sojourn glides smoothly through the waves, the crew
busy in the rigging as the ship rounds therocky bluff and
Stormreach Harbour comes into view. Your party stands on the aft
deck as CaptainRinar pilots the agile trade ship.
Your first sight of the city? asks Rinar, his keen elven eyes
scanning the harbour berths.
You nod mutely in reply to the Captain, looking up at the huge
lighthouse as it drifts slowly past.You gaze in wonder upon the
sight of the city before you. Strange ancient architecture,
someseemingly of giant proportions, mixes with wooden buildings
that look as if they could collapse atany moment. The docks appear
to be a riot of low shacks and warehouses sprawling up the cliffs
tothe city proper where towers rise in the distance. Looming over
the harbour, an enormous figure
cups it's hands together, revealing the source of the light that
had beenvisible from miles out to sea.
Well, it might not be as impressive as Trolanport, but that
makes itno less dangerous a city. says Rinar. The Coin Lords and
the Housesmanage to mostly keep order, but they don't have eyes
everywhere, nomatter what some in House Phiarlan would have you
believe.
Captain Rinar looks at you, serious for a moment. While
thevillagers in Korthos will be grateful for the help you gave Lars
andCellimas, that counts for nothing here in the city. Watch your
backs.The Captain spots the harbour pilot signalling him with a
flashinggreen light and turns the Sojourn towards it's berth,
waving back inacknowledgement.
As the Sojourn gently comes to rest against the docks with a
barelyaudible creak, lines are thrown and the crew set about
securing theship. The Captain meets you again as you as are about
to disembark,pointing towards a strange looking building floating
on posts boundwith glowing orange rings.
Speak to Hammond Greene in The Leaky Dinghy, tell him
thatCaptain Rinar d'Thuranni would appreciate it if he gave you his
leastrat infested rooms. He'll give you a drink on my tab and
not
7
Approaching Stormreach Harbour
Captain Rinar d'Thuranni of the Sojourn
-
overcharge you for your rooms. After that, you're on your own.
Take my advice. Spend some timeto find your way about and try not
to upset anybody powerful.
With that, the Captain of the Sojourn turns and begins yelling
orders at his crew. The City of Stormreach awaits you.
ObjectivesOn arriving in the city, the party members decide to
split up and separately explore the Harbourarea, agreeing to meet
up later in the day. While exploring, they are approached by
individuals whorecognise a stranger to the city and would like
these fresh faced adventurers to help them with a fewtasks that are
either too unpleasant or too dangerous to do themselves.
Adventuring Notes1. As these quests are all solo quests, they
can be done at any time independent of the main
party or skipped completely2. Fitzpat the Fence near the
Marketplace gates has a free small gem bag for all new
adventurers3. Baudry Cartamon outside The Wayward Lobster has a
free small collectible bag for all new
adventurers4. Felix d'Cannith near the Marketplace gates has a
free tiny ingredients bag for all new
adventurers and a tutorial quest to introduce Cannith Crafting5.
Jeanselme Brucetius, in the Tower of the Twelve in the Twelve's
enclave will give a free
small ingredients bag. The Twelve's enclave is accessed via the
Marketplace
8
Airship captains for miles navigate by the beacon of light from
the ancient Giantish statue known as The Emperor
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6. Characters who have reincarnated may speak to the banker in
the Harbour to retrieve anyitems that they have sent ahead on their
journey from Khorvaire
7. Spirit Binders in The Leaky Dinghy and The Wayward Lobster
can bind your resurrectionpoint in the Harbour
8. The Hammer and Chain and Dagoward's Apothecary in the
northwest corner of the Harboursell a range of quivers, missiles,
basic melee and ranged weapons, basic armours and aselection of
lower level potions and spell reagents
Experience Earned
VictoryYou return to The Leaky Dinghy, now with a better idea of
the layout of the Harbour, sharing withyour companions your tales
and discoveries, comparing notes and planning for the next day in
thecity.
Additional Notes
9
Quest name Difficulty Total XP Main XP Opt XP Total XP
SO1 Arachnophobia 2 Solo 2 474 3 25% 0% 0% 0% 474 0 474
SO2 The Miller's Debt 2 Solo 2 686 2 0% 0% 0% 0% 672 14
1,160
SO3 An Explosive Situation 3 Solo 3 645 4 25% 0% 0% 15% 645 0
1,805
SO4 Home Sweet Sewer 3 Solo 3 478 2 0% 0% 0% 15% 478 0 2,283
TOTAL FOR CHAPTER 2,283 11 2,269 14
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
Quickfoot gang robbers ransack Sharpwood Construction's
warehouse to recover unpaid gambling debts
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CHAPTER THREEStormreach Harbour
StorylineThree years on the Banshee! And what thanks do I get?
Well serve him right he lost it! yells thedwarf to nobody in
particular. He bangs an empty tankard on the table and waves for a
refill,seeming heedless of the white foam flecking his drooping
moustache.
Hammond Greene, owner of the Leaky Dinghy greets you as your
party gather after your firstnight's rest in Stormreach.Ignore
Vannick, he's not in the best moods until he's had his breakfast.He
used to sail with Captain Cage. Dismissed for drinking on his
watch.
Looking around, none of the other patrons pay the dwarf any
attention, presumably accustomedto these morning orations. A
serving girl smiles gratefully as she clears away the few remains
ofyour morning meal, scooping the silver and copper coins from the
table into her apron pouch.
A finely dressed elven gentleman appears and coughs politely.
Excuse me, friends, but I couldnot help notice your arrival in the
city yesterday.Although word of your valiant efforts in Korthos are
notknown by many, rest assured that House Phiarlan isaware and is
always eager to make the acquaintance ofthose who do not shirk from
responsibility.
The elf pauses for a moment, then offers a slight bow.I am
sorry, please allow me to introduce myself. I amShir Clowenks
d'Phiarlan.
Taking a seat at your table, the elf leans
forwardconspiratorially and continues. I have a certain matterthat
I need some assistance with. One perfectly suited to
10
View of the harbour walkways from The Leaky Dinghy
Shir Clowenks d'Phiarlan, elven patron of The Leaky Dinghy
-
those of a discreet nature, who are not already known inthe
city, who are in need of employment and who have noconnections to
House Phiarlan. Assistance for which I ampleased to say, I can
offer a most generous reward.
As you are about to speak, the elf continues, rubbinghis chin
thoughtfully. Yes, and perhaps after this, I canpoint you in the
direction of some others who may be inneed of your particular
talents. Why only the other day, Iwas hearing about some dispute
that Mr Cartamon washaving with a rival, and then there is that
girl making anuisance of herself and alarming people near the gates
tothe Cerulean Hills.
Before you can protest, the elf gently raps his knuckleson the
table and looks at you with a friendly smile. Thenit's decided!
Excellent! I am sure that you will fit right inhere in the great
city of Stormreach. I can see great things ahead for you.
As he stands to leave, you notice that a small scrap of
parchment rests on the table before you,although you have no idea
where it came from.
Simple directions and details of an item that can be found
there. says Shir, smoothing his greenjacket. I'm sure you will have
no trouble with it. Just return here when you have it and I'll find
you.No need for you to try and find me. he adds, smiling at some
private joke. Best read it soonbefore the details disappear. The
ink is notoriously unstable.
The elf leans closer to you and coughs, nodding towards a pair
of Silver Flame clerics whoappear to be deep in furtive
conversation. But first, perhaps you can help these fine gentlemen
withan even more delicate gambling matter that they are keen for me
to know nothing about.
ObjectivesThe party are tasked with completing a number of
separate quests around the Harbour and inside theMarketplace gates
with the aim of establishing themselves in the city, earning both
rewards andreputation. By completing these tasks, the party will
not only earn the gratitude of House Phiarlanbut also make valuable
contacts who may require their services in the future, in
particular the FreeAgents and the Coin Lords.
Adventuring Notes1. PVP challenges can be fought in the arena in
The Wayward
Lobster2. Class trainers can be found outside of the Wayward
Lobster
and the Leaky Dinghy and just inside the Marketplace gates3.
Missing in Action and Sunken Sewer are in the Marketplace
just outside of the Rusty Nail4. Monster Manual: Human
Exterminator I (345xp), Kobold
Exterminator I (345xp)5. Coin Lord favour 75: see Montague
Goudreau outside the
Lordsmarch Bank in the Marketplace for additional
inventoryspace
6. Free Agent favour 75: see Capshaw the Crier near
theMarketplace gates in the Harbour for access to the Free
AgentVendor
11
Baudry Cartamon, local businessman and discrete shipper of
undocumented goods
Durk the Deranged, possibly the sanest person in Stormreach
-
Experience Earned
VictoryBaudry Cartamon puts his arm around your shoulder and
leads you and your party over to a quietcorner of the Wayward
Lobster. Two finely dressed waiters stand at a pair of closed
doors. Theystep aside as your group approaches and the doors slide
apart to reveal a private dining area.
Baudry beams as he gestures with a sweep of his free hand. My
friends, he says warmly Ihave a little extra something for your
trouble. Just a small token of my appreciation.
The table before you is set with a banquet of succulent meats,
bowls overflowing with exoticfruits, a huge fish elaborately
decorated on a silver platter, fine bowls of steaming vegetables
andsmaller pots containing various spices and condiments.
Please, be my guests! invites Baudry. Catching your eye he winks
mischievously. Don't tellthe Coin Lords, but I have some of the
city's finest wines in my cellars. The least I can do is sharethem
with such fine fellows as yourselves.
Baudry sits at the head of the table and motions for you all to
join him as the doors slide quietlyclosed behind you, muffling any
sounds coming from the busy bar area. Baudry gestures to one ofthe
waiters who walks over to a side table and places a light blue
crystal in a golden disc set withcrystals. The crystals glow softly
and the melodic sounds of harps playing in perfect symphonyplays
softly.
Noting your curiosity and smile of approval, Baudry beams
proudly. A gift from an artificerfriend from House Cannith who was
having some difficulty in sourcing certain rare ingredients forhis
work. he explains.
As each of your party take their seat, the waiters walk around
the table, filling each of yourgoblets with a dark red wine.
Waiting until the last drink is filled, Baudry raises his goblet
in a toast, the light catching thelarge jewelled rings over his
knuckles. To a job well done!
You raise your glasses and drink to the toast, savouring the
full-bodied flavour of the wine.Baudry gestures to the feast laid
out before you. Please, help yourselves. No need to stand on
ceremony when we are among friends.As your party begin to fill
their plates from the selection, Baudry watches with satisfaction.
I'm sure that there is no need to mention this, he says casually,
but I believe it's always best to
be clear when discussing matters of business. The container
holding the dragonshard that yourecovered for me. It is now on it's
way to the most secure vault in the Kundarak Bank. An extremely
12
Quest name Difficulty Total XP Main XP Opt XP Total XP
H1 Information is Key 2 Elite 4 4,913 6 15% 0% 0% 15% 4,849 64
4,913
H2 Haverdasher 2 Elite 4 1,679 1 15% 0% 0% 0% 1,679 0 6,592
H3 Durk's Got a Secret 2 Elite 4 5,623 18 25% 10% 0% 15% 4,717
906 12,215
H4 Garrison's Missing Pack 2 Elite 4 3,932 11 25% 0% 0% 15%
3,833 99 16,147
H5 Walk the Butcher's Path 2 Elite 4 6,911 14 25% 0% 15% 15%
6,074 837 23,058
H6 Recovering the Lost Tome 2 Elite 4 4,313 8 15% 10% 0% 10%
4,313 0 27,371
MK1 Missing in Action 2 Elite 4 2,818 6 25% 0% 15% 15% 2,652 166
30,189
MK2 The Sunken Sewer 2 Elite 4 2,951 12 25% 30% 8% 15% 2,725 226
33,140
H7 Stealthy Repossession 2 Elite 4 5,455 9 15% 0% 0% 15% 4,808
647 38,595
H8 The Kobold's New Ringleader 2 Elite 4 7,089 9 25% 10% 0% 15%
6,509 580 45,684
H9 The Smuggler's Warehouse 2 Elite 4 3,685 9 10% 20% 0% 15%
3,547 138 49,369
H10 Bringing the Light 2 Elite 4 1,455 2 10% 0% 0% 0% 1,340 115
50,824
H11 Protect Baudry's Interests 2 Elite 4 2,024 5 25% 0% 0% 15%
2,024 0 52,848
H12 Stop Hazadil's Shipment 2 Elite 4 1,656 3 10% 0% 0% 0% 1,656
0 54,504
H13 Retrieve the Stolen Goods 2 Elite 4 3,364 9 15% 10% 0% 10%
3,117 247 57,868
Monster Manual Manual 690 0 0% 0% 0% 0% 0 690 58,558
TOTAL FOR CHAPTER 58,558 122 53,843 4,715
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
-
rare item of unsurpassed quality. The less who know of it, the
more secure I feel it would be. Whenthe bards sing of your tales,
as I am sure they will, I would appreciate it if they made no
mention ofthis item that is dear to me.
You see your companions nodding in agreement as you raise your
goblet to Baudry. Smiling youoffer a toast of your own. To a job
that never happened!
Baudry smiles and takes a sip from his glass. Then the details
are known only by those of ussitting here at this table. Should I
ever be able to help you in the future, know that I am in
yourdebt.
Additional Notes
13
Sailors, dockworkers and new arrivals to Stormreach gather in
The Leaky Dinghy
-
CHAPTER FOURFreeing The Captives
StorylinePearl Drumling stands sobbing into her hands. Please,
you must help me. The orcs. They havetaken Lazy Azdel. Please, will
nobody help me?
You take half a step back from the inconsolable girl as she
howls loud wails of anguish. You patthe girl awkwardly on the
shoulder. There, there. you offer. Looking to your companions
andshrugging, you add, We will help you. Just tell us what happened
and where these orcs have takenyour Lady.
Pearl clutches your hand in both of hers and looks at you
through tear filled eyes. You will? Youmean it? Lady Azdel will
reward you greatly for your kindness! The distraught girl manages
totake a few gasping breaths as she tries to calm herself.
With a final deep breath and exhalation, she wipes her nose with
the back of her hand and looksat you with beseeching eyes. Lazy
Azdel owns farmland in the Hills. She was visiting the farmerswho
work the land when her wagon was attacked by orcs. They have taken
her captive along withTermon and Milni, her bodyguards. I am Lady
Azdel's handmaiden. When the orcs attacked, myLady opened the door
of her carriage and commanded me to flee before the bandits closed
on us. Imanaged to escape into the nearby vineyard and hide during
the attack. I watched them drag LadyAzdel away in chains. They
dragged Termon and Milni close behind, but not before they had
beatenthem like dogs! Pearl bursts into tears again.
You seek to comfort the poor girl. If they did not simply kill
your Lady's bodyguards, then theymean to hold them as captives.
They may release one with a ransom demand of some sort. A
deadcaptive is no good to them. I am certain that they will be in
no immediate danger.
Hope lights up Pearl's face. You really think so? she says
pleadingly.You nod to the girl meeting her watery gaze, trying to
put as much reassurance into your voice as
possible. It stands to reason.You look to your companions. I
know that we've signed up with Captain Niles to sail to
Irestone
Inlet, but I think this Lady's distress is a more urgent matter,
wouldn't you say?As your companions nod in unanimous agreement,
Pearl hugs you tightly. Oh thank you, thank you. she says, The
Harbour Guards say that they have no men to patrol
the Hills, and the City Guards say that I must lodge a petition
with the Coin Lords!You detach yourself from the girl, holding her
back at arms length. We'll leave immediately
14
In the dawn light, tenant farmers begin their daily toil tending
their crops in the fertile soil of the Cerulean Hills
-
while we have a chance of picking up their tracks. We'll return
with your Lady.
ObjectivesThe party must search the Cerulean Hills farmland
beyond the city walls for the trail of the orc tribewho have
recently raided the farmlands and kidnapped the Lady Azdel. Help
any other unfortunatefarmers who have fallen victim to the
rampaging orc horde while exploring the Hills. The partymust then
sail to Irestone Inlet to avenge Captain Niles and rescue more
captives from monstroushands, this time common sailors, the crew of
the sunken Banshee.
Adventuring Notes1. Wilderness experience includes 100 slayers,
2 rares and all explorers
Experience Earned
VictoryAs you step off the ship's gangplank and back onto the
docks at the Harbour, the rescued crew ofthe Banshee follows close
behind, clearly shaken by their ordeal yet alive to tell their tale
andgrateful to be back in a friendly port.
Captain Niles Cage greets you, waving his fist victoriously. The
Banshee is avenged! It's crewreturned to us alive and well! he
announces, handing you a small pouch.
You tuck the pouch away, trusting the Captain to have paid you
in full. Captain Cage embraces each of his rescued crewmates and
leads them off towards the Wayward
Lobster no doubt to regale the patrons there with tales of your
high adventure and his crew's braverescue, almost as if he had been
there himself.
15
The wreckage of Lady Azdel's caravan lost to raiders in the
Cerulean Hills
Quest name Difficulty Total XP Main XP Opt XP Total XP
H14 Wilderness: The Cerulean Hills 4 Wilderness 4 5,168 18 0% 0%
0% 0% 0 5,168 5,168
H15 The Captives 3 Elite 5 4,746 9 25% 0% 0% 15% 4,349 397
9,914
H16 Where There's Smoke 3 Elite 5 5,472 14 25% 0% 0% 15% 4,674
798 15,386
H17 Irestone Inlet 4 Elite 6 7,415 18 10% 0% 0% 15% 7,218 197
22,801
TOTAL FOR CHAPTER 22,801 59 16,241 6,560
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
-
As the sun begins to set over the Harbour, you stride towards
The Leaky Dinghy. Where before youwere jostled or ignored when you
first arrived in the city, you notice that some of the
harbourworkers nod in greeting as you pass.
At the foot of the steps leading up to the Dinghy, you notice a
group of workers standing beneaththe slowly turning tavern sign.
The blue globe above the sign begins to glow as the sun slowly
setsfar to the west. The group are clearly engrossed by a tale
where the storyteller looks to be beatingviolently on some poor
unfortunate.
As you continue in their direction, the would-be bard stops
suddenly and points towards you.The rapt audience turn towards you
and they all take a step back. Getting closer to the steps up tothe
Dinghy, they clear a path flanking you on either side.
Approaching the steps, feeling their eyes on you, you ready
yourself to draw your weapon whenthey spontaneously begin to
applaud.
The dockworkers follow you up the steps to the Dinghy, though
whether it is to hear these talesof great bravery first hand or
because they recognise an adventurer with gold in their pocket
andsomething to celebrate is not quite clear.
Additional Notes
16
The pirate Yaaryar's schooner at anchor in Irestone Inlet
-
CHAPTER FIVEThe Waterworks
StorylineYou there! barks a diminutive halfling in a rusty brown
tricorne.
You recognise Harbourmaster Zin in his distinctive red waistcoat
and golden shoulder cordsstanding on top of a large wooden cargo
box. The diminutive Harbourmaster carries himself with adistinctly
military air, pushing his shoulders back and raising his chin as he
oversees the activity inthe harbour.
The Harbourmaster points at you and barks once more. You there!
Come here!You walk easily through the afternoon traffic along the
harbour docks towards the harbour
official, watching as he nods affably to porters and merchants
alike as they go about their business. Harbourmaster. you greet him
neutrally, noticing that there are no guards around him so
presumably he's not looking to detain you for infringing some
bye-law that you were unaware of.Well met, newcomers. replies the
Harbourmaster in somewhat warmer tones as if reciting a
familiar speech. I am Harbourmaster Zin and I make it my
business to greet all new faces passingthrough my docks. The
halfling clasps his hands behind his back and puffs out his tiny
chest.
You decide not to mention that you noticed the Harbourmaster
within your first hours in thedocks, while he has taken until now
to notice you.
The Harbourmaster looks you up and down critically, a quizzical
look on his face. Imagine mysurprise as I sat in The Wayward
Lobster last night only to hear Captain Cage tell us all of
youraction against that cur Yaaryar.
The halfling pauses a second then nods slowly, bobbing the point
of his tricorne in yourdirection. Let me add my thanks to those of
Captain Cage. That hobgoblin Yaaryar is not the onlypirate to have
troubled us, but I'll sleep a little easier knowing that he is
feeding the vultures.
You return the nod in acknowledgement as the halfling seems to
ponder something. So I decided, the Harbourmaster announces
suddenly, there and then that I should meet these
new faces who have somehow escaped my ever vigilant eyes. The
Harbourmaster finishes with asmall grunt, standing with his finger
pointing towards his eye for additional emphasis,
seeminglysatisfied with everything that he has said.
You stand a moment longer as the silence grows, glancing at your
companions and making readyto leave the halfling to oversee the
smooth and efficient running of the docks, which primarily
17
Harbourmaster Zin at the entrance to The Waterworks
-
seems to involve standing on his crate.Thank you,
Harbourmaster... you begin, only to be cut off mid-
sentence.So to business. interrupts Zin, rolling his shoulders
and clasping
his hands again behind his back as he raises himself briefly on
histoes. I have a job that needs doing, and it needs doing
immediately.Lives depend on it. I can't spare any of my Harbour
Guards at thistime, oh no. We're stretched too thinly already, as I
continually remindthe Coin Lords. But do they listen?.
The halfling looks at you as if expecting an answer, then before
youcan speak continues, They do not! And this is what happens!
The Harbourmaster looks at you expectantly and you are
unsurewhether it is your turn to speak or not and not certain
exactly whatquestion you are expected to ask or answer.
So what do you say? Will you take the job? asks
theHarbourmaster, raising his chin and rocking onto his toes for
asecond.
Which job? you enquire, wondering whether you have
missedsomething as the Harbourmaster looks at you with a slight
frown.
Why those damned fool ar-Kerran brothers have disappeared in the
Waterworks. Making adamned nuisance of themselves. Gone three days
now and not a word. And that blasted Temberwon't leave his post.
Keeps saying kobolds have them. Blasted kobolds! blurts Zin
fiercely. Killone and another ten take it's place. But I won't have
it, you hear?
Taking your slightly baffled look as agreement, the
Harbourmaster grunts in satisfaction.Anders will point you to
Tember. Find Tember and he'll point you to the deeper tunnels. Find
thosedamnable trouble makers and drag them out by the scruff of
their neck if you have to.
Sensing that you are dismissed, you make your way towards the
entrance to the Waterworks. Nodoubt you can discuss the terms of
your payment with the Harbourmaster after you have returnedwith the
missing brothers.
ObjectivesThe party's reputation in the harbour has drawn them
to the attention of Harbourmaster Zin, who istrusted by the Coin
Lords with the smooth operation of the Harbour and to directing the
HarbourGuards in keeping the Harbour area safe for travellers and
merchants. Warrens of sewers run deepbeneath the city, built on top
of the ruins of a long-lost ancient Giant civilisation. These
warrenshave become over-run with kobolds and for now the Harbour
Guards only have the manpower tosend occasional patrols to drive
them back into the deeper tunnels. Two treasure seeking
brothers,Arlos and Venn ar-Kerran have been reported missing while
exploring the sewers, but the guardslack the expertise to track and
rescue them. Harbour Master Zin charges the party personally
withthe job of bringing them back alive, directing you tofind Guard
Tember, cousin to the two brothers.Discover their fate and return
to the Harbourmasterwith news.
Adventuring Notes1. On completing the Waterworks quests, all
vendors and barkeepers in the Harbour willtrade with the party
on more favourableterms
2. The entrance to the second part of the
18
Sergeant Ander, bravely guarding the entrance to the
Waterworks
Guard Tember, cousin of Arlos and Venn ar-Kerran
-
Kobold's Den pair of quests can be reached at the end of part
one. If the party recall aftercompleting part one, the entrance at
Guard Tember will take them directly into part two,allowing the
party to rebuff and regroup if necessary
3. The same option for part two of the Venn's Trail quest pair
applies, the same entrance usedto access part one will take you to
part two if part one has been completed
4. Wilderness experience includes 100 slayers, 3 rare and no
explorers5. Coin Lord favour 150: see Montague Goudreau in the
Marketplace for additional inventory
space (requires a Collapsed Portable Hole which can be obtained
from chests, from theAuction House or as a reward from the first
tier of Argonessen favour)
6. Monster Manual: Wolf Exterminator I (430xp), Kobold Hunter I
(460xp), KoboldExterminator II (1,380xp)
Experience Earned
VictoryYou blink as you step back into the daylight, breathing
in the sea air. The sounds of the docksreplacing the oppressive
silence and haunting echoes of the Waterworks.
Well? Where is he? asks Harbourmaster Zin waiting impatiently
outside the entrance, preparedto give the errant Venn a piece of
his mind, much like his brother Arlos who has already been
sentpacking back to his family.
You meet the Harbourmaster's cold glare and slowly shake your
head. We left the body insidewith the guards. you offer sombrely.
We made the Gnashtooth and Tunnelworms pay dearly for
19
The winding sewers of the Waterworks
Quest name Difficulty Total XP Main XP Opt XP Total XP
WW0 Wilderness: The Waterworks 6 Wilderness 6 3,070 10 0% 0% 0%
0% 0 3,070 3,070
WW1 The Kobold's Den: Clan Gnashtooth 3 Elite 5 6,731 13 25% 30%
0% 15% 5,752 979 9,801
WW2 The Kobold's Den: Rescuing Arlos 3 Elite 5 8,993 16 25% 0%
8% 15% 6,938 2,055 18,794
WW3 Venn's Trail: Clan Tunnelworm 4 Elite 6 10,374 17 25% 0% 8%
15% 9,190 1,184 29,168
WW4 Venn's Trail: Venn's Fate 4 Elite 6 4,981 11 25% 0% 0% 15%
4,402 579 34,149
WW5 Kobold Assault 3 Elite 5 6,409 18 25% 0% 0% 0% 6,409 0
40,558
Monster Manual Manual 2,270 0 0% 0% 0% 0% 0 2,270 42,828
TOTAL FOR CHAPTER 42,828 85 32,691 10,137
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
-
this. I don't think you'll have to worry about them again.Would
that it were the case, but not so easy to get rid of them. muses
the halfling.There was one other thing. you remark, wondering how
to omit the gruesome details of your
discovery, Venn left a message. Shan-To-Kor. Does that mean
anything to you?The Harbourmaster scowls in thought. Not a damned
thing. But I'll ask the Coin Lords and
speak to the magi of the Twelve. Maybe it'll mean something to
them. Zin fixes you with a vicious looking stare as his eyes
narrow. I do have something else that you
can help with. Guard Crichton has a caravan ready to leave for
our outpost just a few hours away.There have been a stream of small
raids, but we're told by House Phiarlan that something bigger
isbrewing and an attack is expected any time soon.
What do you say? growls Zin. Can I convince you to go kill some
more of those damnedkobolds?
Additional Notes
20
Clan Gnashtooth kobolds fight to the death to prevent any rescue
attempt
-
CHAPTER SIXThe Catacombs
StorylineThe armoured warrior looks at you suspiciously, the
electric blue markings of the Silver Flame onhis tabard accentuate
the size of the man clad in the shimmering chain. You notice how
easily heholds in one hand a warhammer large enough for others to
wield with two.
You point again to the parchment and repeat what is clearly
written there. Friar Renau has askedus to meet him here at mid day.
If you can just point us to him, we'll be on our way.
The armourer raises his warhammer and points past the bubbling
fountain in the plaza to an oldman sitting on a stone bench in the
shade of the palms, flecks of grey barely showing in his
darkhair.
The old man wearing the white robes of a cleric is sitting
reading from a book, and as you walktowards him, you smell the
heady blooms of the exotic flowering plants behind him.
Renau looks up and breathes deeply as he closes the book at your
approach, greeting you with aquiet nod. Please. he says, gesturing
to the benches. And thank you for coming.
As you take a seat he gestures to the templar you spoke to.
Please forgive Brother Salariin.These are trying times for our
Order and where normally we would greet all strangers with open
arms, of late we have become mistrustful of our own shadows. It
isthese recent matters that cause me great concern. Concern enough
toseek assistance from those outside our Church. I overheard
BrotherMalden speaking of you with high regard, and I prayed that I
couldturn to you for some assistance.
You begin to wonder about the wisdom of being drawn into
theSilver Flame's business, but decide to find out more before
makingyour excuses and leaving the Friar to find another to
involve.
Friar, if it is something that we can assist with, and if time
and ourother responsibilities permit, then of course we would be
glad tohelp. you offer solemnly while trying to retain as many
options todiplomatically turn down the offer when the Friar has
been moreforthcoming with the details.
A glimmer of hope flickers across the Friar's face. It is my
niece,Marguerite. I need someone to check on her condition. he
explains.
21
The elderly cleric Friar Renau
Fountains cascade in the plaza outside the Silver Flame
Sanctuary
-
She should be inside the Sanctuary just here, the lower levels
serveas an asylum of sorts and Marguerite has been entrusted to
their care.Her father had her committed, despite my protests, I
might add.Unfortunately, I have been expressly forbidden by her
father frommaking contact with my niece lest it affect the care she
is receivingand will not be permitted inside.
The Friar detects a hesitation from you. My family are
wealthyand I can pay you well for your perseverance in seeing her.
I have aterrible feeling and cannot rest until I know she is
well.
You look around at your companions who each nod or shrug
non-committally, no doubt relieved to find a wealthy patron willing
to paywell for such simple duties without involving you in the
machinationsand intrigues of Church politics.
Then Friar, we accept the charge and swear that we shall not
restuntil we have spoken with Marguerite ourselves. you
pronounce,reaching to shake the Friar's hand. We will return with
word.
You stand and are about to make your way towards the the
Sanctuary entrance, huge stone doorsprotected by heavy iron gates
and flanked by enormous blue torches of the Silver Flame, when
youstop. Ah, Friar, your niece, Marguerite, what is her full name?
you ask. It might help us findher. you add with a smile.
Marguerite Dryden. nods the Friar.Dryden? you ask, unsure if you
heard correctly, but fearing the worst.The Friar looks at you
serenely. Yes, Marguerite Dryden. Her father is Archbishop
Dryden.
ObjectivesThe party must explore the many-levelled Silver Flame
Sanctuary, known locally as The Catacombsin search of Marguerite
Dryden. Something has been troubling the Church recently, although
it isnot openly spoken of and the party should not expect to
receive any assistance from the clericsinside the Catacombs. What
has become of Marguerite and why would her father the
Archbishophave her committed unless it was for her own safety?
Adventuring Notes1. After completing The Friar's Niece, remember
to speak to Friar Renau twice before speaking
to the Archbishop 2. The second part of Setting the Wards can be
accessed directly from the end of the first part.
If the party leave after part one, then the entrance from the
Catacombs into part one will takethem directly to part two
3. It is possible to get Ransack in The Crypt of Gerald Dryden
by breaking the sarcophaguswith ranged attacks before the undead
break out of them
4. To get Conquest in The Lower Cathedral, farm the respawning
undead at the altars beforepurifying them
5. Monster Manual: Skeleton Exterminator I (360xp), Bat
Exterminator I (360xp), GhoulExterminator I (450xp), Ghast Hunter I
(2,400xp)
22
Archbishop Dryden
-
Experience Earned
VictoryYou sit down on the stone benches by the fountain in the
plaza outside The Sanctuary. You removeyour boot and casually empty
the remnants of grave dust from it, watching as the fine powder
iscaught by the breeze and blows away without a trace.
My child. says an elderly voice as a healing hand is placed upon
your shoulder and you feel awarmth of renewed vigour slowly spread
through your body. Friar Renau sits down next to you.
You knew. you state bluntly, though unable to find any anger to
throw at the Friar.No. answers the Friar, a touch of regret
sounding in his voice. I suspected and I feared. But I
did not know. And for reasons that you now understand, I could
not voice such fears without proof.The cleric places a pouch on the
bench between you and you hear the clink of coins within.
None must know of this. This must be a tale that the bards will
never hear. sighs the Friar.And what of the Church? you ask,
smoothly tucking the purse into your belt as you adjust your
cloak.The Church has endured since the time of Tira. The Silver
Flame shall burn eternal. answers
Renau as if quoting scripture.
23
Clerics and paladins of the Silver Flame patrol throughout the
Sanctuary
Quest name Difficulty Total XP Main XP Opt XP Total XP
C1 The Friar's Niece 3 Elite 5 2,559 4 25% 0% 0% 0% 2,559 0
2,559
C2 Return to the Sanctuary 3 Elite 5 5,489 12 25% 0% 0% 15%
5,216 273 8,048
C3 The Old Archives 3 Elite 5 4,624 7 25% 10% 10% 15% 4,512 112
12,672
C4 The Crypt of Gerald Dryden 3 Elite 5 5,890 18 25% 0% 0% 10%
5,523 367 18,562
C5 Setting the Wards: The Lower Cathedral 3 Elite 5 4,624 8 25%
30% 0% 15% 4,624 0 23,186
C6 Setting the Wards: The Patriarch's Crypt 3 Elite 5 5,421 9
25% 20% 0% 15% 5,045 376 28,607
C7 Endgame: Marguerite 3 Elite 5 2,889 6 25% 0% 0% 0% 2,889 0
31,496
C8 Endgame: The Archbishop's Fate 4 Elite 6 510 1 15% 0% 0% 0%
510 0 32,006
Monster Manual Manual 3,570 0 0% 0% 0% 0% 0 3,570 35,576
TOTAL FOR CHAPTER 35,576 65 30,878 4,698
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
-
And what of us? you ask, speaking aloud the concern that you had
voiced with yourcompanions as you considered to what lengths the
Church would be prepared to go to keep it'ssecrets.
Friar Renau turns to you and smiles. You have proven that you
are faithful to the Flame. TheChurch will not harm you or seek to
cause you harm. Rest assured on that.
The Friar pats you reassuringly on the leg and stands,
stretching his back. The Marketplace, it ispleasant is it not? More
fitting than the docks for those that would make their way in the
city?
It certainly is. you reply, Though I imagine only wealthy
merchants could afford to be soclose to the heart of the city and
the Coin Lords.
The Friar nods, looking pleased that you agree with him. Then
you should speak to AramelBoneshard in the Phoenix Tavern. Like
yourself, she has helped the Church in the past, and I haveasked
Brother Ventnor to speak most highly of you. Aramel was not always
an innkeeper. I thinkyou will find her rates more than
reasonable.
Thank you. you reply, trying not to show your surprise at this
turn of good fortune.Renau makes ready to leave as he answers. No,
my child. On behalf of my family and the
Flame, thank you. And if you can be of service to the Church
again, it is comforting to know thatyou will be close at hand here
in the Marketplace.
Additional Notes
24
Undead infest the lower levels of the Sanctuary
-
CHAPTER SEVENThe Seal Of Shan-To-Kor
StorylineThere you are! exclaims a familiar halfling voice.
Harbourmaster Zin's distinctive brown tricornebobs through the tap
room in the Phoenix Tavern towards you. As you were, no need to
stand.adds the Harbourmaster with a dismissive wave as he takes a
seat at your table.
Good news. Shan-To-Kor. The Twelve have found a reference to it
in their libraries. Turns outtheir search caught the attention of
others from outside the city. announces Zin, meeting your gazeas if
this information carries great significance.
You nod thoughtfully. We should speak to someone at the Twelve
to learn more?Harbourmaster Zin looks at you in obvious confusion.
Why would you do that when there is a
Wayfinder who has been tracking this thing? Speak to her and
maybe you'll get some answers. I'monly here to deliver the
message.
You notice the Harbourmaster looking around, seemingly to catch
the eye of one of the Tavern'sserving girls.
As I told old Basmore, Zin says with a sniff, tapping his nose
before pointing at you, noteveryone has my keen tracking skills you
see. And in a city this size itcould take days for someone without
my nose to find someone.
Have you been searching long? you ask, almost impressed thatthe
halfling has any skills at all.
What? Course not. replies the Harbourmaster. You weren't inthe
Sleeping Spell Inn. First place I checked naturally. And this is
thefirst tavern outside of the Twelve's enclave. Obvious next place
tolook, have a drink and then plan the next move. Thirsty work
thistracking. he says with complete seriousness. And here you are!
headds triumphantly.
Where can we find this Wayfinder? you ask, managing to hideyour
admiration without too much difficulty.
Dael is her name. Seems like a capable chap. Picked up an
injuryit seems and now needs some assistance. She's outside the old
SteamTunnels. By the Rusty Nail. Best you go speak to her and see
whatyou can do. I'll just have that drink and then get straight
back to theharbour. The docks don't just run themselves you
know.
25
Warm mist rises from the depths to obscure your view in the
Steam Tunnels
Wayfinder Dael
-
You leave as the Harbourmaster orders a drink andmake your way
through the Marketplace, past fountainsand stalls selling exotic
wares from who-knows-where inXen'drik and beyond. On past
entertainers and streetperformers until you come to the steps
leading down to thequieter and less well kept district of the
marketplace nearthe Rusty Nail.
You find Wayfinder Dael sitting on some crates outsideof the
entrance to the Steam Tunnels at a stall sellingvarious weapons
which don't appear to be of the highestquality. A large pipe
protrudes from the wall above yourhead, a steady stream of cloudy
steam seeping from it witha low hissing sound.
Dressed in woodland leathers, the attractive younghuman explorer
seems equally at ease in the lesssalubrious parts of the city as
she undoubtedly would be inthe uncharted wilds. A silver brooch of
a swooping eagle,talons outstretched to grasp some prey marks her
aWayfinder, a member of the Wayfinder Foundation
comprised almost entirely of renowned adventurers. To have been
recruited to the Foundation in thefirst place is proof enough of
her abilities.
Dael picks up a half-empty tankard and looks at you, a gleam of
interest in her eyes. Well metfriends she greets you. I think you
are the ones that I have been waiting for. Please join me, thispart
of the city is not well travelled and we can talk freely without
being overheard.
You make yourselves comfortable as Dael winces slightly and
briefly kneads her thigh to ease aninjury that is clearly causing
her some discomfort.
I have been tracking the Seal of Shan-To-Kor for some time now.
says Dael. Some years ago,it resurfaced supposedly unearthed in
ancient giantish ruins lost in the jungles to the south. Anancient
relic of bygone times. A relic once owned by giant royalty and said
to give the bearerdominion over giantkind. The giants believe that
whoever has the Seal has been chosen by theirgods to lead them.
You look in surprise at the Wayfinder. What would give this
relic such power?Superstition perhaps. answers Dael with a shrug.
It is difficult to say how a giant's mind
works. What we do know is that the Seal has found it's way to
Stormreach.The Wayfinder pauses to take a sip from her tankard.
Until recently it was possessed by a clan
of kobolds, Clan Tunnelworm. Though I do not think that they
knew what they had in theirpossession. It has either been traded or
taken by a powerful clan of hobgoblins, the Cloven-jawClan. We know
that these hobgoblins have learned of the relic's true nature but
we are not sureexactly how. Only a scholar or someone with an
interest in ancient treasures would have been ableto decipher it's
true origin. We believe the hobgoblins are trying to trade the seal
to the giant tribes,so far without any success. We cannot allow
this to happen. Not only could the Seal be used to unitethe giant
tribes, it could create an allegiance between the giants and the
hobgoblins that couldthreaten us all.
Dael looks at you, as you consider the dangers that such an
alliance might present and continuesher tale. I have found a way to
the Caverns of Shaagh that is known to few. Through the
SteamTunnels and then deep underground there is a way. I have
marked the path as best I could before Iwas forced to make my
escape.
Dael pats her wounded leg and smiles ruefully. The journey may
not be easy, but perhaps youand your companions can succeed in
recovering the Seal where I was unable to? We must act soonbefore
the hobgoblins find a tribe who will believe that they do indeed
have this ancient relic lost to
26
Entrance to the Steam Tunnels
-
history.Sounds dangerous, but clearly something has to be done.
you offer, noting the nods of consent
from your companions.Dael smiles broadly at you. Excellent. Then
let me share my map with you and my notes. she
grunts softly, pulling a worn backpack from behind the crates
next to her and undoing the leatherbuckles securing it. As she
produces a parchment and begins to unfold it she looks at you,
gaugingyour reaction. The chieftain of the Cloven-jaw hobgoblins,
Hetman Shaagh, is a fearsome warriorwho according to the tales has
acquired powerful magical artifacts from those he has
vanquished.
She sees a shadow of hesitation cross your face as you hear this
news. But I have a plan. Let ussee how Shaagh fares if someone was
to say, deprive him of these items of power.
Dael points at the map and frowns. This is where you should
begin.
ObjectivesThe party are to explore the Steam Tunnels and make
their way to the Cloven-jaw Stronghold toseize the Sacred Helm.
With this in their possession, they can then return to the Steam
Tunnels andfollow Dael's map and directions to the underground
Caverns of Shaagh to interrogate HetmanShaagh and retrieve the lost
Seal of Shan-To-Kor.
Adventuring Notes1. After successfully completing the adventure,
the marketplace vendors will trade with the
party on more favourable terms2. Wilderness experience includes
the two optionals in the Steam Tunnels with the first
optional repeated travelling from the Sacred Helm to the Cloven
Jaw Blockade3. The entrance to the Caverns of Shaagh can be found
at the end of the Blockade. The
entrance to the Halls of Shan-To-Kor can be found at the end of
the Caverns of Shaagh.After completing the Blockade, the same
entrance from the Steam Tunnels will take theparty directly to the
Caverns. After completing the Caverns, the same entrance from
theSteam Tunnels will take the party directly to the Halls,
allowing the party to recall, resupplyand rebuff before continuing
on if necessary
4. Monster Manual: Hobgoblin Exterminator I (360xp)5. Total
favour 400: see Nyx Durandimion in the Harbour to unlock the Drow
race
27
A hobgoblin patrols the natural caverns deep beneath the Steam
Tunnels
-
Experience Earned
VictoryWayfinder Dael unwraps the cloth bound seal reverently
and stand speechless for a moment. Shebreathes out a long sigh. I
feared I would never see this Seal brought to safety.
You show Dael the note recovered from Hetman Shaagh. The
hobgoblins were planning ontravelling to the south, to a place
called Gianthold. They were to deliver the Seal to a giant by
thename of Bergthyrm. It seems your fears were well placed, if this
Seal is indeed a symbol that couldbe used to unite the giant
tribes.
Dael wraps the Seal carefully and places it in her backpack. The
Wayfinders will keep thissecure. I'll return with it to Sharn on
the first airship leaving the city. You have done us all a
greatservice and the Wayfinders do not forget those who have aided
them. Dael adds with a wink. Whoknows, perhaps one of these days we
might consider you worthy of joining our ranks?
Additional Notes
28
The Guardian rises to protect the ancient Seal of the giants
Quest name Difficulty Total XP Main XP Opt XP Total XP
STK0 The Steam Tunnels 4 Wilderness 4 720 6 0% 0% 0% 0% 0 720
720
STK1 The Sacred Helm 3 Elite 5 7,994 16 25% 0% 15% 15% 6,793
1,201 8,714
STK2 The Cloven Jaw Scourge: Blockade 3 Elite 5 7,549 22 25% 20%
0% 15% 6,295 1,254 16,263
STK3 The Cloven Jaw Scourge: Caverns of Shaagh 4 Elite 6 12,579
21 25% 0% 0% 15% 9,758 2,821 28,842
STK4 Halls of Shan-To-Kor 5 Elite 7 11,737 19 25% 30% 10% 15%
11,465 272 40,579
Monster Manual Manual 360 0 0% 0% 0% 0% 0 360 40,939
TOTAL FOR CHAPTER 40,939 84 34,311 6,628
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
-
CHAPTER EIGHTThe Marketplace
StorylineI understand that you think this matter is urgent,
Ruat. replies the drow calmly, his long white hairframing his dark
skinned features. He places his hand on the large silver coloured
pendant displayedon his chest, sculpted into a stylised
scorpion.
The holy symbol of Vulkoor glimmers on it's thick silver chain,
clearly visible above the emeraldgreen robes as Mahk'doh bows his
head apologetically. Unfortunately I am called to other duties. Iam
afraid that you must accept the help of these others.
Ruat Acalay shakes his head, his own drow features a mixture
ofanger and disappointment. The red of his eyes match the red of
hisrobes and his eyes burn fiercely as he glowers in frustration at
thedrow cleric.
Mahk'doh, I am not mistaken. he curtly snaps. The City
Guardrefuse to listen, which comes as no great surprise. I
overheard thediscussion between the gang lieutenants and other
figures more skilledat keeping to the shadows. I couldn't see their
faces, but I would swearby Vulkoor that they spoke with a Sharn
accent. I don't know the exactdetails, but surely this threat
cannot be ignored!
Mahk'doh offers a slight shrug as he speaks, a well
practisedgesture to convey that whatever the problem, the
complainant woulddo well to understand that all that can be done
has been done.
I have friends among the Silver Flame residing within
theSanctuary. explains Mahk'doh, his tone clearly implying that
this isbeyond question given his obvious importance. An armourer by
thename of Salariin, with an ear for news of those making a name
forthemselves in the city. Salariin has personally recommended this
finegroup to join me on a trip to the Archer Point outpost. Though
he did
29
Entertainers amuse the crowds shopping among the Marketplace
stalls
Ruat Acalay, concerned citizen
-
fail to mention there were quite so many of them.You decide to
pay attention to the two drow, curious to see why the
cleric who sought you earlier has decided to mention you in
hisdiscussions with this old acquaintance of his.
But, recognising the importance of what you are saying,continues
Mahk'doh smoothly, I have decided that I will no longerneed their
assistance and so offer their help to you. If you are
bothagreeable, then while I cannot offer any direct assistance
orcompensation for rescinding their offer of employment at the
moment,perhaps you could come to an arrangement between you. We can
allbenefit from this.
Ruat's face becomes a picture of resigned defeat as he sighs.
Verywell. If they are as capable as you say then I will offer the
samereward to them.
Mahk'doh nods his head serenely. I knew you would see
sense,Ruat. Now if you will all forgive me, I must be about my
business inArcher Point. A merchant caravan is about to leave for
the outpost andthey refuse to leave without me.
The drow cleric looks at you with an enigmatic smile.
Perhapswhen you have finished here, you could travel to the outpost
and I willintroduce you personally to the Commander of the garrison
there?They are often in need of competent hands to protect their
caravansand the pay is quite generous.
As you are about to reply that you would rather have your share
ofthis generous pay as previously discussed, Mahk'doh bows his head
slightly and rests a hand onyour shoulder. Please, there is no need
to thank me. I am always happy to help those new to thecity to make
their way. It is a small way that I can use my vast reputation
earned over many years tohelp spread word of the benevolent aspect
of Vulkoor.
Mahk'doh nods to your party and to Ruat then briskly walks away
into the throng of theMarketplace crowds, quickly disappearing
completely from sight.
You look back to see Ruat appraising you sceptically.Well,
Mahk'doh clearly thinks that you are the right people for the task.
mutters Ruat. Perhaps
if you can unveil details of exactly what it is that this common
street gang are planning, then I cantake that information to the
Coin Lords and receive the proper recognition that I am due.
You look up the stairs between the tightly packed buildings
towards the darkened doorway thatthe drow indicates. As there is no
chance of catching up with your former potential employer,
youdecide that it would be best not to waste your entire day. Ruat,
we'll see what we can find. If wefind any members of this gang then
we'll see how cooperative they are.
Ruat frowns. You expect them to cooperate?You smile and shake
your head. If it's the same
Quickfoot gang we've encountered already then Iexpect they'll be
more interested in taking our headsas trophies.
ObjectivesThe party are to make their way around theMarketplace
providing assistance to the people of thecity and building their
reputation with the Coin Lordsand the Free Agents. With their tasks
in the citycomplete, they should journey to Archer Point to
30
Shaded alleys wind their way through the Marketplace
A bard plays for the crowds in the Marketplace
-
assist in the defence of the outpost.
Adventuring Notes1. Tag Hardcastle at the foot of the stairs
near the Harbour gate will give a 30 minute Tumble
buff for 100gp2. Class Trainers can be found just inside the
gates from the Harbour3. Brokers and hireling vendors can be found
at the bottom of the stairs from the Harbour
entrance and in the central tent4. PVP challenges can be fought
in the arena in the Phoenix Tavern5. The solo quest Mark of the
Dragon will grant a free Feat token that can be used with Fred
the Mindflayer in House Jorasco6. Spirit Binders in The Rusty
Nail and The Phoenix Tavern can bind your resurrection point in
the Marketplace7. Monster Manual: Spider Exterminator I (360xp),
Troglodyte Exterminator I (360xp)
Experience Earned
VictoryYou step over the bodies of the fallen hobgoblins.
The campsite is strewn with the corpses of the ogres and
hobgoblins who fought to the last ratherthan give up their prize.
The hobgoblins who attacked the caravan were most likely
expectingweapons and valuables rather than the basic provisions
they looted from their robbery.
Your arrival at Archer Point had been met with some relief from
the outpost Commander who
31
Quest name Difficulty Total XP Main XP Opt XP Total XP
MK3 The Swiped Signet 3 Elite 5 9,325 16 25% 30% 0% 15% 7,650
1,675 9,325
MK4 Redfang the Unruled 3 Elite 5 4,355 16 10% 30% 0% 15% 4,051
304 13,680
MK5 Freshen the Air 4 Elite 6 6,161 11 25% 0% 0% 15% 5,198 963
19,841
MK6 Proof is in the Poison 4 Elite 6 16,448 28 25% 10% 0% 15%
13,946 2,502 36,289
MK7 Archer Point Defense 5 Elite 7 4,055 8 25% 0% 0% 15% 3,953
102 40,344
Monster Manual Manual 720 0 0% 0% 0% 0% 0 720 41,064
TOTAL FOR CHAPTER 41,064 79 34,798 6,266
Base Level
Quest Level
Est. Time
Kill Bonus
Trap Bonus
Secret Doors
Break Bonus
You come across a band of monstrous bandits pulling a cart laden
with supplies intended for the Archer Point outpost
-
had been beside himself that you were the first to arrive from
the city in the past two weeks.On his insistence you had set out to
explore the jungle around the outpost and try and discover
what had become of the missing caravan. It had not taken long
until the raiders had tried to ambushyou.
You nod to your party and you each split up to check the bodies
to ensure that none of theseraiders remain alive to threaten the
Stormreach outpost.
As you approach the burning fire you come across the grisly
remains of what you assume to bethe wagonmaster and the caravan
guards. Dismembered limbs and torsos with unmistakable chunksof
flesh bitten from them lie in a pile near a burning fire, burned
and charred beyond recognition.
You lean against the side of the caravan to steady yourself and
fight a wave of nausea.A glint of light catches your eye from the
side of the caravan near one of the huge wheels.
Hanging from a thick silver chain you see a large pendant. As it
sways slowly you can clearly seethe form of a stylised scorpion, a
splash of red blood staining the holy symbol of Vulkoor.
Additional Notes
32
Hobgoblin raiders roast the bodies of the slaughtered caravan
guards over their camp fire
-
CHAPTER NINEThe Red Devils
StorylineYou watch the party of adventurers as they sit at their
table in some heated but good natured debateabout some recent
glorious victory. Using goblets, tankards and empty bottles they
seem engrossedin arranging these into formations as they discuss
one tactic after another. Judging by the number ofempty bottles and
goblets at their table, they have been here some time.
The Hammersmith Inn is unusually quiet for this time of day. A
bearded minstrel Sigfried sits ona table playing for the small
audience. You watch as he winks at one of the ladies
distinctivelydressed in the colours of House Cannith, stroking his
short trimmed beard and offering her a smilethat causes her to
blush but not turn away.
You find your attention returning to watching the boisterous
party and decide to leave theminstrel to his own pursuit of
victory. You step up to the bar and ask the barman who these
fellowsare and he looks at you in genuine surprise.
Have you never heard of the Red Devils? asks the barman, shocked
at your obvious ignorance.Where have you been? They're only the
toast of the Houses!
The barman points at them each in turn, uttering their names
with adulation. That's Keaned'Deneith, staunch backbone of the
party. Don't be fooled by his stern demeanour into thinking he'sgot
a heart of gold, he's even more dangerous than he looks. And the
halfling, that's Scholes ofVedykar, his skills and stoic calmness
are legendary. The sharp-faced one, that's Giggs Elorreathi,said to
be descended from dragons. And the one doing the talking there,
that's NevilleStormhammer, it's said he can hit a silver coin,
blindfolded, at a thousand paces.
I'd like to buy these fine gentlemen a drink. you inform
thebarkeep, placing a stack of gold coins on the bar. Please, allow
me totake the drinks to their table personally.
As you approach the table, you can hear their voices raised
indiscussion, a space has been cleared and a contract stamped
withHouse Deneith's seal has been unrolled.
Ach, it's not as if we need the money, let someone else do
it.states Neville, scanning the dozens of tankards infront of him
for onethat might not be completely empty.
Speak for yourself. I have a retirement plan to think about.
33
Neville Stormhammer, renowned for long distance marksmanship
Entrance to the first of the depths below House Deneith.
-
answers Scholes, pulling his half-full tankard back as Neville
reachestowards it.
You don't survive as long as I have in this life without
pickingyour battles carefully. muses Giggs. We needn't take every
job that'soffered to us.
True but I hate to miss an excuse to get into the thick of
it.growls Keane, And this sounds like it could be a good job for
that.
You cough politely as you place the drinks tray on the
table.Please excuse me gentlemen, just a small token of
appreciation forthe fine work that you do.
Neville reaches for a drink without hesitation and raises it in
thanksto you. Thank you, my good friend. Always a pleasure to meet
a fan.You look like the adventurous type, am I right?
You raise your hands modestly. Nothing like yourselves. But we
can always dream that one dayour names will be as well known as the
legendary Red Devils.
Well said. agrees Neville, drinking deeply from his fresh
tankard. Well, lads. I say that westay here and enjoy this Inn's
fine hospitality.
And what of the contract? asks Giggs, topping up his goblet from
the fresh bottle.Neville points at you with a meaty finger. I think
we've just found some substitutes.
ObjectivesThe party are presented with an opportunity by a band
of famous adventurers to clear the depthsbelow House Deneith of
danger. The party will delve deep into the dank warren of tunnels
known asthe Four Depths with the hope of emerging victorious,
earning not only the gratitude of HouseDeneith, but recognition
from the veteran adventurers who seem det