ddo the stormreach campaign

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The Stormreach Campaign by Quijonn Dragonfist All Trademarks and Copyright respected. This is a fan-made guide to Dungeons & Dragons Online and is not endorsed by or affiliated with Turbine, Wizards of the Coast, Warner Brothers, Hasbro or any other company.

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About the Stormreach CampaignThe campaign guide is written as a story driven narrative to guide a party through the unique world of Eberron in Dungeons & Dragons online, from their base in the city of Stormreach on the largely unexplored continent of Xen'drik. The aim is to provide a storyline that explores the lore of Eberron and emphasises the roles that various NPC's contribute to the story. The storyline tries to bring out some of the rich detail that Turbine have added to the game over the many years that can be easily missed by novices and veterans alike. The quests are grouped into chapters which are designed to be played during a single 2 to 4 hour session, making the campaign suitable for a static party wishing to explore the full depth of the game.

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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.

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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