Quest Page: Spoiler Warning.
This is a page describing a single quest in detail, and thus it may (and probably will) reveal plot or quest details. Spoilers will not be hidden from view. For a spoiler-free description of the quest (including difficulty and prerequisites), go here. |
| ||||||
| ||||||
This quest gives a chance to earn xp to all skills and powers.
|
General Information[]
Introduced on 4/25/2012. This quest also introduced the mercantile and Grandarm Coppice in Redglen as well as An Abandoned Mine (which disappears once the adventure is complete) under nearby locations for Redglen.
This adventure initially shows in your Adventure Finder as an Available Event/Scenario Somewhere in Redglen. To trigger the adventure link and it's location (Redglen's Grandarm Coppice) you have to approach the man (who is Vurth Grandarm) outside of Redglen's mercantile. Then Grandarm Coppice will show in Redglen and the quest will show as an Available Adventure in Grandarm Coppice (in Redglen).
Once you begin the adventure you will have to travel to An Abandoned Mine which is a nearby location under Redglen. This location disappears once the quest is complete.
Location/Route[]
Grandarm Coppice in Redglen (Note: see General Information above)
Your journey takes you from Western Tysa, through Moonlyre Lake, Redglen, to Grandarm Coppice
Prerequisites[]
Map[]
- An Abandoned Mine - Map for The Road Out of Redglen
- LEGEND
- E - Entrance/Exit
- T - Traps
- B - Bandits
Text Directions[]
Walkthrough general[]
You speak with Vurth Grandarm the owner of Grandarm Coppice who advises you that profits from his palo grove have declined sharply because of tribute he has to pay robbers along the eastern shore of Moonlyre Lake. He then says he would make it worth your effort should you take care of the problem. You can then,
- Tell Vurth you'll take care of the bandits, Vurth tells you the bandits are operating out of an abandoned mine north of Redglen. To reach the bandit camp at the abandoned mine, choose the "TRAVEL" option in Redglen and select "An Abandoned Mine" from the list of "Nearby Locations". See An Abandoned Mine below.
- Tell him you're not interested, Vurth tells you to let him know if you change your mind. You're taken back to the Grandarm Coppice arrival page where you can access the adventure later.
An Abandoned Mine[]
Once you speak to Vurth you learn the location of the bandit hideout in an abanoned mine north of Redglen. Once you enter the mine you can exit and return during the adventure if you need to rest to restore Stamina Points or Nevernal Reserve.
Scattered at static locations throughout the mine are four blade traps you may encounter. Random check (1-100 + Thievery * 0.25 + Aura * 1). 75 or more needed to pass
- Success, you spot and disarm the trap (no xp).
- Failure you are injured by a blade trap. Between -8 to -16 SP confirmed.
In the southeast corner of the mine you come upon the bandits. The apparent leader of the group tells you to leave and don't come back. You can then,
- Demand that the bandits leave, Random check (1-100 + Diplomacy * 0.25 + Mind * 1.00 + Spirit * 0.50). 75 or more needed to pass
- Success, 32 xp to Diplomcacy as you are successful the bandit leader tells you they are going to move on to more profitable endeavors. But in a possible attempt to save face he demands 300 gold. You then can,
- Pay the bandits 300 gold (at least 300 gold is required), the bandit leader promises to leave. Adventure ends; 1,000 gold, 256 general xp and 64 AS&P xp end rewards.
- Threaten the bandit leader, you issue a more direct threat to the leader Random check (1-100 + Diplomacy * 0.25 + Mind * 0.50 + Spirit * 0.50). 75 or more needed to pass
- Success, 64 xp to Diplomacy, the bandit leader agrees to leave. Adventure ends; 1,000 gold, 256 general xp and 64 AS&P xp end rewards.
- Failure, go to Combat with the Bandits below.
- Attack the bandits, go to Combat with the Bandits below.
- Failure, go to Combat with the Bandits below.
- Success, 32 xp to Diplomcacy as you are successful the bandit leader tells you they are going to move on to more profitable endeavors. But in a possible attempt to save face he demands 300 gold. You then can,
- Attack the bandits, go to Combat with the Bandits below.
- Leave as the bandit leader requested, as you leave you spot something out of the corner of your eye. Random check (1-100 + Agility * 1 + Body * 0.50 + Unarmed Combat * 0.25). 75 or more needed to pass
- Success, You avoid being hit by an iron-tipped cudgel. go to Combat with the Bandits below.
- Failure, Untested - but believed damage taken then go to Combat with Bandits below.
Combat with the Bandits[]
You fight the bandits one at a time which allows you to use restoration between fights. Subduals are allowed, cannot flee.
Cudgel-Wielding Bandit (9+ at MR ??-49 Approx, 35 SP, 9 XP), can't FLEE, can be damaged by nonmagical or unarmed attacks, special does 8-12 damage
Sword-Wielding Bandit (9+ at MR ??-49 Approx, 35 SP, 9 XP), can't FLEE, can be damaged by nonmagical or unarmed attacks, special does 8-12 damage
Club-Wielding Bandit (9+ at MR ??-49 Approx, 35 SP, 9 XP), can't FLEE, can be damaged by nonmagical or unarmed attacks, special does 8-12 damage
Sword-Wielding Bandit (9+ at MR ??-49 Approx, 35 SP, 9 XP), can't FLEE, can be damaged by nonmagical or unarmed attacks, special does 8-12 damage
Axe-Wielding Bandit (9+ at MR ??-49 Approx, 35 SP, 9 XP), can't FLEE, can be damaged by nonmagical or unarmed attacks, special does 8-12 damage
You then face the Bandit Leader who attempts a telekinetic attack Random check (1-100 + Body * 1). 50 or more needed to pass before closing on you.
- Success, you stave off the effects of the attack
- Failure, take damage (-11 SP confirmed)
Bandit Leader (9+ at MR ??-49 Approx, 35 SP, 17 XP), can't FLEE, can be damaged by nonmagical or unarmed attacks
- Combat results
- Success/victory, adventure ends - random loot and gold. Also 1,000 gold, 256 general xp and 64 AS&P xp end rewards.
- Failure/defeat, untested