Head to Stonemaw Hill

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Details

Start Point

The quest Head to Stonemaw Hill is a continuation of the Main Story, commencing immediately after completing Help Rachella.

Requirements

Recommended

Unknown

Starting Out

Rachella overhears the conversation

Speak to Rachella in the Goose Inn Bar about her recent encounter with the sorcerers. She recounts overhearing a conversation between three sorcerers: Yeddick, Damiok, and an unnamed third sorcerer. In her recounting, she witnesses Damiok talking about being injured by a Crystal Scorpion while traveling through the Gemrift.

The sorcerers discuss several key locations for their plans:

  • Stonemaw Hill - Located northwest of Hopeport, accessed through the wasteland and up Rocky Road. Note: The dwarves controlling access are reluctant to allow humans entry.
  • Castle Gragwatch - Located on a separate island, currently inaccessible due to storms affecting all ports.
  • The Well - A specific location of significance, though its whereabouts are unknown.

The sorcerers mention placing crystals at breach points and discuss "Vilzax spells", which are apparently powerful but dangerous to cast in the Gemrift due to risk of awakening "the sleeper".

After learning this information, head northwest through the wasteland towards Rocky Road.

Rocky Road

At the entrance to Stonemaw Hill, you'll find Sentry Drogentyne and Sentry Drogentyna guarding the stockade. They will initially refuse entry, explaining that Stonemaw Hill is sacred dwarven ground forbidden to humans.

The sentries reveal that humans previously stole the Golden Cog from the Great Engine, which powered their machines with spiritual energy. They explain that retrieving the cog would likely grant you special dispensation to enter Stonemaw Hill.

According to Sentry Drogentyne, the Golden Cog is now in the possession of Helfar the Nightcrow, who resides in a secure compound in the northeast of Crenopolis.

Crenopolis

Head to the East Courtyard in Crenopolis and attempt to Climb the Tree.

You'll be stopped by Helfar's guard and Constable Carver. The guard will call for Constable Carver to intervene, who reveals that Captain Waltain has an agreement to leave the compound undisturbed.

Speak to Captain Waltain in Waltain's Office about retrieving the Golden Cog from Helfar's compound. You explain that you need it to gain access to Stonemaw Hill where a red-robed sorcerer was headed.

The captain explains that while stealing is illegal, he cannot directly intervene due to Helfar's significant contributions to the Merchant's Guild. He fears losing his position if he interferes with Helfar's business.

Suggest that you could handle the operation yourself, explaining that you would be acting as part of the Hopeport guard rather than the Crenopolis guard. The captain agrees this might work, but notes that since you've been seen doing Crenopolis guard work recently, you'll need support from the Hopeport guard to make this a legitimate Hopeport operation.

Head to Hopeport to speak with Captain Jal Degreene in Captain Degreene's Office about getting assistance.

Finding Help

Speak to Captain Jal Degreene in Hopeport. When you explain the situation with the Golden Cog and Helfar, he initially expresses reluctance due to being short-staffed. After explaining that Waltain can't help due to merchant guild politics and that you only need one guard to make it a legitimate Hopeport operation, the captain agrees to assign Toblaine to help you.

Head to the Barracks to find Toblaine.

When you first speak to him, you'll find he's quite reluctant about his career as a guard. You can learn that he only became a guard because his strong innate magic abilities meant most towns wouldn't accept him unless he worked in a "respectable career."

Tell Toblaine about the assignment and he'll head to Waltain's Office.


Rewards

Unknown

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