Given No Options

From Duels Content

Jump to: navigation, search

Defeat Kilman the Griefer Level 36 NPC

Contents

[edit] Act 1

With Kiro Elrag caught and in custody, the plot to bring down Shindaan Nightwatch has been foiled. Kiro’s fate has yet to be decided. The Nightwatch plan was to use him as a counter spy, and they have asked you to join him on a mission to infiltrate the Brotherhood of Dreadmar. The Nightwatch has heard rumors of a new poison being produced. Deadlier than Stinging Poison, this nightmare poison is being produced in secret labs by the Brotherhood. Infiltration Begins Even though the Nightwatch has asked you to go on this infiltration mission with a spy, you begin to wonder why he is doing this. The reasoning has yet to be revealed, yet you believe if he tries anything funny, he’ll have to die. With that in mind, you head off towards the Brotherhood of Dreadmar, located in a secret location on the far end of town. The entrance to the lair looks like a run-down building with broken windows. Kiro approaches the building and pulls on a lever, which opens a little door in the ground below. He tells you that is the way in, so you follow him into the depths of this secret passage. After many minutes of walking through this cavernous passageway, you are spotted by a vagrant asking for money. Though you think it is odd to see him down here, Kiro tells you that, often, pickpockets find their way in. Although you warn him to stay away, the pickpocket approaches, begging for food. In a blink of an eye, he has picked your pocket and stolen your money. Still shocked by his speed, you nonetheless must retrieve your wallet. You draw your weapon against the speedy pickpocket, it’s time to duel!

[edit] Objectives

  1. Defeat The Pickpocket (Davy Dainsane)

[edit] Rewards

  • 50 XP

[edit] Act 2

Fast Realization After defeating Davy and getting your wallet back, you hear noises coming from all directions of the passageway. There appears to be more vagrants and, alerted to the struggle, have come to try their hand at defeating you and taking your items. You realize that, with their speed and ruthlessness, you are no match for an entire group. The sorts of criminals that wander down here are skilled and will have no hesitation to killing any unwanted guests.

After losing the vagrants in the darkness of the caverns. You continue to follow Kiro deeper into the passageway, all the while keeping watch for any potential attacks. After a few minutes, you arrive at a door inscribed with a large, strange symbol; this must be the Brotherhood of Dreadmar's insignia. Kiro takes an amulet out of his pocket and presses it against the door. The door begins to open on its own. You both enter a elaborate hall. Kiro tells you that the alchemists are down below and you will need to follow him down the stairwell to find the poison.

[edit] Objectives

  1. Defeat the Dreadmar Sentry

[edit] Rewards

  • 50 XP

[edit] Act 3

Imminent Darkness You were able to finish with the guard quickly, before he alerted all of the Brotherhood of your presence. As he lies in a pool of his own blood, you notice something shiny nearby; you reach over to pick it up. It is your Nightwatch signet ring, a symbol of honor and justice. You hide it deep in your pocket so it will not slip out so easily. Kiro heads towards the alchemists’ room; you run to catch up.

When you enter the chamber, a cacophony of different noises and smells descends upon you. The room is filled with all sorts of magic and horror: boiling liquids of all colors, blobs of goo gliding on tables, experiments in different stages of progress. Kiro tells you that he thinks this dark green flask has to be the new poison because it had been applied to many blades as though for testing purposes. A few pieces of nightshade remain in the tray next to the flask. Nightshade is a primary ingredient for most poisons, but there are other strange looking herbs next to what is left of the nightshade. You do not recognize these strange herbs, so you pick them up and place in your bag, along with a vial of the poison as evidence. As you’re heading out of the room with Kiro, you hear a clanking sound, as though heavy armor is moving closer.

Kiro, spooked by what is coming, takes off in to a run. He quickly turns the corner and leaves the chamber, only to be speared by an approaching lance. You hear a laugh like no other. "Ahahaha, that is what traitors get, a painful death on my spear!" Kiro falls to the ground.

The dark figure in heavy armor approaches you. "Now I must deal with you!" He tosses his spear at you and you quickly dodge, but the spear has pierced your bag and the poison begins seeping out from the vial. Realizing it is lost, you turn your attention back to the dark figure. You draw your weapon and charge at the dark figure, angered that Kiro is dead. You yell out that this is for Kiro.

[edit] Objectives

  1. Defeat the Dark Figure

[edit] Rewards

  • 2100 XP
  • 45 gold
  • 155 tokens

[edit] Act 4

Redemption You regain consciousness a few minutes later to see that the dark figure had been slain and you are still alive. Unsure of what has transpired, you assume that you just passed out after such a strenuous battle. You retrieve the remains of your bag; it appears that the poison has eaten through most of it. A few of the ingredients are able to be saved. Unfortunately, the flask has been destroyed. You see Kiro's body hunched over by the wall. You go to him to see if there is anything you might need to take with you. While you do not find anything of use, you do stumble upon a book. This must have been Kiro's favorite. The title reads, Starting Over, by Kiro Elrag. It appears he wrote this while locked up in the Nightwatch prison. It is about a man who strayed down a dark path and now seeks redemption.

You know that Kiro did not die in vain, maybe this was his redemption. You leave with the book and the ingredients. You make your way out of the Brotherhood lair and back to the Nightwatch headquarters.

Personal tools