Q0125 After the Drip-Well Draw — Duskmire Strand

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Revision as of 19:51, 9 October 2026 by Historian (talk | contribs) (Reading-level rollout B014: briefing, steps and dialogue rewritten per STYLE_GUIDE (facts unchanged))

After the Drip-Well Draw — Duskmire Strand

Field Value
Quest_ID Q0125
Title After the Drip-Well Draw — Duskmire Strand
Biome B014 Duskmire Strand
Layer Aquatic
Level 25
Giver Vex Yarrow (NPC0097)
Giver NPC ID NPC0097
Completer Vex Yarrow (NPC0097)
Completer NPC ID NPC0097
Items needed Duskmire Field Kit
Prerequisites Q0124
Giver settlement The Drip-Well of Duskmire
Faction Verdania Collective
Side Evil
Difficulty Hard
Fail state Yes
Mystery chain No

Briefing

Do not drown chasing a shard, and if the plate gives way, pull the living out first.

Steps

Working the drip-well is the job; if the plate gives way, pull the living out first. Seek shelter if Duskmire Tidal is up.

Reward

  • Twilight Salve x2
  • 3600 XP
  • 150 Gold
  • 500 Verdania Collective rep

Dialogue

  • Whatever happens down there, do not drown chasing a shard.
  • Down below Duskmire, the count is the only thing that genuinely matters.
  • If the plate gives way, you pull the living out first, before anything else.
  • When Duskmire Tidal rises, seek shelter, and know that a Duskmire Vault Break is also wired to this step. I settle this step at the Dusk Strand.
  • The cut below is dangerous work, not a sightseeing tour.

Canonical URL: https://wiki.abernon.com/index.php?title=Q0125_After_the_Drip-Well_Draw_%E2%80%94_Duskmire_Strand