Samsur Starter Quests

 
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East Outpost - The Old Dry Well
This quest begins at the East Samsur Outpost (3.2 S, 22.2 E). Speak to Saqat and he'll give you a key to use in an old Empyrean well, rumored to be haunted. Your task is to retrieve a flask of well water. Return the water to Saqat for your reward.

Saqat tells you, "Might you have a phyntos wasp wing? I pay well for them - the credulous believe they have medicinal properties."
Saqat tells you, "Say, I might have 200 nice, shiny Pyreals with your name on them! I'll have you know this key was fashioned by the best lockpi... finest craftsman in Uziz!"

Saqat gives you Iron Key.
Saqat tells you, "Straight southwest from here, you'll find an old dry well. Go down into it, and bring me back some well water. And don't you believe those stories about the lower caves being haunted!"

You can also purchase directions from the Tavern in Samsur proper. 

Dry Well Directions
Have you heard about the old Empyrean well to the southeast of Samsur? Once it was fed by an underground river, and used as a caravan stop by the Empyrean. Some time ago there was a great disturbance, and the river changed its course, leaving the well dry. Musansayn the Great tried to dig new wells deep within the old caverns, but little water was found. Some say the deepest caves are haunted by spirits of the Empyrean - strange lights have been seen there.

Map: Dry Well

You'll find the Dry Well (Restricted to Levels 1-20) SE of town, past the Obsidian Enchanter, at 5.0S, 20.9E. When you enter, you'll need to head downwards until you reach a level where you see three choices of routes for you to take: North, East or South. If you'd like a detour, choose the South corridor which leads to a walkway overlooking a level below. You can find an Outcast Monouga and a pair of Drudge Slinkers here. To find the Flask of Well Water, take the North passage which will lead you down another level.

When you reach a large open chamber with torches and arches, look down the length of the room and you'll see a set of gated doors. Fight your way past the drudges lurking about and use your key to open the door. 

The well water spawns on the floor of the room, next to the well and the chest, and is guarded by several Drudge Skulkers (24 hour timer). Be careful that you pick up the right bottle. One contains plain water. The other is the Flask of Well Water that you seek.

But what of the rumors of the well being haunted? If you use the lever on the wall of the main chamber, it opens a door in the level below. Jump off the ledge, and follow the passageway to find the source of the rumors of the Empyrean Ghost: an Ethereal Wisp which guards some decent newbie loot. The exit portal is close by. The East passage up top also leads down to the lower level, but you'll still need the pull the lever in the room above to open the door.

When you've finished your adventures in the old Dry Well, return to Saqat at the East Outpost to claim your reward.

You give Saqat Flask of Well Water.
Saqat tells you, "Hah! My thanks, gentle friend. Here's that 200p I promised you."
Saqat gives you 200 Pyreals.
Saqat tells you, "Some people believe that since this water comes from an old Empyrean well, it's enchanted. As the Poet said, we're short of everything but foolishness, eh? But if they'll pay, I'll sell."
Saqat gives you 2 Potions of Healing.
You've earned 5000 experience.


NW Outpost - The Hundred Trackless Paths
The Northwest Samsur Outpost (0.1 N, 16.3 E) quest gives you a chance to learn a little about the great Gharu'ndim leader, Musansayn. When you speak to Rubid al-Jurma, he'll give you a key and direct you to the famed library of this Gharu'ndim noble. You'll be asked to recover a book from within. Return the book to Rubid for a reward. Rubid al-Jurma is also Samsur's Society Agent for the Exploration Society's Letter Quests.

Rubid al-Jurma tells you, "Also, have you a moment to help me recover another item? Some years ago, when the Gharu'n were just arriving here, the young noble Musansayn the Great became the first leader of our people in Dereth, and founded Samsur. He later disappeared into the desert."
Rubid al-Jurma gives you Library Key.
Rubid al-Jurma tells you, "This key will open the door to his famed library. Follow the road leading southeast - you will see his house off to your left. If you can find any book remaining there, bring it back to me."

Head South East down the road towards town to find Musansayn's House (1.1S, 18.7E). When you see a tall stone on your right, head North East from there. You can't miss it! 

But if for some reason you do, head to Samsur proper and buy the directions at the Tavern. 

Musansayn's House Directions
The house and crypt of the Great Musansayn, the first leader of the Gharu'n in Dereth and the founder of Samsur, is now in sad repair. It is to the east-southeast of Samsur's Northwest Outpost, and may be seen from the road which runs between the two. Shortly after he died, the scribes of Zaikhal descended like Drudges upon his library, and made off with it all. Samsur was left with nothing of his legacy.

Map: Musansayn's Vaults

A portal to Musansayn's Vaults (Restricted to Levels 1-20) -- home to his incredible library -- is just inside the door of the courtyard. You may encounter a Drudge Skulker or two.

Once inside, just follow the hanging tapestries to find your way. You'll eventually come to a set of doors with tapestries on both sides of the entrance. Use the Library Key on the door to enter the Library. Inside you'll see shelves and shelves of books lining the walls. A Drudge Slinker awaits as well. Across the room, you'll see another door. Go through the door and follow corridor deeper and deeper into the library. 

You'll eventually come to a set of gated door that will take you down another level to a large open room. Candles burn in the center of the chamber. 

But that's not all that's aflame! Drudges are huddled around a small fire on the floor. When you get closer, you see that they are burning what remains of Musansayn's book collection! Oh no!! There's nothing to do but kill those Slinkers and Skulkers and retrieve the one unburned book: The Hundred Trackless Paths, Volume 7. Return it to Rubid al-Jurma at the Outpost to claim your reward.

You give Rubid al-Jurma The Hundred Trackless Paths.
Rubid al-Jurma tells you, "Ah, a fragment of the great work of Khaymahlai. The historians of Zaikhal must have missed this when they carried off the rest of Musansayn's collection."
Rubid al-Jurma gives you 200 Pyreals.
Rubid al-Jurma tells you, "The merchant Lubziklan al-Luq will pay well for this. He wishes his daughter to learn the history of the Gharu'n in Ispar."
Rubid al-Jurma gives you 2 Potions of Healing.
You've earned 5000 experience.

Rubid al-Jurma tells you, "If you have time, you might also want to talk to Saqat at the East Outpost. I hear he was looking for someone to help him with a small task."

Iron Key

A small iron key from the Dry Well near Samsur.
Value 0
Burden 135
Uses 3

 

Flask of Well Water

A flask of muddy water from deep within the Dry Well of Samsur.
Value 0
Burden 50
Restores 1 Stamina

 

Library Key

A bronze key used in Musansayn's Vaults.
Value 0
Burden 135
Uses 3

 

The Hundred Trackless Paths

A faded copy of Volume 7 of the Hundred Trackless Paths by Khaymahlai.
Value 90
Burden 160
Pages 5 of 8 pages full

 

 



Maps provided by Greeneye ©ACMAPS

Dry Well
Musansayn's Vaults

 

A minor noble named Musansyn made peace with the Aluvians and settled his followers to the west of the Falamar Hills on the Yushad Ridge -- now the town of Samsur. After Musansayn disappeared into the desert one day, the people of Samsur erected a fountain in the center of town to honor their great leader.

Special thanks to Nayt al-Yad of Harvestgain for help with this quest.

 


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