- THE QUEST FOR DAVY JONES LOCKER -

Design by oldmurph
 
Unused Items used in the Quest:
Anchor
Boards
Crowbar
Treasure Map (Small piece of paper)
 
Needed - Anchor, Small piece of paper, boards, crowbar, Ship 

Upon entering He'li's tavern, your party is tasked with removing a band of thieves from her rooms, an easy enough task, and rewarded with free rooms for the duration of your stay.  No one bothers to question why a band of thieves would bother with a room while thieves and thugs roam throughout the city unabated, unless they have plans.  When confronted and defeated, one of the thieves drop a small piece of paper - a map of the open sea and surrounding ports, with a large X east of an island.  In concluding the eviction quest, you have begun one driven by your on curiosity.

With the map in you inventory, you continue your visit and wander around Arnika, meeting the vendors and other NPCs.  The large beast attending the forge seems a long way from home, while the Anna, the older shopkeep with the deep, country drawl feels very much in place beside the port. 

Sitting, or rather sinking, in the port is a ship in disrepair.  Such a craft would be more than useful completing many of the tasks you may face in the near future.  If the proper repairs were made.  But where would one find wooden planks and an anchor?

Thinking back, you recall a condemned building, boarded up by the local authorities. If they put up the boards, they may have the tools necessary to remove them.  a quick visit to the Higardi Headquarters and a rummage through the lockers rewards you with a crowbar.

Using the crowbar, you manage to pull the planks needed for repairs to the ship.  A tour of the ship proves it to be seaworthy, with the exception of an anchor.  Visits to each vendor prove useless in an effort to purchase one, so there must be another way.  By ransacking their rooms and looking through their chests, you now hold keycards.  If you could read their minds you would find a NPC needing to return to the homeland to restock and visit family - the Rapax.  A lone rapax traveling cross country among many who want the race destroyed would be insane, traveling by sea sounds much more proper.

A visit to the bank and a trip down to Antone's vault rewards you with an Anchor.  (much easier to remove than the sails  to prevent vehicular theft)

You now have a seaworthy ship and a vast world to explore.  The quest for Davy Jones Locker has only begun.

The map shows ports without names, an island with no name, and a badly drawn sea serpent beside the X, obviously to discourage weak-willed treasure hunters.

There is no port or pier near the mark, so underwater gear will need to be attained.  Thus the Bayjin shallows are entered for the quest instead of curiosity.
 

Footnote: This will explain why there is a lone rapax so far from home, the necessity to enter the vaults, the condemned building so conveniently close to the port, a band of thieves uniting for a quest, and the placement of the locker near Nessie (she must be protecting something), introduces players to 'powercasting' by mindreading each vendor if spell is available, entering the shallows from Bayjin, and Bradley's part of the game.