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Storm the Beaches
From DDO wiki
| |
House Deneith needs your help planning the attack on the Blood Tide's island fortress.
| Storm the Beaches | |
| Heroic level: | 7 |
| Epic level: | None |
| Duration: | Medium |
| Heroic XP: | ♣1,032![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Planning Headquarters, then Mystral Island |
| NPC contact: | Galton d'Deneith |
| Quest acquired in: | House Deneith |
| Patron: | House Deneith |
| Base favor: | 4 |
| Free to Play: | No |
| Extreme Challenge: | No |
| Storm the Beaches map (legend ) | |
Overview
The Blood Tide pirates have occupied Mistral Island in the Straits of Shargon and are fortifying their base there.
House Deneith plans to strike at this island fortress and Galton d'Deneith has recruited you to lead the island strike force.- This is the third quest in the Sentinels of Stormreach story arc.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Speak with captain Lucan d'Deneith
- Choose your deployment zone
- Demolish every ballista - 8 total
- Find and destroy the dimensional anchor
- Slay Captain Grim
- (Optional) Kill some pirates - 20 total (15% of base XP)
- (Optional) Kill more pirates - 25 total (20% of base XP)
- (Optional) Kill even more pirates - 35 total (25% of base XP)
- 80 pirates total; 60% of base XP total
- (Optional) Kill even more pirates - 35 total (25% of base XP)
- (Optional) Kill more pirates - 25 total (20% of base XP)
What to Expect
- Trap (fixed)
- Multiple quest entrances (5)
- Spawning/respawning monsters
Known Traps
- Blade trap near the gate on the upper fortress; control box is on the ramp
- One-shot spike trap on the Captain's chest; control box is on the east wall
Tips and Misc
- You have 3 deployment choices: Spymaster, Archmage, and Captain
- The Captain's warship will bring you aboard the ship to the southwest; from there, you can either take the Spymaster's hidden pass, climb up the ladder to the docked pirate ship, or swim all the way around to the northern door.
- The Spymaster's passage will bring you to the beach south of the fortress; from there, you take a hidden path, guarded by Wildmen and wolves, through a waterfall and the forest.
- The Archmage's teleport deployment will scatter the party between several points, possibly resulting in death for anyone who can't survive solo. One of the points is underwater, by the northern door; one is on the pirate ship; and one is on top of the fortress, near the northeast ballista.
- You can talk to the Archmage on the ship to be teleported to one of his destinations.
- If you take the Spymaster's route, there is a lever you can shoot once you reach the fortress that will release an earth elemental against the pirates. Note that it will attack you as well, if it sees you.
- The Wildmen and wolves on the island respawn.
- The Ballistae count towards your kills bonus.
- The lever to open the outer gate between the ship and the front gate can be triggered from the bow of the ship.
- Lieutenant Kapsht can be found on top of the fortress
- The First Mate can be found near the helm on the Blood Tide ship
- Bonus XP
- Aggression bonus: 56 monsters killed
- Onslaught bonus: 75 monsters killed
- Conquest bonus: 92 monsters killed
- Tamper bonus: 1 trap disarmed
- Mischief bonus: 37 breakables smashed
- Vandal bonus: 49 breakables smashed
- Ransack bonus: 60 breakables smashed
Loot
- Chests: Four minimum
- One on top of the fortress, guarded by Lieutenant Kapsht
- One near the shrines on the mid-level of the outer fortress
- One on the Blood Tide ship
- One after killing the dimensional anchor; may contain Sigil of the Dragon
- Collectables: Eight
- Rubble just past the waterfall, in the southeast
- Mushroom further along the path, just before you reach the fortress
- Adventurer's Pack in the northwest corner of the middle level of the outer fortress
- Adventurer's Pack in the southeast corner of the outer fortress
- Rubble in the water just north of the fortress (near one of the teleport spots)
- Rubble near the front entrance to the fortress
- Cabinet just inside the front entrance
- Moss in the corridor from the west (water) entrance
- NPC rewards: Selection of 4 random items (ML1-4)
Monsters
- Ballistas
- Blood Tide Archer (human)s - Humans; ranged
- Blood Tide Creepers - Drow; possibly rogues
- Blood Tide Pirates - Hobgoblin; possibly hobgoblin slayer
- Blood Tide Sharpshooter - Drow; ranged
- Blood Tide Skirmisher - Hobgoblin; possibly hobgoblin infiltrator
- Blood Tide Skulker - Kobold Rogue
- Blood Tide Sorcerers - Drow sorcerer
- Blood Tide Spiritcaller - Orc caster; possibly cleric
- Dimensional Anchor Focus
- Disciple of the Shadow - Human
- Earth Elemental
- Hobgoblin Base
- Island Wolves - Wolves
- Kobold Cabin Boy - Kobold
- Minotaur Wrestlers
- Swashbuckler Scoundrels - Humans
- Water Elementals
- Wildman Natives - Wildmen
- Wildman Shamans - Wildman casters (probably clerics)
Named Monsters:
- Boatswain Jared -Optional orange-named human
- Captain Grim - Red-named orc; always spawns
- First Mate - Optional orange-named minotaur; may always spawn
- Lieutenant Kapsht - Optional orange-named kobold; may always spawn
Root > DDO game guides > Maps > Quests with maps
Root > DDO game guides > Maps > Quests with more than one map
Root > DDO library > Quests > Pay to Play quests
Root > DDO library > Quests > Quests by duration > Medium quests
Root > DDO library > Quests > Quests by level > Level 7 quests
Root > DDO library > Quests > Quests by location > House Deneith quests
Root > DDO library > Quests > Quests by name
Root > DDO library > Quests > Quests by patron > House Deneith patron quests

