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The Bookbinder Rescue

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The Bookbinder Rescue is the 4th quest in The Sharn Syndicate story arcIcon tooltip.pngStory arcs  are chains of quests that make up a story line.
Completing everything in a story arc often yields a nice reward.
The first five quests can be completed in any order to unlock Come Out and Slay.
Stand Your Ground • Dirty Laundry • The Stormreaver Fresco • The Bookbinder Rescue • Repossession • Come Out and Slay

The Sharn Syndicate has no qualms about victimizing the downtrodden and the weak of Stromreach society.

The Sharn Syndicate adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: The Sharn Syndicate
The Bookbinder Rescue
Heroic level: 4
Epic level: None
Duration: short
Heroic XP:  ♣540Solo/Casual ♦966Normal ♥1,033Hard ♠1,100Elite
Epic XP: N/A
Takes place in: The Binder Home
Bestowed by: Olistair Binder
NPC contact: Olistair Binder
Quest acquired in: The Marketplace
Patron: The Coin Lords
Base favor: 2
Purchase: The Sharn Syndicate or VIP
Extreme Challenge: No
M bookbinder rescue.png
Loading screen


You met Olistair Binder, who is being forced to give the Sharn Syndicate his life savings in order to release his captive family. But, Olistair would rather pay you to rescue his family than trust the Syndicate to release them or the Stormreach Guard to rescue them.

Go to the Binder Home in the Stormreach Marketplace and rescue Binder's Family.

Spoiler Warning: Spoiler material below this point!


  • Defeat the Sharn thugs (20 total)
  • Find members of the Binder family (4 total)
  • (Optional) Escort Grammah Binder to the exit — Bonus (15%): Heroic( ♣81 ♦145 ♥155 ♠165 )
  • (Optional) Escort Jerald Binder to the exit — Bonus (15%): Heroic( ♣81 ♦145 ♥155 ♠165 )
  • (Optional) Escort Althea Binder to the exit — Bonus (15%): Heroic( ♣81 ♦145 ♥155 ♠165 )
  • (Optional) Escort Buchwald Binder to the exit — Bonus (15%): Heroic( ♣81 ♦145 ♥155 ♠165 )

What to Expect

  • Multiple quest entrances (2)
  • Defeat Sharn thugs (mandatory)
  • Escort NPCs to exits (Optional: 4)

Known Traps

Trap DCs

  • Spikes, spinning blades, slash, fire, grease, web... basically, one in front of every door, and two in front of the southeast door.

Tips and Misc

  • There are two ways to enter this quest. Most parties may prefer to enter the house at ground level, as your party can buff up before speaking to Quendrel, who will first talk to you about paying the ransom before attacking. For enterprising Rogues or others with strong Hide/Move Silently skills, you can enter through a balcony using a ladder to the left of the ground entrance. This places the player character in the southwest room on the upper floor. Be warned that low Hide/Move Silently scores could cause immediate attacks by enemies in the adjacent room.
  • All the doors upstairs are locked; however, if you've no Rogue in your party, they can be bashed down (or burned down with Fireball). Smashing the doors, however, warns the occupants (including any Binders) that you're on the way, and they'll act accordingly – with the Binders attacking (and possibly getting killed by) any guards while you're still trying to bust down the door.
  • The Binders can be found in any of the rooms, sometimes two to a room. Their behavior depends on whether the door to the main hallway is open. There's a chance they'll run towards the nearest exit with Syndicate members in pursuit – however, they won't escape until you lead them a little farther. If you cannot disable the traps before you rescue each hostage, there is a good chance that you will lose the hostage to a trap if you don't dispatch any enemies in the vicinity.
  • More likely, the Binders will race out to help when they hear fighting in another room. As a result, it's recommended to clear the hallways and the South-west room before checking any of the rooms, and immediately leading any you find to the exit, before checking another room.
  • If you haven't a Rogue in your party, each doorway trap can be disarmed by a lever inside the room near to the trap. However, you have to get past 'em, first! Disarming the trap this way gives no XP bonus.
  • There's a secret door between the two rooms in the North-east corner, within the fireplace. (Once in one of these rooms, you can enter the other this way and bypass that room's trap.)
  • The "Defeat the Sharn thugs" requirement can be finished before killing all of them. Note that neither Quendrel nor any dogs count towards the requirement.
  • You're credited for finding the family members when you enter the rooms in which they're being held, even if they've already run out past you. Keep this in mind if you're going for Aggression or Onslaught, as the quest can finish well before you've reached those thresholds.
  • Prior to Update 37, patch 2, allowing the Binders to die was a quest failure; now escorting them to the exit is optional. The base quest XP remained unchanged, so this gives the simultaneous benefit of making the quest less difficult to fail, and giving 60% more XP.
    • If a Binder dies, the former quest failure DM text about it being a mistake for Olistair Binder to put his family's welfare in your hands still plays.

Bonus XP

  • Aggression bonus: 6?? or more monsters killed +10% Bonus.( ♣54 ♦97 ♥103 ♠110 )
  • Tamper bonus: 4 or more traps disarmed +10% Bonus.( ♣54 ♦97 ♥103 ♠110 )
  • Neutralization bonus: 6 or more traps disarmed +20% Bonus.( ♣108 ♦193 ♥207 ♠220 )
  • Ingenious Debilitation bonus: 7 or more traps disarmed +30% Bonus.( ♣162 ♦290 ♥310 ♠330 )
Notes: Kill bonus is acting weird. Aggression is usually acquired with 6 kills, but does not progess from there.

External Links


  • Chests: None

NPC end rewards

Choose from 4 level 3 boots, bracers, or goggles. Bound to Account on AcquireIcon tooltip.pngBound to Account on Acquire: This item is Bound to Account on Acquire


Name ( picture ) CR Type Race
Attack Dog( view
Attack Dog.jpg
 • edit )
 ♦2Normal ♥4Hard ♠7Elite Animal Dog
Quendrel( view
 • edit )
 ♦5Normal ♥7Hard ♠9Elite Humanoid Human
Syndicate Arcanist( view
Syndicate Arcanist.jpg
 • edit )
 ♦4Normal ♥6Hard ♠9Elite Humanoid Human
Syndicate Archer( view
Syndicate Archer.jpg
 • edit )
 ♦3Normal ♥5Hard ♠8Elite Elf Elf
Syndicate Barbarian( view
Syndicate Barbarian.jpg
 • edit )
 ♦4Normal ♥6Hard ♠9Elite Living Construct Warforged
Syndicate Devotee( view
Syndicate Devotee.jpg
 • edit )
 ♦4Normal ♥6Hard ♠9Elite Dwarf Dwarf
Syndicate Loremaster( view
Syndicate Loremaster.jpg
 • edit )
 ♦3Normal ♥5Hard ♠8Elite Elf Drow Elf
Syndicate Muscle( view
Syndicate Muscle.jpg
 • edit )
 ♦2Normal ♥4Hard ♠7Elite Humanoid Human
Syndicate Prowler( view
Syndicate Prowler.jpg
 • edit )
 ♦2Normal ♥4Hard ♠7Elite Halfling Halfling
Syndicate Spellsinger( view
Syndicate Spellsinger.jpg
 • edit )
 ♦3Normal ♥5Hard ♠8Elite Elf Elf
Syndicate Swiftblade( view
Syndicate Swiftblade.jpg
 • edit )
 ♦2Normal ♥4Hard ♠7Elite Humanoid Human