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I'tolwann92

Rising to the Challenge

Feature quest, level 15. 92nd of 102 in play order.

Quest giver: I'tolwann, Limsa Lominsa Upper Decks (X 11.5, Y 10.9).

Next: It's Probably Pirates ›

Steps

  1. Speak with Quentenain.
  2. Deliver the well-worn journal to Wastlleid at the Lominsan ferry docks.
Journal
  1. l'tolwann is ill pleased with the carelessness of the Wench's customers
  2. A weighty and well-worn journal has been left behind at the Wench, and I'tolwann would see it returned to its owner─a first-time customer who enjoyed Baderon's ale a bit too much. She informs you that Quentenain, a regular at the Wench, was drinking with the stranger and might know something about his whereabouts.
  3. Quentenain recalls the book's owner well, if not fondly─the man in question downed enough ale to sink a small vessel and left his drinking companion to pay for his excess. Despite having no interest in seeing the raucous Roegadyn's possessions returned, he nevertheless suggests that you may find your man at the Lominsan Ferry Docks.
  4. You successfully return the journal to its owner, a self-assured adventurer by the name of Wastlleid, who informs you that the impressive tome is a self-penned log of his exploits. In return for your kindness, he affords you a similar, unused book, that you might likewise keep a record of your deeds.
Characters 4
  • Baderon

    Baderon is not seen in this quest. It is his ale that customers drink at the Wench.

    What you know from earlier quests 16
    • #1 Coming to Limsa Lominsa: Baderon registers you at the Adventurers' Guild. He says the Calamity, a disaster, blurred everyone's memories, even of the heroes called Warriors of Light. He shields you from a suspicious Yellowjacket. He is the only son of Lodewicus, the guild's founder, and left home young.
    • #10 Close to Home: Baderon sends you to touch the aetheryte, a travel crystal, to see Swozblaet with an old octant, and to visit the Arcanists' Guild. He blames the Calamity, or the ale, for his poor memory. He urges you to help people in need.
    • #11 Glory Days: Baderon laughs at the gift: he has hated aurelia umbrellas since his days as a sellsword, a fighter for hire, when even salt and a campfire did not help. Few sellswords keep all their fingers, so he earned the respected nickname "Tenfingers".
    • #15 The Rats in the Wharf: Baderon pays you from a huge sack left by a stranger, who said the rats' scurrying noise was driving him mad. Baderon thinks the man was already a bit unwell in the head and doubts he can ever find peace.
    • #19 On to Summerford: Staelwyrn, the farm's owner, is Baderon's old mate. He runs it with mostly reformed pirates, trying to bring life back to soil the Calamity ruined. Baderon gave you a glowing recommendation and tells you to work hard and impress 'the old bastard'.
    • #22 Fool Me Once: Ancreta says the Yellowjackets hire adventurers only through the Adventurers' Guild. The panel notes add that this means Baderon: official work for adventurers in Limsa goes through him.
    • #27 Bait and Swat: Baderon calls the pact a farce that only bought Limsa time. He is sure the kobolds hoard crystals to summon their god, Titan. With no Company of Heroes to save them this time, he offers to ask the Yellowjackets to guard the Stead.
    • #43 A Pound of Cure: Baderon has an Eorzean version of this quest's proverb about prevention and cure, using 'onze' and 'ponze', Eorzea's words for ounce and pound.
    • #47 Just Deserts: Baderon promises fair treatment for Sevrin; a Yellowjacket who hands out punishments is his friend. He gives you free room and board at the Wench and signs you up for leves (paid odd jobs) with T'mokkri. He suspects some pirates of the kidnappings.
    • #48 Sky-high: Baderon points you to the Skylift in middle La Noscea, a big scaffold on the cliff called the Descent, used to haul cargo. He hears the workers need help with odd jobs, and sends you to its head, Wyrkrhit.
    • #68 Men of the Blue Tattoos: Ahtbyrm told Baderon the whole tale, and he thanks you. He jokes that the only man who can read the script is Baderon himself. He calls you one of his regulars and trusts you. What he reads tells him trouble is brewing.
    • #69 Feint and Strike: Baderon was once a sellsword, a fighter for hire, and learned to read the script of the Sahagin, the "fishbacks," from orders taken off dead foes. He sees the Victory attack was a decoy, guesses Swiftperch is the real target, and sends you to Reyner.
    • #70 High Society: Baderon nearly snorts ale at the news of your rise. He says the Bismarck, a fine restaurant, caters the banquet, and sends you to J'nasshym for clothes. The box holds dress shoes: a gift from him and everyone you have helped.
    • #71 A Mizzenmast Repast: Baderon tells you to wear the shoes and hold your head high. He described you to Zanthael only by your shoes. When you collapse at the banquet, he drags you back to the Wench, blames too much cake, and says the Admiral wants a word.
    • #73 The Lominsan Envoy: Baderon is stunned and proud that you are the Admiral's personal envoy. He describes the grim forest folk of Gridania and the crafty merchants of Ul'dah, warns of intrigue, beastmen and their primals, and wishes you good fortune as you board the airship.
    • #79 Call of the Sea: Baderon greets you loudly by name, pleased the adventurer is you. He confirms the job but warns it is dangerous and not for the faint of heart. If you still want it, he offers to explain the details.
  • I'tolwann

    I'tolwann works at the Wench, a tavern. She is fed up with drinkers who leave their things behind.

  • Quentenain

    Quentenain is a regular at the Wench who spends more nights there than in his own home.

  • S'dhodjbi

    What you know from earlier quests 2
    • #11 Glory Days: S'dhodjbi wants to treat Baderon to aurelia umbrellas, slimy parts of creatures he ate in his old days. She misread his drunken talk: he hates them. She says Baderon once found her passed out, took her in and helped her drink less.
    • #91 Beauty Is Only Scalp Deep: She says the Slasher carries blades long enough to gut a whale, though no one has seen any blood. Impressed that you are not scared, she asks you to look into a scream she just heard outside.
What happens in this quest spoilers for this quest
  • Baderon: I'tolwann mentions him: the last time she gave a customer a free drink, Baderon docked her wages.
  • I'tolwann: She found a well-worn journal left by a first-time customer, a stranger who loved his drink. She sends you to the regular Quentenain, who drank with him. She would offer you a free drink, but Baderon docked her wages last time.
  • Quentenain: He remembers the journal's owner well: the man drank twenty flagons, passed out, and left Quentenain to pay. Still angry, he tells you the man was heading for Aleport and may be stuck at the ferry docks.
Dialogue 16 lines

Accepting the quest

I'tolwann

We all know how it feels to have had one too many─that's why I'll not fault our patrons for much of what goes on at our tables. But is it too much to ask that they keep their belongings on their person when they leave?

It wouldn't bother me so much if half of them didn't show up a week later, ranting and raving as if their drunken heedlessness were somehow my fault!

Take this impressive-looking journal right here. As oft used as it seems to be, I've no doubt its owner is tearing up the town searching for his prized possession.

A stranger, he was─a swarthy Roegadyn who enjoyed his drink. Seemed to be getting on well with one of our regulars, Quentenain. Perhaps you could still catch up with him and spare me the headache. I'd offer you a free drink, but last time I did that Baderon docked my wages.

Speak with Quentenain

Quentenain

Have I seen who? Look, just 'cause I spend more nights at the Wench than in me own home doesn't mean I'm mates with every sod who comes stumblin' through the doors.

Wait a minute...that bloody book! Why didn't ye say so sooner!? The tight-arsed bastard drained twenty flagons and promptly passed out, leavin' yers truly to foot the bill.

Said he was headin' for Aleport─aye, where else, the scurvy sop. Nymeia willin', he's still stranded at the ferry docks, though the gods know it won't help get me gil back.

If yer lookin' for the owner of that bloody book, like as not ye'll find him at the ferry docks. That or passed out in a gutter somewhere 'long the way, chokin' on his own vomit. Would serve him right, if you ask me.

Deliver the well-worn journal to Wastlleid at the Lominsan ferry docks

Wastlleid

If you have business with me, be quick about it. My ferry and my next great adventure await.

My journal! Why, I thought I had lost it forever! Pardon my rudeness, friend. Perhaps I should have stopped after nineteen flagons. Har har!

Did you steal a glance at its pages, perchance? No? A shame, that. For this book contains─how might I say it?─a record of my numerous adventures. Quite the inspiring read, if I do say so myself. Which I believe I just did! Har har!

You've the air of adventurer about you, and one almost as accomplished as myself. Had it been you across the table from me at the Wench last night, I imagine the tales would have been great and the ale all the sweeter.

You've the air of adventurer about you, if one still untested. But take heart! Even the most accomplished adventurer─and I speak from personal experience─was once a whelp with more dreams than sense.

Were there only some way for me to repay your─but of course! I've a fresh journal right here that might as well have your name on it. Why not keep a record of your own, that one day we might regale each other with stories of our deeds?

And with that, I shall be off, for adventure─and a flagon or twenty of the realm's finest ale─calls me. Fare you well on your journey, and next time you find yourself at the Wench, do thank that Elezen fellow for his generosity. Har har!

You now have access to the challenge log, which will serve as a record of your adventuring exploits. To open it, select logs from the main menu, followed by Challenge Log.