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Flymm Cargo

| Lower City | ||||
| The Blushing Mermaid | ||||
| ↑ | ||||
| Grey Harbour Docks | ← | Flymm Cargo | → | The Counting House |
Overview[edit | edit source]
Flymm Cargo is a large warehouse on the eastern side of the Grey Harbour, detached from other riverport buildings. It occupies a patch of land adjacent to the end of the Counting House Docks, which is considered a restricted area. The northern side of the building is constantly in plain sight of a Flaming Fist patrol. Thus, most ways to approach the entrances require using means of concealment or invisibility. The dock berths around the warehouse, however, are not an off-limits area.
Flymm Cargo has several possible points of entrance:
- Locked double doors on the western side at X: -169 Y: -149 (requires DC 20 Sleight of Hand Check to lockpick)
- Locked double doors on the southern side at X: -152 Y: -162 (requires DC 20 Sleight of Hand Check to lockpick)
- Locked doors from the small balcony on the southern side (requires DC 15 Sleight of Hand Check to lockpick)
All these doors are red-outlined. Of them, the last one is the easiest to reach by descending the stairs from The Singing Lute and jumping onto the roof from the gallery, which starts approximately at X: -146 Y: -135.
If the party have the quest Avenge the Drowned active, and they asked Allandra Grey about the "black blood" of the monstrosity she wants to hunt down, approximately at X: -175 Y: -145 the party members make a passive DC 10 Perception Check. If any of them succeed, they notice puddles of motor oil leaking from under the warehouse doors and comment on them.
The southern side of the berth around Flymm Cargo is a convenient point to reach the Counting House Docks via a series of jumps, if the party want to explore this area. It is patrolled by Cashguards and Steel Watchers, so using invisibility is recommended.
Ground floor[edit | edit source]

The warehouse inside is single-storied, save for the small gallery with a ramp to the ground. The western and the southern sets of double doors open to the ground level, while the balcony door lead to the inner gallery.
The inner area of the warehouse is guarded by five Worgs, who appear to have killed their Goblin handler. They become hostile to the party on sight. However, if the party enter from the balcony, it is possible to crouch along the walls and attack first, winning a surprise round against them.
In the far end of the balcony on a table lies a key which opens all doors to the building.
In the north-western corner at X: -164 Y: -141 is a hatch leading to the basement partially concealed with crates. Upon approach, a DC 15 Perception Check highlights it.
Basement[edit | edit source]
Flymm Cargo Basement can be accessed via the following points:
- The aforementioned hatch in the Flymm Cargo warehouse
- The breach in the wall in the prison section at X: -1097 Y: 335 (see below), marked on the map as Greasy, Smelly Way Down. It ends up in Lower City Sewers at X: -158 Y: 835
When descending from the Flymm Cargo, the party first enters a small antechamber. Multiple containers here are mostly empty, but may contain miscellanous items like camp clothing. The only locked Metal Crate (requires DC 10 Sleight of Hand Check to lockpick) contains the Underwater Facility Plans, describing the development of the Iron Throne.
The valve at X: -1079 Y: 353 prompts a comment from Narrator on the complex pumping mechanisms being used to make and keep this place dry despite it being clearly located below the surface of Grey Harbour.
The next T-shaped hall of the basement resembles a prison with several empty cells. In the cell at X: -1071 Y: 332 is a skeleton carrying a note titled A Negotiation. Some containers around the cells may contain fresh Camp Supplies. An iron ladder near the wall breach leads to the scaffolds above the cells, used as a storage. Several metal crates and trunks in its southern part contain random Uncommon and Rare consumables, and a note mentioning the Sahuagin used as guards in the Iron Throne.
A passageway behind the double doors at X: -1076 Y: 324 leads to the Submersible dock. In the passageway is a piece of Infernal Iron.
Docks[edit | edit source]

The Submersible docks is a large hall with an inner floodgate, where a submarine is moored. On the side berths around are multiple containers which may contain Bronze Ingots, fresh Camp Supplies or miscellanous items like tools or metal details (pipes and cogs). In the far corner at X: -1023 Y: 295 is a makeshift study.
The submarine's operator Redhammer wanders around its hatchway. Some books in the study reveal that Redhammer was also the constructor of the device, though the idea of it actually belongs to Gondians. Redhammer calls the submarine the "Captain of Grey Harbour", or simply 'Cap'.
Redhammer initially is not hostile to the party, though he asks about why they are here. If accused of killing someone, or of being guilty of aiding Gortash in imprisoning the Gondians, Redhammer becomes hostile. The party, however, can convince him to take them to the Iron Throne, or kill him and control the submarine themselves.
Taking control of the submarine grants the inspiration Lantanna Marvel to characters with Guild Artisan background.
If Enver Gortash is defeated before visiting the Iron Throne, Redhammer disappears along with the submersible. A Letter of Resignation is instead on the floor in his place.
In one of his runs Redhammer accidentally grazed one of Umberlee's faithful with the submarine, killing her. If the party accept the quest Avenge the Drowned from Allandra Grey prior to speaking to Redhammer, he reveals that his 'Cap' is the metal beast the Umberlants are searching for. If the party make a deal with Redhammer to take them to the Iron Throne, Allandra and several of her waveservants await them upon returning from the Iron Throne. The dialogue with them starts automatically upon leaving the Cap. The party then have option to surrender Redhammer or to defend him. If they defend him a fight begins. If the party chose to give up Redhammer, his corpse can later be found in the Water Queen's Cellar.
Refusing to surrender Redhammer to Allandra Grey is considered an oathbreaking action for Paladins of the Crown.
Related locations[edit | edit source]
Related quests[edit | edit source]
Characters and creatures[edit | edit source]
Worgs[edit | edit source]
Loot[edit | edit source]
- - 1 or 2 from each Worg
Related literature[edit | edit source]
Gallery[edit | edit source]
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The breach leading into sewers (by Tim Wilmsen)
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The prison area in the basement (by Tim Wilmsen)
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The submersible in its dock (by Tim Wilmsen)
Footnotes and references[edit | edit source]
- ↑ If the quest Avenge the Drowned is active