The Faithful Crab
Anywhere in the sky
From a chance meeting
Possible rewards: Tinker Crab
5 scenes. Choices with a requirement only appear when you meet it.
Still Mending
Right away1A gnome tinker's barge lies wrecked across a sandbar, months abandoned. Scuttling across her broken planks is a dog-sized brass repair construct shaped like a crab, tirelessly riveting patches onto a hull that will never fly again. Its brass maker's plate reads: "Hollis & Daughter," followed by a port address.
- Lure the brass crab aboard your ship with a can of machine oil.
- [Gnome] Have crewmate press its shut-off pin and carry it aboard safely.Crew: Gnomecrewmate flips the crab over, presses the concealed stop-pin beneath its shell, and carries it aboard. That evening, crewmate studies its clockwork gearing in detail.+1 Repair skill XP
- Leave the brass crab on the wreck and fly on.The construct doesn't even look up from its riveting as your ship pulls away.The questline ends here.
Restless Clockwork
Right away2By morning, the brass crab has already patched a sprung seam on your hull—but then it scuttles back down the gangway to the wrecked barge, returns with a single rivet, and goes back again. Each trip, it pauses and taps at the closed door of the barge's stern cabin. Your crew is ready to cast off, but the construct refuses to leave the wreck behind.
- Cast off now and force the crab to stay aboard.The crab perches on your bowsprit staring back at the sandbar for a mile before finally giving up and returning to patch your hull seams.+1 hull
- Follow the crab into the wreck's stern cabin to see what it's waiting for.The brass crab scuttles eagerly ahead of you across the sandbar and waits outside the jammed cabin door.
Hollis and Daughter
At a port3 Take the brass crab to the Hollis & Daughter workshop in port.
Only the daughter runs the workshop now—a young gnome artificer named Nessa with a metal file tucked behind her ear. When the brass crab scuttles across the pier to her feet, she sinks onto a bollard and wipes her eyes with an oily sleeve. "That was my father's barge—I searched the river for a month. That crab was built to mend hulls. You can keep it if you have a Construct Bay, or leave it here with me and we'll overhaul your ship's hull in my father's memory."
- Leave the crab with Nessa so she can reinforce your hull and pay you 20 silver.Nessa and her father's crab spend two days double-riveting your hull plating, and she insists on paying you twenty silver for bringing the construct home.+3 max hull+20 silverThe questline ends here.
- [Construct Bay] Keep the brass hull-mending crab for your Construct Bay.Room: Construct BayShe oils the crab's gears, winds its main spring, and directs it into your Construct Bay—laughing warmly as it gets straight to work on your hull.Construct: Tinker Crab+3 hullThe questline ends here.
- Leave the crab with her in exchange for her father's last invention and 30 silver.She hands you the final ship device her father completed before his last voyage, along with thirty silver for bringing word of his fate.Device: a random device+30 silverThe questline ends here.
- Hand her the unfinished letter from her father's cabin.She reads her father's final words twice as the brass crab climbs into her lap like a cat.
The Tinker's Cabin
Right away4Inside the stern cabin sits a neat gnome workbench with every tool still hanging in its loop, a coat on a peg, and a cold iron stove. On the desk lies an unfinished letter: "Dear Nessa, this new hull-mending crab is the finest construct I've ever built, and I'm bringing it home to show you." Of the tinker himself there is no sign—the river claimed him when the barge grounded. The brass crab settles quietly beneath the workbench at last.
- Take the unfinished letter for his daughter and leave the cabin undisturbed.You tuck the letter into your ship's logbook. Watching you take it, the brass crab willingly follows you back aboard your ship.
- Take the letter along with the 4 bolts and 3 crystal left in the cabin.You pack four kegs of rivets and three sky-crystals from the cold stove, tuck the letter into your logbook, and lead the brass crab back to your ship.+4 bolts+3 crystal
- [Gnome] Have crewmate study the tinker's workbench blueprints and take the letter.Crew: Gnomecrewmate spends two hours studying the master tinker's schematics before leaving the notes respectfully in place. You take the letter for his daughter, and the crab follows crewmate aboard.+2 Repair skill XP
The Second Construct
Right away5"The finest construct he ever built," Nessa says softly, looking up from the letter. "He was right—and he never got to see its twin finished." She fetches a second, slightly smaller brass crab from her back room, its shell not yet riveted shut. "I stopped working on this the day his barge was reported lost. Help me finish it now—my father would have wanted one of his crabs sailing the sky."
- Leave both crabs with her so all three of them can overhaul your hull and pay you 40 silver.She finishes the second crab that week, and the two constructs work alongside her to repair and reinforce your hull plating—plus she pays you forty silver.+3 max hull+4 hull+40 silverThe questline ends here.
- [Construct Bay] Have her finish the new crab for your Construct Bay and reinforce your hull.Room: Construct BayShe rivets the new crab's shell shut for your Construct Bay while keeping her father's original crab at the shop—and before you sail, both constructs reinforce your hull seams!Construct: Tinker Crab+2 max hullThe questline ends here.
- [Gnome] Have crewmate help her finish the crab in exchange for hull reinforcement and her father's device.Crew: Gnomecrewmate and Nessa work three nights at her father's bench while the two crabs reinforce your hull seams. Before you depart, she gifts crewmate the last ship device her father built.+2 max hullDevice: a random device+1 Repair skill XPThe questline ends here.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord