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  1. #41

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    Bringing the Light

    Quest Giver: Brother Augustus in The Wayward Lobster
    Level: 2 Solo/Party
    Patron: The Silver Flame (2/4/6)
    Length: Short
    Entry Point: Warehouse District in the Harbor
    Prereqs: none
    Recommended Party: any, intelligence character for optional
    Base Experience: 298
    Quest Info:
    --Creatures: humans, dogs
    --Traps: none

    Walkthrough:

    Once in, go right and left to get the levers to open the way forward. Break the tables while on each side. Kill the guard dogs and guard, or if ya get the guard fast enough, he won’t be able to release the dogs. Head in further and break the remaining tables to complete.

    There is an intelligence rune to an optional side room, check out the two way mirror to open the secret door. Kill the gambling hall’s leader for optional xp.

    End Reward: 5gp
    Leader of Lost Legions
    ~Sarlona~

  2. #42

    Default

    Durk’s got a Secret

    Quest Giver: Durk the Deranged in the Leaky Dinghy
    Level: 2
    Patron: The Free Agent’s (4/8/12)
    Length: Long
    Entry Point: Harbormaster’s Plaza in the Harbor
    Prereqs: none
    Recommended Party: any, rogue and healer are nice
    Base Experience: 906
    Quest Info:
    --Creatures: gray ooze, kobolds, troglodytes
    --Traps: fire, acid

    Walkthrough:

    Head south. The first intersection to the east leads to an ooze infested dead end, feel free to continue south and skip it. The next intersection, the west fork loos to be a dead end, but actually has a secret door. It leads to a secret room housing 1 of the two troglodyte hired henchman, and a chest.

    Heading deeper into the tunnels, you reach another intersection which splits east and west, and looks as though there should be a secret door further south. There is, but you can’t search it, you have to find the levers. The first lever is behind some crates in the gated alcove just to the east. Pull that lever. This will open an alcove along the route you just came from, and reveal another lever. Pull this lever as well. This will reveal the second troglodyte henchman, and another chest.

    Now head west to find the first Kobold Brother. You will reach another fork. Further south is a dead end for now, so go west. Beware the fire trap on the pillars. This leads to the first kobold brother’s main chamber. Kill him, loot the chest, rest if necessary and turn the valve back behind the shrine to open the rear sewers to the east.

    Now head back the way you came to the east. The East will have a door on the East wall, which will lead to the second kobold brother, another chest, another valve for the rear entrance on the west side and another shrine. Killing this brother will complete the quest as well. You can choose to take him out now, or continue into the rear sewers first. Just before the rear sewer entrance there is a possible rare named kobold. If he is there, be careful as his chest is trapped with an acid trap. The box is tricky to find, it is in the alcove on the opposite wall.

    In the rear tunnels is a locked door, open it at your own risk, as a troglodyte caster is waiting back there to burn you to a cinder. Take him out for another chest.

    Before leaving the sewer, be sure to check for the famous Muck. He spawns in the rear sewer, just behind the entrance by the first kobold brother. There are many myths on the best way to get muck to spawn, none have been confirmed.
    Possible Unique Loot: Muckbane, Rahkat’s Tifle, Zazoo’s Spangle

    End Reward: Standard loot list choice.
    Leader of Lost Legions
    ~Sarlona~

  3. #43

    Default

    The Friar’s Niece
    (The Catacombs part 1/8)

    Quest Giver: Friar Renau outside the Catacombs
    Level: 2 Party
    Patron: The Silver Flame (2/4/6)
    Length: Short
    Entry Point: Inside the Catacombs, down 1 level
    Prereqs: none
    Recommended Party: any Base Experience: 481
    Quest Info:
    --Creatures: lesser gray ooze, small brown spider, brown spider, zombies
    --Traps: none

    Walkthrough:

    First step is to open the north hallway, to do so you must find the lever. Travel south and then west, into the west hallway. The side doors all open into empty cells, one is locked, but there is nothing of value inside.

    At the end of the hall is a shrine room, behind a closed door. In this room is the lever you are looking for.

    Travel to the north all, to look for evidence of Margueritte. Once again the cell doors are empty for the first portion of the hall. You will reach a point where the hall splits east and west. East is a hall of empty cells, at the end of which is a shrine. The west hallway is also lined with empty cells, but at the end is a door closed by a gate. Open the gate, grab the chest, and check out the note by the dead body.

    The door slam shuts behind you. Fight your way out through the zombies and ooze, back to the entrance.

    End Reward: 20gp
    Last edited by Lost Leader; 10-06-2008 at 06:59 AM.
    Leader of Lost Legions
    ~Sarlona~

  4. #44

    Default

    Garrison’s Missing Pack

    Quest Giver: Garrison Felmar in Philosopher’s Row
    Level: 2 Solo/Party
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Philosopher’s Row in the Harbor
    Prereqs: none
    Recommended Party: any, healer and rogue helpful
    Base Experience: 759
    Quest Info:
    --Creatures: kobolds, gray ooze, brown spiders, troglodytes, zombies, wolf
    --Traps: spikes

    Walkthrough:

    Work your way through the tunnels, killing kobolds and ooze. When you get to the area of sleeping kobolds, there is a secret door behind the crates which leads to an optional area.

    The optional area has a couple of possible rare named, a spider and a trog. Also, there is a shrine at the end of the hall.

    Continuing down the main hall will bring you to a shallow watery are filled with corpses. They will rise as zombies as you approach, and spikes will spring from the ground on the far side of the puddle. A lever in the alcove before the spikes will turn them off.

    Further up will bring you to a fork in the road, and a possible named trog. Either way will work, as they both lead to the same place in the end. Each side also has a chance at a named kobold. At the end of either side is a spiraling pathway leading into the water, on the far side of which is a lever. Pull the lever, swim to the other side (or fight around to the other side) and pull the opposite lever. This will open up a portcullis under the water which will lead up to the end area.

    Either a slime or named wolf will await you at the top. Kill it, then clear the end room. Grab Garrison’s pack and you are good to go.

    Possible unique named loot: Furor’s Hide, Kutik’s bead, Miasma’s Fang, Moog’s Ornament, Peridot Ring.

    End Reward: Standard loot choice option.
    Leader of Lost Legions
    ~Sarlona~

  5. #45

    Default

    Information is Key

    Quest Giver: Shir Clowenks d’Phiarlan in the Wayward Lobster
    Level: 2
    Patron: House Phiarlan (4/8/12)
    Length: Long
    Entry Point: Warehouse District in the Harbor
    Prereqs: none
    Recommended Party: standard
    Base Experience: 980
    Quest Info:
    Creatures: iron defenders, humans
    Traps: none

    Walkthrough:

    Chase the rogue through the sewers. Kill his metal pooches and go, go, go. Eventually he will get a good enough lead to lose you, but just spin the valves at the top of the ladder, these will open a couple of the gates down in the water. One has the valve that will lead you to the rogues den, and a few of his cronies. Also, their big metal dog, Shriketalon, will be there to greet you.

    End Reward: Choice from standard reward lists.
    Leader of Lost Legions
    ~Sarlona~

  6. #46

    Default

    The Kobolds’ Den: Clan Gnashtooth
    (The Lost Seekers a.k.a. Waterworks part 1/4)

    Quest Giver: Guard Tember in the Waterworks
    Level: 2
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Inside the waterworks north wing
    Prereqs: none
    Recommended Party: any, healer and rogue are very helpful
    Base Experience: 980
    Quest Info:
    --Creatures: kobold, brown spider, black widow
    --Traps: acid, fire

    Walkthrough:

    This quest series is the bread and butter of the Harbor quests, and low level adventuring. The first two parts will flag you to enter the marketplace without having to bribe the guards. (Quest line – harbormaster’s seal, which automatically advances if you do these quests. Talk to Harbormaster after completing part 2) The second two quests complete the series, and grant a chance at a good semi-static loot chart.

    As you enter the quest, a few kobolds pop out at ya. That first gate is trapped with a mean acid trap. Either have your rogue disarm it, or trigger it with proximity and then hang back and wait for it to blow itself out. Continue in.

    Reaching a fork in the road, the choices are north, east or west. Be careful, the intersection is trapped with fire. Either disarm or trigger and wait them out, then head east. You need to retrieve a key to open the door to the west. The key can be in one of two rooms. Either in the spider infested storage room at the end of the hall to the north, which also has a chance of a named spider and loot, or in the kobold barracks to the south. The key is often up in the rafters in the barracks. Either way, find the key then start back, for efficiencies sake, don’t come all the way back to the crossroads, instead cut through the shrine room which is next to the spider room. Once through the shrine, hang a right and go east down the ramp. Clear out the room and pull the lever on the pillar. Be careful on the back ladder, it is trapped with a fire trap.

    Once the lever is pulled, head back west and south, this will connect you back to the main intersection from the north side. Hang a right and head west to the locked door. Unlock it, take out the kobolds inside, possibly a named. Grab the key and head back to intersection and north. Hang a left into the clan leader’s throne room. Clear out his guards and threaten to beat the **** out of him if he doesn’t tell you where Arlos is. Be sure to pull the lever in his room, and maybe break into his treasure room. Be careful, it is locked and trapped.

    Now head out and take a left, over to the now open portcullis (opened by the two levers you pulled) Head up to intersection. A right turn will take you to the end, a left will take you into a spider infested hall with loot and a possible named. Also, you must clear the spiders to get conquest xp bonus.

    Heading further in will automatically advance your quest and place you in part 2, Rescuing Arlos.

    End Reward: none.
    Leader of Lost Legions
    ~Sarlona~

  7. #47

    Default

    The Kobolds’ Den: Rescuing Arlos
    (The Lost Seekers a.k.a. Waterworks part 2/4)

    Quest Giver: This quest is automatically advanced from part 1
    Level: 2 Party
    Patron: The Coin Lords (4/8/12)
    Length: Medium
    Entry Point: Inside the Waterworks North Wing, in the Harbor
    Prereqs: To advance quest, you must be on this segment of The Lost Seekers. You can assist another party member even if you are not on the quest.
    Recommended Party: Full party, rogue and healer very helpful, int rune optional
    Base Experience: 1,244
    Quest Info:
    --Creatures: kobolds, zombies
    --Traps: spikes

    Walkthrough:

    Entering will lead to a door guarded by a spike trap. This will lead to the sewer junction with 3 drawbridges. The prison cells are straight and to the right, optionals and shrines are to the left. One shrine is behind a secret door. Always be careful returning to the junction point, as it is an area where the kobolds will always come back and check up on (respawn).

    If you go left, be careful of the large room in the back, the portcullis will slam shut behind you and the room will fill with kobolds. Be sure the whole group goes in together.

    Under the water in the junction there is a door that leads down to an optional area full of zombies and a chest.

    Arlos can be in any of the cells, be sure to hit the levers outside the jail areas on both the top and bottom floors to open the cells.

    Be sure to speak to Guard Tember when you exit, to advance the quest.

    End Reward: After completing this quest, you can speak to the harbormaster to get his seal. Give this to the guard at the gate to the market to get into the market for free (yay, no more bribing!) for the rest of your stay in Stormreach.
    Leader of Lost Legions
    ~Sarlona~

  8. #48

    Default

    The Kobolds’ New Ringleader

    Quest Giver: Guard Jung in the Harbormaster’s Plaza
    Level: 2 Solo/Party
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Across from The Wayward Lobster
    Prereqs: none
    Recommended Party: Full crew with Healer, Rogue, Caster and Strength base melee
    Base Experience: 1,244
    Quest Info:
    --Creatures: kobolds, bugbears, ogre
    --Traps: fire, cold

    Walkthrough:

    Main goal here is to pick off the Ogre Leader of the kobolds, but there are quite a few short optionals and possible rare named creatures who can drop unique named items. If you are going for the quick finish, by charging straight ahead and using the breakable boxes as a jumping point rather than breaking them, you can hop over the crates and skip a side of the dungeon.

    If you work your way around the long way, beware the cold trap. A few of the side rooms have possible named bugbears. Once around you need to pull the rune levers in either wing. In the east wing is a spider ridden corridor which has a door blocked by a crate. If you have someone strong enough, they can break thru into the spider nests, and you can locate and retrieve Guard Jung’s lost badge.

    Once both side levers are pulled you can head up into the now open halls. Watch out for the fire trap on the way up the slope. Slaying the kobold chief will get the attention of the Ogre Leader, Bloodknuckles, in the other room, who will come barging out to try to Ogrefy you. (Ogrefy definition – what happens to you when your head is hit by the greatclub in the one-two-three combo of an ogre)

    Possible Unique Loot throughout quests from rare named and final boss: Bloodknuckle’s Loincloth, Bloodknuckle’s Smasher, Brakhash’s Axe, Bronkarz’s Cloak, Grundark’s Boots, Madoorah’s Vest, Rhakmel’s Dagger.

    End Reward: Choice from standard reward lists
    Leader of Lost Legions
    ~Sarlona~

  9. #49

    Default

    Missing in Action

    Quest Giver: Ulcana Braddock outside the Rusty Nail
    Level: 2 Solo/Party
    Patron: The Coin Lords (3/6/9)
    Length: Medium
    Entry Point: Just outside The Rusty Nail in the Marketplace
    Prereqs: none
    Recommended Party: any, rogue and healer helpful
    Base Experience: 510
    Quest Info:
    --Creatures: kobolds, oozes, zombies, troglodytes
    --Traps: Spike, Electric

    Walkthrough:

    Find the missing party, and deal with whatever happened. Two wings to search through here. One is filled with spike traps, the other is filled with electric traps. A good search skill will find the secret doors that hide the levers and valves to turn off the traps. Swinging by the rest shrines in either wing will let ya know where the Missing Party is. Pulling the levers in either wing, across from the shrines, will open a gate in the middle.

    Be careful when hitting the levers to open the center gate, as doing so will get the attention of a nearby trog caster.

    Once the center is open, head on down and take out the Trog Leader to complete the quest.

    End Reward: Standard choice of level appropriate loot.
    Leader of Lost Legions
    ~Sarlona~

  10. #50

    Default

    The Old Archives
    (Catacombs part 3/8)

    Quest Giver: Archbishop Dryden in the Catacombs, top level
    Level: 2 Party
    Patron: The Silver Flame (3/6/9)
    Length: Medium
    Entry Point: Catacombs 2nd level down
    Prereqs: You can assist others if you are not on the quest, so long as a party member can open. To get end reward, and to advance your own quest, you must complete the catacomb series in order. This is part 3/7
    Recommended Party: any, rogue and healer helpful.
    Base Experience: 760
    Quest Info:
    --Creatures: ghouls, skeletons, spiders, lesser gray ooze
    -Traps: blades

    Walkthrough:

    Talk to the librarian to get things moving. He will lead you to the first of three secret doors, each with a portion of the book of Duality you need to recover. Unfortunately helping you is the last good act Guillame will ever perform. Avenge him and grab the first portion of the book.

    Continue down the hall. There is a shrine behind a door in an alcove to the south. After resting if necessary, continue west. Stay on the top level, continue west at the split in the path. At the back of the spider infested book shelves is a secret door. Find it to reveal the second portion of the book.

    Travel back the way you came, and take the north hall. Once again, stay on the top level and travel to the end. The back wall is again a secret door, this one containing the 3rd and final fragment of the book. Be careful, this one is trapped. Finish out and speak to the Archbishop to advance your quest.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  11. #51

    Default

    Protect Baudry’s Interests
    (A Man Named Baudry Cartamon part 1/3)

    Quest Giver: Baudry Cartamon
    Level: 2 Solo/Party
    Patron: The Free Agents (2/4/6)
    Length: Short
    Entry Point: Warehouse District in the Harbor
    Prereqs: none
    Recommended Party: any
    Base Experience: 308
    Quest Info:
    --Creatures: kobolds
    --Traps: darts

    Walkthrough:

    Protect the crate from the kobolds for 5 minutes. And don’t miss out on the text, because those kobolds say some funny stuff. There is a chest tucked out of the way in the back corner on top of some crates, be sure to pick it up at the end, and watch out for the trap on it.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  12. #52

    Default

    Recovering the Lost Tome

    Quest Giver: Dalsamira Courdry at the Lighthouse
    Level: 2 Solo/Party
    Patron: The Coin Lords (3/6/9)
    Length: Medium
    Entry Point: The Lighthouse in the Harbor
    Prereqs: none
    Recommended Party: any, int rune optionals, rogue helpful
    Base Experience: 862
    Quest Info:
    Creatures: skeletons, zombies, ice mephit
    Traps: lightning, sonic, frost

    Walkthrough:

    Upon entering, talk to the librarian to get it started. Be sure the whole party is in quest before you start. Follow the librarian in, he will point out the shelves you want to look at. Wait till he leaves, then click on the bookshelf he pointed at. This will trigger his alarms and traps. Slip past the traps and head down the hall, looking for another way out. These traps cannot be disabled.

    The hall splits, you must pull the lever at the end of each. One will bring you to a hall full of lightning traps. These traps can be turned off by using the int runes, or avoided by sticking to the sides. The sides are filled with zombies that will wake when you get too close.

    The second hall will lead you to a room with a lever covered by a force barrier. Swim down the side tunnel and pull the lever under the water to lower the barrier, pull that lever. Now you must head back to the main library to find another way out.

    This new passage will take you to another side room with zombies. A small hidden in rune just outside the room will lower the force barrier over the lever and avoid a zombie fight. Otherwise pull the lever in the room and fight the zombies to lower the barrier. There is a frost trap in the side alcove, and an optional in the adjoining room including a mephit.

    End Reward: standard loot choice
    Leader of Lost Legions
    ~Sarlona~

  13. #53

    Default

    Retrieve the Stolen Goods
    (A Man Named Baudry Cartamon part 3/3)

    Quest Giver: Baudry Cartamon in the Wayward Lobster
    Level: 2
    Patron: The Free Agents (3/6/9)
    Length: Medium
    Entry Point: Warehouse District in the Harbor, same as part 2
    Prereqs: You must be on this part of the series (A Man Named Baudry Cartamon) in order to advance quest and retrieve end reward, but you may enter and assist someone if you are not on the quest.
    Recommended Party: any, healer and rogue are nice.
    Base Experience: 628
    Quest Info:
    --Creatures: kobolds, bugbears
    --Traps: darts

    Walkthrough:

    Return to Hazadil’s Warehouse, but this time you are going to get back Cartamon’s goods. And this time, Hazadil has guards. You should be familiar with the layout since you were just here in part two, but a there are a few optionals for you to know. In the side wing with the Rest Shrine there is a possible named. Also, in the main storage are down the ladder, there is a small side alcove behind the crates that also has a possible named bugbear. There are a couple of other possible rare named spawn along the way.

    When you reach the end hall, climb the ladders to the top, you will see the crate of stolen goods sitting out in the open, but be careful, there is a dart trap at the top of the ladder.

    Possible Unique named items: Boots of the Long Step, Garzad’s Helm, Ring of Rage, Sword of Pain.

    End Reward: Standard loot list choice.
    Leader of Lost Legions
    ~Sarlona~

  14. #54

    Default

    Return to the Sanctuary
    (Catacombs part 2/8)

    Quest Giver: Friar Renau outside the Catacombs
    Level: 2 Party
    Patron: The Silver Flame (3/6/9)
    Length: Medium
    Entry Point: Inside the Catacombs
    Prereqs: Catacombs part 1, though you can assist someone if you are not on this portion of the quest.
    Recommended Party: any, locksmith is nice, 1 trap for rogue. Int rune optional shrine
    Base Experience: 921
    Quest Info:
    --Creatures: lesser gray ooze, skeletons, zombies, iron defenders, greater iron defenders
    --Traps: spike

    Walkthrough:

    After speaking to Friar Renau outside, he sends you inside to seek out and speak to Archbishop Dryden. The Archbishop is on the top level of the catacombs, head on up and have a quick chat with him.

    He sends you back to the first level of the catacombs in search of a witness to tell you what really happened. Once in, head to the North Hall, to find the spare key the Archbishop told you about. The key is behind a secret door just a short way up the hall, and is in a trapped chest. The rest of the north hall is filled with empty cells and a shrine. Head back towards the entrance.

    The East Hall is Minon’s Ward, where you were told to search for a Witness. There are a bunch of cells to search out, most are empty but a couple contain loot chests. The second door on the left will have a chest, and after the hall turns to the right, once again the second door on the left will have a chest. The third door on the left has your witness. Speak to him and make your way out. If you want, there is an optional int run here to open a door to an extra shrine.

    Once returning to the entrance, a portcullis slams shut, blocking your way out. Travel to the south passage to find a lever to open it. Once again you travel through cell filled hallways. Most are empty, but a couple contain chests. The third door on the left contains a chest. The first branch to the right has a chest in the cell at the end of the hall.

    The second branch to the right has a lever on the right wall, and a shrine room at the end of the hall. When ready, pull the lever. This will release the greater iron defender, and also raise the exit portcullis. Return to the exit as you can, to complete this portion of the story. Return to the Archbishop to Advance.

    End Reward: Choice from standard loot list.
    Leader of Lost Legions
    ~Sarlona~

  15. #55

    Default

    The Smuggler’s Warehouse

    Quest Giver: Fitzpat the Fence in the Wayward Lobster
    Level: 2
    Patron: The Free Agents (3/6/9)
    Length: Medium
    Entry Point: The Warehouse District in the Harbor
    Prereqs: none
    Recommended Party: any, rogue is very handy
    Base Experience: 694
    Quest Info:
    --Creatures: kobolds, brown spider, black widow
    --Traps: fire, blade, cold

    Walkthrough:

    Upon entering, there are a few kobolds to clear out. A lever and a key are guarded by a kobold shaman and his buddy. This will gain you entry into the main portion of the warehouse. Be careful, there is a trap right inside the locked gate.

    From here on out the quest is a smash ‘n grab, hack ‘n slash. You must search through the entire warehouse, breaking the place up in the search of the Fence’s stolen gemstones. The gems appear to only be stored in barrels, though rumor is a few have been found in crates. Either way, move through and break everything you see… but watch out for traps! Especially when you get near the spiders, which is easy to see, when you see web filled halls.

    Many of the rooms you will search have a possibility of a rare named boss. These all have a chance at dropping a unique named item. Possible unique items are: Calamity’s Carapace, Chiku’s bauble, Chitin Shield, Deezil’s Ornament, Raktu’s Trifle

    End Reward: standard choice of loot list
    Leader of Lost Legions
    ~Sarlona~

  16. #56

    Default

    Stealthy Repossession

    Quest Giver: Lesto Half-Price in the Wayward Lobster
    Level: 2
    Patron: The Free Agents (3/6/9)
    Length: Medium
    Entry Point: Warehouse District in the Harbor
    Prereqs: none
    Recommended Party: any, sneakier the better
    Base Experience: 972
    Quest Info:
    --Creatures: kobolds
    --Traps: none

    Walkthrough:

    Okay, so the goal of this, atleast if you are gonna follow the ‘stealthy’ guidelines, is to be sneaky. So take off that bulky armor, grab any stealth gear you may have, and get your sneak toggle ready. It’s skulking time! And remember, if ya kill too many kobold prophets, you fail.

    There are a few things to know about being sneaky. First off, actions will break your sneakiness, so be careful about pulling levers, opening doors, taking swings at bad guys. Second, stay out of line of site by using obstacles like crates. Third, watch the lighting, the dimmer the lighting, the better you sneak (the little eyeballs by your feat tell you how bright the are is, more eyeballs is bad). Fourth, the higher your sneak (combo of move silent and hide) the closer you can get to bad guys without getting their attention. Fifth, no matter how sneaky you are, if the bad guy runs into you, he is going to find you. Sixth, you can climb while being sneaky.

    So, to start off, skip the door to the right, there is nothing there and it’ll only get you seen. Continue north. Your going to need to pull the lever, so wait till the patrolling kobold is away from it and down the hall a little, raise the portcullis and get sneaky again. Head on in. Circle around to the south, being very careful of the two patrolling kobolds. Sneak over to the lever on the west wall, wait for a gap in the patrol, pull it and get sneaky again quick. Now sneak back out the way ya came and head north.

    Take the west hall, still sneaky now. Wait for a break in the patrol and open the door. Get sneaky again quick and slip by the sleeping kobolds. Pull the lever inside and sneak on out to the east.

    Stay headed east, into the big room and across the suspension bridges. Avoid the patrols. Sneak down the ramp into the little hall. There are two levers you must pull. The first is on ground level on the south wall, the second is up the ladder on the north wall. Hit these and continue down the hall, which will loop back into the big room on the ground level. Sneak through the big room past the sleeping kobolds, avoiding the patrols.

    Head north down the ramp. Sneak around the corner, avoid the two patrols and pull the lever on the north wall. Quickly sneak into the south room. Grab the Eye of Khyber off of the floor by the shrine. You are finished!

    ….So if sneaking is really not your thing, you can do this whole thing with the clever choosing of your targets and some good crowd control with a caster. Kill all the non-prophets as you go, and leave the prophets hypnotized, fascinated, webbed, whatever. Move quickly to minimize the damage you take while being careful.

    End Reward: Standard loot list choice.
    Leader of Lost Legions
    ~Sarlona~

  17. #57

    Default

    Stop Hazadil’s Shipment
    (A Man Named Baudry Cartamon part 2/3)

    Quest Giver: Baudry Cartamon in the Wayward Lobster
    Level: 2 Party
    Patron: The Free Agents (2/4/6)
    Length: Short
    Entry Point: Warehouse District in the Harbor
    Prereqs: This is the second part of the Baudry Cartamon series. You can assist someone on the quest, but will not be able to advance yours if you are not on the appropriate part. Don’t forget to advance your quest with Harmon Taft outside the quest.
    Recommended Party: any
    Base Experience: 364
    Quest Info:
    --Creatures: none
    --Traps: none

    Walkthrough:

    Simple. You are on a timer, and youa have to break the place up. Go, go, go! Pay attention to the floor plan while you are here in the warehouse, though. You’ll be coming back, and next time it won’t be so deserted!

    Note: There is a lever that opens a hidden door near the end of the warehouse. There is a possibility that a rare, named hobgoblin will spawn here.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  18. #58

    Default

    The Sunken Sewer

    Quest Giver: Aurla Courson across from the Rusty Nail in the Jester’s Haunt
    Level: 2 Solo/Party
    Patron: The Coin Lords (3/6/9)
    Length: Medium
    Entry Point: Across from the Rusty Nail in the Jester’s Haunt
    Prereqs: none
    Recommended Party: need either a lock picker or strength, int rune optional
    Base Experience: 496
    Quest Info:
    --Creatures: kobolds, spiders, slimes, skeletons
    --Traps: blades, spikes, poison

    Walkthrough:

    Upon entry there are 2 possible ways to go. One requires someone with a high enough strength to open the door, the other requires someone capable of picking the lock. The locked route is filled with spiders, traps and slime. The strength route is filled with kobolds, a single poison trap, skeletons. The int rune optional is available from this side.

    Int rune optional leads to a hall with slimes, spiders and a chest at the end. Once at the end, you may notice a big glowing blue barrier. This will drop after you swim under the caged center and kill the end boss and the scorpion swarm.

    End Reward: Standard loot choice.
    Leader of Lost Legions
    ~Sarlona~

  19. #59

    Default

    Walk the Butcher’s Path

    Quest Giver: Mistress Ahura in the Leaky Dinghy
    Level: 2 Solo/Party
    Patron: The Free Agent’s (4/8/12)
    Length: Long
    Entry Point: Harbormaster’s Plaza in the Harbor
    Prereqs: none
    Recommended Party: any, healer and rogue a big help
    Base Experience: 1,148
    Quest Info:
    --Creatures: kobolds, ooze, troglodyte
    --Traps: blades

    Walkthrough:

    The Butcher’s Path is the hack ‘n slasher’s dream. Chop through some kobolds, just watch out for the casters, they can get ya in some bad situations. Pretty straight forward, just follow the tunnels and kill, kill, kill.

    First optional is when you get to the room with a pool of water, above which is a sewer pipe blocked off by a portcullis. There is also a sewer pipe underwater, which is trapped. Have the rogue disarm the trap and swim on through. Or, if ya have a decent jump skill or caster with jump spell, you can jump over to the pipe out of the water, pick the lock, and go in the back way. Either way you will spawn a trog caster, who will try to blow you up.

    Next optional is at the pool of water near the end. There is a little side tunnel under the water near the ladder that goes up and out. Every once in awhile there will be a named bad guy in there, but usually it is empty.

    Possible Unique named loot: Jade Ring, Kneeza’s Bauble, Maul of Vengeance, Ring of Time

    End Reward: Standard loot list choice.
    Leader of Lost Legions
    ~Sarlona~

  20. #60

    Default

    The Cloven-jaw Scourge: Blockade
    (The Seal of Shan-To-Kor part 1)

    Quest Giver: Wayfinder Dael in the Jester’s Haunt, across from the Rusty Nail
    Level: 3 Party
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Inside the Steam Tunnels, in Jester’s Haunt
    Prereqs: none
    Recommended Party: rogue for traps, int rune optional, healer
    Base Experience: 1,140
    Quest Info:
    ---Creatures: kobolds, wight priest, brown spider, black widow, glass spider, zombies, skeletons, arcane skeleton, human necromancer, troglodytes
    ---Traps: blade/spike, acid

    Walkthrough:

    Upon entering, follow the marking down deeper under the city. The first door to the left is an optional. This room has two int runes, locking a door holding a wight priest. This is a tough fight if you are appropriate level, so be prepared. Back in the main hall, the right passage leads to an optional chest. Upon opening the chest will trigger a sneak attack. Clear all the kobolds to open the exit.

    Continuing on south, through the doors, the path down will split, take the right side. This will lead you to a bank of three valves. Pull all three to open all the sewer grates to allow you passage. You can hop down into the water, or run back around to the left side of the fork, both lead to the same pool of water. Swim thru the tunnels and circle back around, climb up to the top level.

    Heading west, there is a shrine on the left in a side room. Use it now, because you can’t get back to it. Now head over to the down pipe. If you have a low tumble and jump skill, consider taking off your armor and shield to minimize fall damage. Use the pipes to help break your fall.

    Once in the puzzle room, you need to get the light to move from one side to the other, but if the light touches the cornerstones it will release a mean spider. Be sure no one is standing on the hatch when it opens, or they could take falling damage.

    Down below use the shrine if you need. One side of the square will have a chest with the key to advance, the opposite side from that has an optional room, locked, with a chest at the end. The hall up to the chest is trapped. The opposite of the shrine is the path that continues on, it can be picked or you can use the key you just picked up.

    Kill the kobolds in this room to open the gate. The wooden door can be broken down to reveal a human necromancer practicing his dark arts. He is optional, but take him out for fun. Be careful, he might cast Blindness!

    Continue down deeper. You get a ladder this time, yay! Continue in, straight will dead end, but a hall to the right will continue further. Caution though, the small corner room will close around you, and lock you in with 2 trogs. Be sure you move in together if you are feeling scittish.

    The next door leads into a sewer junction with a shrine, a sealed door and a bunch of trogs. Clear the trogs, send someone down into the sewer water to swim to the far end. There is a valve under the water that opens the door. There is also a secret door down there, but don’t open it or you’ll get a face full of acid.

    The hall continues, but send your rogue first to clear out the spike traps. The sewers fade into a natural pit. Take the mushroom road down, and beware of spiders. The bottom of the pit leads to a stonework bridge, guarded by hobgoblins. Take them out and before you enter their lair, hop off the bridge to the west to find an extra chest. Then mushroom hop and climb the ladder back to the bridge, grab your chest and head into the hobgoblin lair. The quest automatically advances to part 2.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

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