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  1. #101

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    Caged Trolls

    Quest Giver: Aratrix d’Phiarlan in the Bogwater Tavern
    Level: 6 Solo/Party
    Patron: House Phiarlan (4/8/12)
    Length: medium
    Entry Point: east side of House Phiarlan
    Prereqs: none
    Recommended Party: standard
    Base Experience: 820
    Quest Info:
    --Creatures: blackbone skeletons, halfling, dwarf, human, elf, wights, trolls
    --Traps: spikes, acid, fire

    Walkthrough:

    Head on in and clear as you go. There are keys in chests right before both locked doors, though they can both be picked. The spike trap is turned off by lever, not rogue. There is a secret door with optional right before the second troll room.

    After the quest is complete, you can return to the beginning across the top to the treasure room.

    Note: on elite the casters love to use sleet storm. Freedom of movement is a huge help here.

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

  2. #102

    Default

    Dead Predators

    Quest Giver: Acolyte Hestair in the Open Palm Inn
    Level: 6 Solo/Party
    Patron: House Jorasco (4/8/12)
    Length: medium
    Entry Point: Under the Garden of Respite, by Fred
    Prereqs: none
    Recommended Party: any
    Base Experience: 650
    Quest Info:
    --Creatures: wights, skeletons, spectre
    --Traps: none

    Walkthrough:

    Need to destroy all the undead down here, so get your holy and undead banes ready for action. Clear the front hall and check out the mirror. Pull the lever in the hidden alcove and head further in. Clear out the hallway and head up the stairs, clear out the final chamber to finish.

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

  3. #103

    Default

    Doom of the Witchdoctor: The Way to Zulkash
    (Assault on Splinterskull A.K.A. tangleroot part 7/10)

    Quest Giver: Chief Ungurz
    Level: 6 Party
    Patron: House Phiarlan (4/8/12)
    Length: Medium
    Entry Point: Top of Tangleroot Gorge
    Prereqs: must complete previous 6 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
    Recommended Party: standard
    Base Experience: 1,220
    Quest Info:
    --Creatures: spiders, hobgoblins, worgs, wolves
    --Traps: electric, blades, spikes

    Walkthrough:

    Work your way all the way back to the entrance to the inner fortress. The gate is still open so it is a quick journey through.

    End Reward: None
    Leader of Lost Legions
    ~Sarlona~

  4. #104

    Default

    Doom of the Witchdoctor: Zulkash, Herald of Woe
    (Assault on Splinterskull A.K.A. tangleroot part 8/10)

    Quest Giver: Chief Ungurz
    Level: 6 Party
    Patron: House Phiarlan (4/8/12)
    Length: long
    Entry Point: Top of Tangleroot Gorge
    Prereqs: must complete previous 6 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
    Recommended Party: standard
    Base Experience: 1,290
    Quest Info:
    --Creatures: spiders, hobgoblins, worgs, wolves
    --Traps: fire

    Walkthrough:

    Clear out the entry area, staying out of range of the casters on the other side of the bridge. Fire resist is nice for the scorching rays. The bridge will already be lowered. Clear out and head on up. Head down through the old holding room where the Flesh Render was.

    Be cautious and clear as you go. The puzzle for the puzzle wheels is by the door leading into Zulkash’s chamber.

    Optional: after defeating Zulkasj and destroying the altar, you can use the key to open the underwater gate back by the drawbridge. Use the underwater potions if you need them. There is a locked chest guarded by earth elementals.

    Return to Ungurz to advance

    End Reward: None
    Leader of Lost Legions
    ~Sarlona~

  5. #105

    Default

    The Forgotten Caverns

    Quest Giver: Thurd Steelhand in the Ever Full Flagon
    Level: 6 Solo/Party
    Patron: House Kundarak (4/8/12)
    Length: medium
    Entry Point: just east of the Ever Full Flagon
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,090
    Quest Info:
    --Creatures: ice mephits, trolls, slimes, earth elementals
    --Traps: none

    Walkthrough:

    Clear out the top chamber of ice mephits, the floor will then break out. There is a chest on the far side. Drop down and head through the tunnels. The locked door continues the quest, straight ahead is a shrine and optional named.

    Once through the door, head down the hall. Clear out the slimes and earth elementals. There is one greater elemental in the back right corner, watch out for him, he is a lot tougher than the others. Pull both levers and continue through. Clear out the trolls to complete.

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

  6. #106

    Default

    Gladewatch Outpost Defense

    Quest Giver: Loghan d’Deneith in the northern marketplace by the spire
    Level: 6 party
    Patron: House Deneith (4/8/12)
    Length: medium
    Entry Point: through the quest giver
    Prereqs: none
    Recommended Party: standard. Prefer 2 crowd control casters.
    Base Experience: 1,630
    Quest Info:
    --Creatures: hobgoblins, bugbears
    --Traps: none

    Walkthrough:

    Return to the Gladewatch outpost. Last time you were here, it was kobolds assaulting the base. Now things a quite a bit meaner.

    Unlike Kobold Assault, if any enemy makes it into the Outpost, you lose. Quest Failure. Please come again. So name of the game is to keep the entries into the fort very secure, and fight outside. There are two ways into the outpost. The big main gate, and the little dog door. One capable melee should be able to hold the dog door, especially if a caster helps out with crowd control now and again, everyone else should watch the main gate.

    Good Luck!

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

  7. #107

    Default

    The Iron Mines: Freeing Achka
    (Greymoon Waning part 1/4)

    Quest Giver: Kurvac the Hound on the Eye of Kol Koran, boat docked in northeast House Deneith, speak to Brother to get on board. After Speaking to Kurvic, you must leave the boat and head north on Sorrowdusk Isle to the Ogre Grust. He will advance the quest.
    Level: 6 party
    Patron: House Deneith (3/6/9)
    Length: Short
    Entry Point: Northwest from Grust, to the mine entrance.
    Prereqs: none
    Recommended Party: standard
    Base Experience: 520
    Quest Info:
    --Creatures: ogres, hellhounds, earth elementals
    --Traps: force

    Walkthrough:


    First thing is to retrieve the key in the pit. Then head deeper in. Watch out for the force traps on the bridge, the trap box is on the far side.

    After completion, return to Grust to advance.

    Note: The Eye of Kol Korran is a ship, but it thinks that it is a bar. Use it when you need to fill up life and power between quests.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  8. #108

    Default

    The Iron Mines: Justice for Grust
    (Greymoon Waning 2/4)


    Quest Giver: Log says Kurvic, but it was advanced by Grust.
    Level: 6 Party
    Patron: House Deneith (4/8/12)
    Length: medium
    Entry Point: same as part 1, nw of Grust
    Prereqs: you must have completed part 1 to advance, though you can enter to assist an ally
    Recommended Party: standard
    Base Experience: 880
    Quest Info:
    --Creatures: ogres, trolls, earth elementals, trolls
    --Traps: force

    Walkthrough:

    Head down the same way you did before, but you can skip the pit this time. It doesn’t take a Kalashtar to figure out which way to go. By the way, they re-armed the force trap on the bridge.

    The pit further in is also optional, and it’s full of rust monsters… ewwww.

    As you get to the top rooms, you will see the new ogre leader. As you move in to bust his butt, a couple of his trollish cronies break out of the rooms behind you. Take them all out, and maybe check out those four rooms again, just to be sure no one is home.

    Report back to Grust to advance the quest.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  9. #109

    Default

    Mirra’s Sleepless Nights

    Quest Giver: Mirra Parthilcar in the Drowning Sorrows Tavern
    Level: 6 Solo/Party
    Patron: House Jorasco (4/8/12)
    Length: medium
    Entry Point: just outside the Drowning Sorrows, by the Haunted Library
    Prereqs: none
    Recommended Party: any, rogue is nice
    Base Experience: 760
    Quest Info:
    --Creatures: wights, skeletons, zombies, ghouls
    --Traps: cold

    Walkthrough:

    The quest is linear and fairly quick, so this will be the quick run guide.

    Head north, in the first chamber go west. This will check off first objective.

    Head north again, in the second chamber go east, this will check off second objective and complete.

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

  10. #110

    Default

    Purge the Heretics

    Quest Giver: Inquisitor Gnomon in the Bogwater Tavern
    Level: 6 Solo/Party
    Patron: House Phiarlan (4/8/12)
    Length: medium
    Entry Point: just outside the Bogwater
    Prereqs: none
    Recommended Party: standard
    Base Experience: 650
    Quest Info:
    --Creatures: elf, human, dwarf, halfling
    --Traps: fire

    Walkthrough:

    Very linear quest, but not easy, even as short as it is. Quite a few casters, so be prepared and wary. Watch out for the fire trap at the intersection

    Postscript and author’s editorial: This is probably the most fiercely debated Roleplay quest in the game. You are hired by a silver flame agent to kill good aligned followers of another faith. Sometimes the character you are playing has actually chosen this other faith as part of their roleplay, yet because some rewards are favor based… well you get the idea. Also, it is House P favor as opposed to Silver Flame favor. Go figure.

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

  11. #111

    Default

    Redwillow’s Ruins

    Quest Giver: Jandul d’Jorasco by the House of Wizardry
    Level: 6 Party
    Patron: House Jorasco (5/10/15)
    Length: Long
    Entry Point: through Jandul
    Prereqs: none
    Recommended Party: standard
    Base Experience: 2,080
    Quest Info:
    --Creatures: trolls, hobgoblins, bugbears, scorpions, drow, gargoyles --Traps: blades, spikes

    Walkthrough:

    Be sure to speak to Falcor first, before heading into the quest. He gives you the quest objectives. He is just south and a little east. You can choose to help him with a second little optional mission when you talk to him.

    Head southeast first, and clear out the first troll bunch. Be sure to grab the quest items after each boss.

    Now head west and work your way around the forest. There is a hidden locked chest in the woods around the hobgoblin camps, there is also a tough to get to chest in the gargoyle caves. If you chose to do the additional optional from Falcor, then speak to the drow ambassador, but be ready for a fight.

    Once you have all the items, and have completed the optionals you want, head back to Falcor and give the items to his assistants. Then speak to Falcor and he will open a portal to a giant’s outpost. Hop on through, clear out the giants and call it a day.
    End Reward: standard loot choice
    Leader of Lost Legions
    ~Sarlona~

  12. #112

    Default

    Return to Delera’s Tomb
    (Delera’s Tomb part 4/5)

    Quest Giver: Hargo Kimare in Delera’s Graveyard
    Level: 6 party
    Patron: House Jorasco (3/6/9)
    Length: short
    Entry Point: Delaras tomb, far right entry
    Prereqs: Must have completed the first 3 parts, and bluffed or bribed hargo to be on this quest. You could enter with an ally on the quest, it is not necessary to be in on completion to advance.
    Recommended Party: any
    Base Experience: 0
    Quest Info:
    --Creatures: none
    --Traps: none

    Walkthrough:

    This really isn’t a quest… but you get favor for it, so okay. This is the part where you go back to speak to Delara’s ghost, to advance the "Return to Delera’s" quest to Thrall of the Necromancer. It is also when you are in for the end reward.

    End Reward: n/a
    Leader of Lost Legions
    ~Sarlona~

  13. #113

    Default

    Ruined Halls

    Quest Giver: Edvag Goodgold in the Ever Full Flagon
    Level: 6 Solo/Party
    Patron: House Kundarak (4/8/12)
    Length: medium
    Entry Point: west side of Locksmith Square
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,360
    Quest Info:
    --Creatures: bugbears, hobgoblins, ooze, scorpions, dwarf, elf, halfling, human, zombie
    --Traps: many types

    Walkthrough:

    First thing to know, every broken barrel, crate, urn, whatever, will contain a monster of some type. It you want to get ransack and conquest, it’s easy to do, though a bit time consuming.

    Keep the rogue on point if you have one, to warn of the traps. Be sure to check out the cool creatures in stasis at the end if you haven’t been here before, especially if you are new to the game. Get a glimpse of what’s to come.

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

  14. #114

    Default

    Taming the Flames

    Quest Giver: Master Thorpe in the Ever Full Flagon
    Level: 6 Solo/Party
    Patron: House Kundarak (5/10/15)
    Length: long
    Entry Point: down the ladder just east of the House K auctioneer.
    Prereqs: none
    Recommended Party: standard, fire resist a must have.
    Base Experience: 1,660
    Quest Info:
    --Creatures: fire mephits, fire elementals, earth elementals, air mephits, hell hounds, human necromancer
    --Traps: spikes

    Walkthrough:

    Okay, the dreaded Taming the Flames made easy. This quest is on the least favorite list of many adventurers, but with a good fire resist spell from a 7th level cleric or wizard, it is really not too bad.

    A couple of things to know before you get going. There are a few doors and narrow hall points with spike traps. Have your rogue be ready for them. Also, if you end up behind or needing to get through a blocking fire wall (not the level 4 spell kind) you have to kill the nearby mephits to get it to drop.

    Start off heading towards the south hall. There are a couple of tough mephit and earth elemental fights down this hall. Crowd control is helpful here. Hypnotic pattern has worked well if the party uses it intelligently. Once you get through the doors, you will be in a large room with a big lava pit in the middle. The easiest way to deal with this room is to have everyone move to the top of the ledge, but not down the ramp. Have one person (preferably with evasion and fire resist) hop across to the chest (you can see it down a little ways). Open the chest, grab the key, and run back up to the party. A firewall will drop, dispatch the mephits and head up to the top of the main room.

    Now head up the north hall on the top level. Choose either right or left at the intersection. They both circle around. Move together, because there is a point where a couple of firewalls will drop around you. Once you reach the opposite end with the locked door, use the key to open it, dispatch the mephits to open the fire seal above the ladder across the hall.

    Head down the ladder and speak to Fulvio. He tells you about the madman and asks you to retrieve the scroll. Shrine up and head one out, going back the way you came to the main chamber. Hit the lever at the top, and hop down to the bottom level. Move through that doorway, clearing as you go and watching for spike traps.

    When you reach the end fight, be wary, he likes to cast Slay Living. If you have a deathward or deathblock item, now is a good time to use it. Kill the Necromancer, grab the scroll, return to Fulvio. There is one last mephit fight above Fulvio’`s ladder.

    Assuming you have been killing as you go, you should now have the quest completed. Congrats!

    End Reward: Standard end reward.
    Leader of Lost Legions
    ~Sarlona~

  15. #115

    Default

    The Troglodytes’ Get
    (Garl’s Tomb part 1/2)

    Quest Giver: Red Tom – This guy is a little tough to find. He is in three barrel cove, if you circle around the buildings north of the Salty Wench, and then back around Rosie the Jynx, you will find him in a little alcove beyond the Scoundrel’s Run.
    Level: 6 Party
    Patron: The Free Agent’s (4/8/12)
    Length: long
    Entry Point: North West corner of Three Barrel Cove under the waterfall
    Prereqs: none
    Recommended Party: standard
    Base Experience:
    Quest Info:
    --Creatures: troglodytes, oozes
    --Traps: none

    Walkthrough:

    Once in, work your way down the tunnels. Destroy every trog egg you see. Head into the bottom tunnels, continue to clear as you go. In the big room there are 2 levers on the opposite side as the door, on the top level. These will open the door.

    In the huge room be sure to destroy eggs on the mid levels, on top of the
    platforms. There are two levers on the mid level as well, and a 3rd lever on the bottom, these three are needed to open the door down bottom.

    The final room contains the last of the eggs. Return to Red Tom to advance.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  16. #116

    Default

    Valak’s Mausoleum
    (a.k.a. Dead Girl)

    Quest Giver: Dead Girl in Delera’s Graveyard
    Level: 6 Party
    Patron: House Jorasco (4/8/12)
    Length: medium
    Entry Point: right behind Dead Girl
    Prereqs: none
    Recommended Party: standard, haste is nice
    Base Experience: 940
    Quest Info:
    --Creatures: wights, wraiths, skeletons
    --Traps: blades, darts

    Walkthrough:

    Once in you have a 30 minute timer, so be sure you all go in together and get ready to go. The time allotted is plenty, but there isn’t time for major mess ups or much stopping. Keep the rogue ahead in hallways to watch for traps.

    First room, 4 levers in each corner, each lever spawns undead.

    Second room, small walled maze, 3 levers and a hidden shrine. The maze is not difficult, but stick together and kill as you go, to prevent any major mishaps.

    Third room, two valves uptop and door below, have first five run straight through, pulling most stuff down, have a sneaky type go last and move around the top to pull the valves… or just a high AC tank who can pull valves while being shot at. Move through.

    Fourth room, door slams shut, clear the wings.

    Fifth room, swim under to both sides, pulling the lever will have gates block you in and undead spawn all around. Work together. (optional, cast a jump spell on lever puller and have them pull lever and hop out of room.) There are secret doors on both sides as well, one with a shrine, the other with a chest.

    Fifth hall is two levers low and two levers high both on opposite sides in the hallways, clear them to continue down to the last room.

    Defeat Valak to get the book. Now it’s up to you to give a book of dark magic to a little girl….

    End Reward: maybe something… maybe not
    Leader of Lost Legions
    ~Sarlona~

  17. #117

    Default

    Free Delera
    (Delera’s Tomb part 3/5)

    Quest Giver: Derek Grospic is listed in the log, though you must advance through Colam in the graveyard
    Level: 7 party
    Patron: House Jorasco (5/10/15)
    Length: long
    Entry Point: the right door of Delera’s Tomb
    Prereqs: You must have the first two parts completed to advance this quest, though you can still enter to assist and ally.
    Recommended Party: standard, locked door optional
    Base Experience:
    Quest Info:
    --Creatures: wraiths, wights, skeletons, ghostly skeletons
    --Traps: none

    Walkthrough:

    Light the Soul Locks to release Delera. The Quest is linear, with no side quests, though there are a few optional kills, including the soul lock guardians.

    Couple of notes, killing the guardians before opening the soul locks is usually smart, so you don’t have too much to fight at once. Also, many sarcophagi will release undead, so don’t break up the main room unless you want to do some extra fighting.

    End Reward: Standard Loot choices
    Leader of Lost Legions
    ~Sarlona~

  18. #118

    Default

    The Graverobber

    Quest Giver: Thaddeus d’Jorasco on the island in the Coldwake Pond
    Level: 7 Party
    Patron: House Jorasco (5/10/15)
    Length: long
    Entry Point: Lightfoot Residence, just across from where Thaddeus stands
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,124
    Quest Info:
    --Creatures: wraiths, zombies, wights, human necromancer
    --Traps: force

    Walkthrough:

    Prep for another House J Undead slaying quest. The beginning stairway is heavily trapped. Send your rogue to the bottom to disarm. If necessary, a haste and jump with featherfall will float you over the traps all the way down.

    Part of the quest objectives require killing the zombies, so be sure to fight as you go. When you reach the waterway going up hill, there is a hairpin turn to go towards the end, but you will need to destroy a few undead at the top before turning around and heading back down.

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

  19. #119

    Default

    The Grey Moon’s Den: Extermination
    (Grey Moon Waning part 4/4)

    Quest Giver: Again, the quest says Kurvic, but in actuality it is Grust
    Level: 7 Party
    Patron: House Deneith (4/8/12)
    Length: medium
    Entry Point: north eastern cave on lower sorrowdusk
    Prereqs: To advance and get the end reward, you need to have completed the previous 3 parts. You can enter to assist an ally if you are not on the quest.
    Recommended Party: standard
    Base Experience: 1,220
    Quest Info:
    --Creatures: slimes, scorpions, earth elementals, trolls, ogres, human priest
    --Traps: fire/force

    Walkthrough:

    Return to the same mines as part 3. The path is clear up to the scorpions, then fight down to the trapped bridge. Have the rogue disarm it on the other side, or send people through, hasted, one at a time, giving the bridge time to reset between runners. Clear to the drawbridge. Go up the ladder to lower the bridge, clear out the remaining areas, head up the ladder to confront the evil human priest. Return to Grust to collect your end reward. Speak to Grust again after retrieving your end reward and he will bestow the Cult of the Six quest, part 1/6

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

  20. #120

    Default


    The Grey Moon’s Den: The Trollish Scourge
    (Grey Moon Waning part 3/4)

    Quest Giver: Again, the quest log says Kurvic, but actually you need to speak to Grust to advance.
    Level: 7 party
    Patron: House Deneith (4/8/12)
    Length: medium
    Entry Point: East then north of Grust
    Prereqs: To advance, you must have completed the earlier parts of grey moon, but you can enter to assist an ally.
    Recommended Party: standard
    Base Experience: 1,380
    Quest Info:
    --Creatures: trolls, ogres, slimes, hill giant, scorpions, earth elementals
    --Traps: fire/force

    Walkthrough:


    Head through and clear as you go, you must try to wipe out the Trolls from Grey Moon’s halls. When you reach the bridge, hold up. It is heavily trapped. Pull the Troll leader across the bridge using a ranged weapon. Sometimes there is a rare named winter wolf with him. Deal with them first. Then send a hasted member, preferably rogue, across the bridge. This will trigger the upper doors, where the final two trolls dwell.

    Return to Grust to Advance.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

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