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  1. #61

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    The Crypt of Gerard Dryden
    (The Catacombs part 4/8)

    Quest Giver: Archbishop Dryden in the Catacombs, top level
    Level: 3 Party
    Patron: The Silver Flame (4/8/12)
    Length: Long
    Entry Point: Catacombs, third level down
    Prereqs: This is the 4th part of the Catacombs series. In order to qualify for end reward, they must be done in order. You can assist an ally if you are not on the quest. Recommended Party: any, rogue is nice, as is a strong character
    Base Experience: 1,068
    Quest Info:
    --Creatures: skeletons, Ghouls, brown spiders, iron defenders
    --Traps: none

    Walkthrough:


    Follow the hall east till you get to the shut gate. Open the side door, fight your way through and pull the lever. Continue east. Follow the hall east and turn north till you reach the next gate. Again enter the side door and get the lever.

    Continue along the north hall, the door on the west wall is able to be picked for an optional chest, with chance at Unique Loot: Gerard Dryden’s Mace. Continue north around the corner. Reaching the locked gate, enter the side door. This is a shrine and there is a lever for the gate. Continue on.

    Once again, follow the hall around the corner, side room, lever. Continuing on, this time you will reach a chest, and a portcullis that blocks the path back to the beginning. Open the chest to retrieve the key, open the side door. Grab the lever. If you have someone strong enough, open the gate. If not then just backtrack. There are two unpickable doors you passed along the way on the central wall. Head back and open them. Pull the levers therein, to gain entry to the central chamber.

    Once in the central chamber, defeat the Ghoul of Gerard Dryden. Be sure to grab the end chest. Possible Unique Loot: Gerard’s Mail, Battleworn Sword. Read the inscription on the back of the central sarcophagi. Finish out and return to Archbishop Dryden to advance. Be sure to advance after you get your end reward.

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

  2. #62

    Default

    Endgame: Marguerite
    (Catacombs part 7/8)
    Quest Giver: Archbishop Dryden in his chambers
    Level: 3 Party
    Patron: The Silver Flame (2/4/6)
    Length: short
    Entry Point: Bottom level of Catacombs
    Prereqs: In order to advance you must have completed the 6 previous parts, though you can enter to assist an ally on the quest.
    Recommended Party: any, healer is nice
    Base Experience: 480
    Quest Info:
    --Creatures: ghouls, gray ooze, skeletons, zombies
    --Traps: none

    Walkthrough:


    Talk to Marguerite’s ghost and learn a bit about her side of the story. Then clear the path up to the top, and to beyond to confront the Archbishop.

    Each level has a few waves of undead and slimes that must be defeated to lower the force barriers. When you reach the top, purify the altar and exit through the back door.

    The quest automatically updates to the next part upon completion.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  3. #63

    Default

    First Strike
    (Assault on Splinterskull a.k.a. Tangleroot part 1/10)

    Quest Giver: Chief Ungurz in Tangleroot Gorge
    Level: 3 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: At the top of Tangleroot Gorge, just past Chief Ungurz)
    Prereqs: none
    Recommended Party: any, rogue and healer are nice
    Base Experience: 772
    Quest Info:
    --Creatures: Black Widow, Brown Spider, lesser gray ooze, gray ooze, hobgoblin guard, hobgoblin slayer
    --Traps: electric, spikes

    Walkthrough:

    Head into Splinterskull and drop through the pit. Travel through the web filled tunnels. To the right is a dead end with an ooze filled pool, the left continues into the fortress. To the left takes you into the hobgoblin fortified areas, straight continues to a dead end spider tunnel.

    Heading into the hobgoblin area, swing right and left and get the levers to open the portcullis.

    Go thru to the portcullis, at this point you should have 19 of the 20 kills you need. Choose any of the passages to get the last kill.

    At this point you could recall out, but there are some optionals that are available each and every time you come in.

    East Wing Prison Cell: Pit with chest (strength door)

    West Wing Prison Cell: locked door with chest

    North route, throne room with locked treasure room. This room is trapped with electricity.

    Continuing deeper in is advised against at this time.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  4. #64

    Default

    The Hobgoblin’s Captives’
    (Assault on Splinterskull a.k.a. Tangleroot part 2/10)

    Quest Giver: Chief Ungurz in Tangleroot Gorge
    Level: 3 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: At the top of tangleroot gorge, just past Chief Ungurz
    Prereqs: Must have completed part 1 to advance quest, though you can enter to assist an ally on their quest.
    Recommended Party: any, rogue and healer are nice
    Base Experience: 820
    Quest Info:
    --Creatures: Black Widow, Brown Spider, lesser gray ooze, gray ooze, hobgoblin guard, hobgoblin slayer
    --Traps: electric, spikes

    Walkthrough:

    The layout is the same as part 1, head on in and open the portcullis, as you did before. This time in, you have to go all 3 directions. Both prison wings, east and west, each have 2 prisoners. The last prisoner is being held in the throne room.

    Once you have saved all 5 and done your choice of optionals, go ahead and finish out, don’t forget to advance.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  5. #65

    Default

    Kobold Assault

    Quest Giver: Guard Crichton in Harbor
    Level: 3 Party
    Patron: The Coin Lords (3/6/9)
    Length: Medium
    Entry Point: Just west of the Harbormaster’s Plaza
    Prereqs: none
    Recommended Party: full group recommended if using appropriate levels
    Base Experience: 740
    Quest Info:
    --Creatures: kobolds, and their trog leader.
    --Traps: none

    Walkthrough:

    Even more hack ‘n slash than the Butcher’s Path! Just hang out and kill kobolds to your hearts content. We are talking hundreds of kobolds! Just survive the war of attrition and defeat their leader to beat the quest.

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

  6. #66

    Default

    Redfang the Unruled

    Quest Giver: Basil Tallbarrow next to Soulgate in the Marketplace
    Level: 3 Solo/Party
    Patron: The Free Agents (3/6/9)
    Length: Medium
    Entry Point: Just next to Basil
    Prereqs: none
    Recommended Party: any, rogue is helpful
    Base Experience: 748
    Quest Info:
    --Creatures: spiders, troll, scorpions
    --Traps: poison, blades, fire

    Walkthrough:

    Start down the hallway. A short way down is a fire trap, before you reach any enemies. The hall stops at a door, the switch to open it is behind the fencing on the left. Upon entering the next room, take a left and head up the ladder. There is a switch up there you will need pulled to get through a door. Continue along the left, and climb up the next ladder on the left. You will find a second lever which will open the door across from you.

    Climb down the scaffoldings, bridges and ladders until you reach the bottom. Possible named gargoyle, Goliath, in the alcove to the right. Check and then head left (north). Be careful of the fire trap, and be prepared for the named spider, Venom. Venom drops a poison sack, which you can turn in for an extra end reward.

    Climb the crates on your left and pull the lever. This is one of the two levers you need to open the door just ahead of you. The next lever is just around the corner to the north up a ladder, and there is a shrine behind the wooden doors. Be careful of the spike traps in front of the gate you just opened with two levers.

    Head down the pit, but you do not need to descend all the way to the bottom. There is a hallway to the east that continues on. The bottom of the pit is a scorpion nest, but is easy enough to climb the ladder out.

    At the top of the ladder facing east, you will see a ladder on your left, at the top of which is a lever, pull it. Swing around to the door it just opened just a little bit firther on the same wall. Inside is another lever you need to pull. Head out of the room and across to the ladder to the south. Stay to the higher levels and pull the lever in the small room to the east. Then climb back up and head west, staying to the high ground. The low ground is trapped with poison and spikes.

    The lever to open the door is just across a couple of crates to the north. High ground or low, this room is filled with poison spouts. Work your way across as best you can, and pull the lever above the doorway across the room. Travel north to the north-west corner and pull the lever. Then climb up and head east. There is another named, this one a scorpion named Bile. Acquire his stinger for an extra end reward.

    Head north through the now open door. There is a fire trap ahead. Continue down the pathway until you see a turn to the west. Be wary of another firetrap before the turn. There is also a secret door here. Search it out and open it to find Vyragon the troll. Head west through the doorway to confront Redfang. Defeat her and acquire her silk glands to complete the quest. Before leaving, climb the ladder and open the chest.

    End Reward: standard loot choice list with optional extras.
    Leader of Lost Legions
    ~Sarlona~

  7. #67

    Default

    The Sacred Helm
    (Optional inside Shan-To-Kor part 2/3)

    Quest Giver: Greezix the kobold, inside STK part 2
    Level: 3 Party
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Through Greezix
    Prereqs: Must be in STK part 2
    Recommended Party: standard
    Base Experience: 1,144
    Quest Info:
    --Creatures: Hobgoblins, Wolves, Minotaurs, Ogres, violet slime, gray ooze
    --Traps: Spike/Blade, Dart

    Walkthrough:

    Many times this quest is just bypassed, and most pick up group members will opt against this quest. In this author’s opinion, this quest is worth the time. Led by someone familiar with the quest, this quest goes fairly quickly, gives decent experience and good favor.

    The quest is to retrieve the Helm of Shaagh. You must work your way through the hobgoblin tunnels, through a system of locked doors and a few traps, to get down to a shrine where the helm is kept.

    The Quest is fairly linear, so even if you haven’t done it often, or never at all, it is not difficult to follow. Start off to the left to go get the key to the door to the right. There is a spike trap in the hall which is disarmed by hitting a lever behind a secret door on the north wall. Beware darts in the back of the head as you pull the lever, though. Two hobgoblin witch doctors guard a chest with the key. Grab the key and head back.

    The key opens the door to the east, which is a hallway that circles up and around to the ledges above. There are two guarded levers up top here. Pull them and drop back down, then head down the ramp through the now open door.

    At the bottom of the hall is a pair of ogres guarding the door and the shrine. The shrine is accessible but the door is shut tight, needing another signal gem lever. Head east to find it. Around the corner is a pair of secret doors, hiding controls to the blade trap that is set just ahead. Deal with them and continue. The hall leads to a small room with a pack of worgs, their minotaur guard and a bunch of hobgoblins. Deal with them, and proceed to climb up the second longest ladder ever. Clear out this top hall and pull the lever that opens the door back where the ogres were.

    Head up the sewers until you reach the next open area. You can clear the top area of casters and archers if you want, or just head down the ramp. The levers across both bridges are necessary to open a door down below you. Once you cross a bridge you will set off spike and dart traps, so be prepared for them. Pull the levers and drop down. Dispatch the slimes, and use the shrine to the south if you would like. When ready, continue south to the final fight.

    Defeat the Red-Named hobgoblin cleric, Granduul and his minions. This will cause the chest containing the helm to appear and complete the quest. You get to keep the Unique: Shaagh’s Helm.

    You have to options for leaving this quest to consider. The first is to recall out, this will place you back outside the sewer entrance of STK in the steam tunnels, where you can begin part 2 again from the beginning. Second option is to run further to the north and go out there. This will also enter part 2 of STK, but this entry point is at Greezix. It is a bit of a shortcut, but will cut off you ability to get conquest and some of the other optionals of part 2. Either way, if you completed The Helm in less than 5 minutes, you should let part 2 of STK reset before entering, or you will take a re-entry penalty.

    Unique named loot, the cloven-jaw bow.

    End Reward: none
    Last edited by Lost Leader; 10-06-2008 at 05:55 AM.
    Leader of Lost Legions
    ~Sarlona~

  8. #68

    Default

    Setting the Wards: The Lower Cathedral
    (Catacombs part 5/8)

    Quest Giver: Archbishop Dryden
    Level: 3 Party
    Patron: The Silver Flame (3/6/9)
    Length: Medium
    Entry Point: Bottom level of the Catacombs
    Prereqs: You must have completed the previous 4 parts in order, to advance this quest. You can enter to assist an ally on the quest.
    Recommended Party: Any, rogue and healer are always nice.
    Base Experience: 720
    Quest Info:
    --Creatures: wights, hellhound, zombies, skeletons
    --Traps: ice, blades, spikes

    Walkthrough:

    The first thing you will notice upon entering is the blazing white barrier surrounding the shrine. This is a safe zone, it will dust any undead trying to breach it. Consider it in making strategies, or a hasty retreat.

    Travel the hall north. There is a frost trap in the side halls around the fountain, so either jump over the fountain or have a rogue disarm.

    The central chamber has the altar you need to get to, but first you must purify the altars down each of the three hallways. There is a wight guarding each altar that must be defeated before purifying is possible.

    There is a chest down the west hallway.

    The north hallway is trapped by blades, which are set on the wall by the red crystal levers, which allow access into the altar room.

    The east hallway has spikes if you go around the wall in the middle of the hall. The levers to turn off the spikes are on top of the central wall.

    Once all three altars are purifies, the main altars guardians will be summoned. Defeat the three of them, Hellhound, Wight and Wight Priest to lower the barrier and cleanse the central altar. Click on the tablet appearing on the central altar to advance into the next portion of the Catacombs. This quest will automatically update.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  9. #69

    Default

    Setting the Wards: The Patriarch’s Crypt
    (Catacombs part 6/8)

    Quest Giver: Automatically advanced from part 5
    Level: 3 Party
    Patron: The Silver Flame
    Length: Medium
    Entry Point: The end of part 5 of the Catacombs
    Prereqs: Must have completed the previous 5 part sin order to advance, though you can enter to assist an ally on the quest.
    Recommended Party: Very tough to solo, healer is nice.
    Base Experience: 916
    Quest Info:
    --Creatures: wights, skeletons, zombies, grey ooze, ghoul, hellhounds
    --Traps: blades

    Walkthrough:

    North is gated off, so pick a different direction and start it up. All three of the other halls are basically identical. Clear them out and ward the Sarcophagi. Whichever hall you do last, the floor will break out as you ward the last Sarcophagi. Hop down and enter the lower halls. Be careful, as they are usually trapped.

    Make your way to the shrine, choose either passage from the shrine, they both circle around to the main altar. Destroy the altars guardians.

    Get ready to run as you purify the main altar. The wraith of Marguerite is invincible, and she wants a piece of you! The gate to the north opens, make a sprint down the hall. Oh ****! Closed gate. Quickly pull the levers on either side to open it. Aaaargh, they are trapped with fire, owe! Oh well, heal up and go, go, go. Oh bugger, another locked gate, quickly hit the lever and hope there aren’t any more traps. Phew, in the clear! Grab the stone tablet off of the altar and get out of there! Phew.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  10. #70

    Default

    The Swiped Signet

    Quest Giver: Grinwhite in the Phoenix Tavern
    Level: 3 Solo/Party
    Patron: The Free Agents (4/8/12)
    Length: Long
    Entry Point: Under the bridge from bank to tent, Quickfoot Hideout
    Prereqs: none
    Recommended Party: any, rogue is nice.
    Base Experience: 1,348
    Quest Info:
    --Creatures: spiders, humans, halfling, dwarf, warforged, elf, scorpion, iron defender
    --Traps: sonic, poison, acid

    Walkthrough:

    The objectives are to retrieve the signet and to obliterate the Quickfoot Gang. Upon entry into the sewers, you find their lair locked up tight, so its time to search through trapped and spider infested tunnels for a release hatch for the front door. Once you find it (pretty simple, only one way to go) return to the beginning and enter the hideout.

    Right away you begin killing off the rogue gang members. Entering a large sewer cistern, there is an optional across the water to the right. Climb the ladder to find yourself in the midst of a rogue party. Take ‘em out for the loot. On the bottom levels there is an optional named scorpion. Along the left wall, the wooden bridges will take you up top.

    Snag the lever across from the door on the archer perch, then head into the main headquarters. Work your way into the back rooms, there is an optional locked door with a possible named and chest. Continue past that to the main rooms of the gang, and find the brooch. There is also a shrine around the corner and down the hall a bit. Now all ya have to do is clear out the remnants of the gang, and watch out on your way back to the sewers, as there is a newly armed trap, and respawns all the way back into the sewers.

    Note: on elite the casters love to spaz sleetstorm. This is a difficult spell to deal with at lower levels if you don’t have a level 7 cleric with freedom of movement, or someone using freedom of movement scrolls with a caster level check at a lower level. Be prepared for them.

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

  11. #71

    Default

    Venn’s Trail: Clan Tunnelworm
    (The Lost Seekers a.k.a. Waterworks part 3/4)

    Quest Giver: Guard Tember in Waterworks, North Wing
    Level: 3 party
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Inside the Waterworks, East Wing
    Prereqs: You must be on this part of the quest chain to advance, though you can enter and assist an ally on this part of the quest.
    Recommended Party: any, healer and rogue are good
    Base Experience: 1,668
    Quest Info:
    --Creatures: gray ooze, kobolds, ogre, hobgoblins, brown spider
    --Traps: poison

    Walkthrough:

    As you work your way through the beginning sewer tunnel, it opens up into a large open chamber with a bridge running all the way around the room. Possible named caster in the main area. Clear out this main room and pull the two levers at the bottom. These open the three portcullises around the room. The first, at the top of the stairs and up the ladder, is an optional with a big mean ogre at the end, and a chest.

    Left will take you to a slime room next to a large pool. You need to travel through the acid spouts to get to the two levers to activate the blue signal gems. If you have someone with evasion, send them through, they can turn of the acid with the valves as they go through.

    Once those two levers are pulled, you can decide if you want to go for the optional under the water. There is a series of portcullis’ that raise and lower in an alternating pattern in the submerged tunnel. Someone with water breathing, a warforged, or worst case, someone with a very high swim skill, can try to make it through the tunnel, while another party member stays out and continually hits the portcullis lever. Once through, the swimmer can hit a valve on the other side that locks all the gates open. Continue up to fight the kobolds, possible an additional named and extra chest. Opening the normal chest will trigger a group of kobolds to pop in and see what’s going on.

    Okay, back to the opposite side of the main room. You must travel up the wooden spiraling bridge and pull the lever at the top. This opens the bottom door. Travel down and clear the area. Pull both green levers. You can return to the middle are at this point, or continue through the next hall to the shrine, but be careful, there is a set of poison traps. The box is behind a secret door.

    Okay, back to the central chamber. With all four levers pulled lighting both signal gems, the floor door is now open. Use the pipes to break your fall, or try to shoot straight down the middle. The landing is a nice splash, but a long fall to a bottom pipe can hurt… a lot. Find the ladder and climb up to the bridgework, where kobolds are currently bombarding you.

    Clear the area and work across to the lever which will open the door. Clear the ooze that comes pouring through and continue on. At the split in the road left will take you to a shrine. There is also a secret door straight ahead with an optional named. If you open the door, close it, then open it again, there will be a named hob-goblin diplomat and an extra chest.

    The last remaining route takes you to the end fight. Clear out the kobolds, grab your loot, snag the password, pull the lever and continue on to the end.

    The quest will automatically advance to part 4.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  12. #72

    Default

    Venn’s Trail: Venn’s Fate
    (The Lost Seekers a.k.a. Waterworks part 4/4)

    Quest Giver: Automatically advanced from part 3
    Level: 3 party
    Patron: The Coin Lords (3/6/9)
    Length: Long
    Entry Point: Waterworks East Wing or end of part 3
    Prereqs: Must have completed the first 3 parts to advance for end reward. You can enter to assist an ally if they are on the quest.
    Recommended Party: any, rogue and healer are nice
    Base Experience: 828
    Quest Info:
    --Creatures: kobolds, ogres, wolves, skeletons, scorpions
    --Traps: blades

    Walkthrough:

    The objective of this quest is to determine what happened to Venn. You must search through all of the cells and try to find him. Unfortunately, when you do find his cell, you realize you have arrived too late, all that is left of Venn is his corpse.

    Venn’s body can be in any cell, so every time you repeat this adventure you must search through the whole are again.

    You must also avenge Venn by killing the Tunnelworm Interrogator. The Interrogator is in the torture chamber, which is easy to find. If you take left turns from the entrance, you will get to his room very quickly.

    Since you are going to have to search everywhere anyways, you will quickly learn the map. Watch out for the ogres, they hit hard and will Ogrefy your head. There are two blade traps you may have the good luck of running into, so keep a high spotter on point.

    One optional that is always there is the prisoner down in the scorpion pit. Talk to him to spawn the scorpions and grab the loot.

    Once you have found the body and avenged Venn, you are good to finish out.

    End Reward: Waterworks Semi-Static Rewards choice list
    Leader of Lost Legions
    ~Sarlona~

  13. #73

    Default

    The Cloven-jaw Scourge: The Caverns of Shaagh
    (The Seal of Shan-To-Kor part 2/3)

    Quest Giver: Automatically advances from part 1 (Wayfinder Dael)
    Level: 4 Party
    Patron: The Coin Lords (4/8/12)
    Length: Very long
    Entry Point: End of part 1, or sewer entrance in steam tunnels
    Prereqs: part 1 of STK, though you can enter to assist an ally if not on the quest. Recommended Party: Standard party including a rogue, healer, caster and 2 melees. 6th spot wild.
    Base Experience: 1,867
    Quest Info:
    --Creatures: Hobgoblins, Earth Elementals, Worgs, Ogres
    --Traps: Poisonous Mushrooms.

    Walkthrough:

    Enter the Hobgoblin lair and work your way down into the main city. Optionals right inside to open the side portcullis and hop across to kill some hobgoblins, when ready head deeper in.

    Before heading too far up into the buildings, you will reach a fenced off section with a kobold cringing in the back, named Greezix. He is th quest giver for the optional Quest The Sacred Helm which is a level 4, optional quest. Most parties choose to bypass it, but it is a good experience and favor quest, with hobgoblin bashing fun.

    Continue up through the city and across the bridges. You will eventually get into the main city hib, where there are two passages, and a locked gate in a flooded low area. To get the river key you need to head down the west passage. Where the passage breaks up into 3 directions, the left hall will contain the chest with the key. Straight is an earth elemental and right is an ogre and his dogs.

    The eastern hallway is an optional with a loot chest. Watch out for poisonous mushrooms.

    Once you have the key and are ready, head through the river gate. At the bottom is a ladder further up into the city. To the left is the second earth elemental optional. Head on up when ready and work your way into Shaagh’s chamber. When you reach the final hall with the closed door, open it and clear the bad guys. Be sure you all move into the next hall together, as it will close behind you. Prepare for a mean fight against worgs and hobgoblins, then open the door and kick some butt.

    Head out and to the next gate to advance the quest.

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

  14. #74

    Default

    The Depths of Darkness

    Quest Giver: Giggs Eloriathi in the Hammresmith’s Inn, House Deneith
    Level: 4 Solo/Party
    Patron: Hous Deneith (3/6/9)
    Length: medium
    Entry Point: Just east of the Hammersmith’s Inn, or end of Despair
    Prereqs: none
    Recommended Party: any
    Base Experience: 802
    Quest Info:
    --Creatures: spiders, violet and gray ooze, earth elementals, zombies, minotaurs, troglodytes, hellhounds, skeletons, human necromancer, hobgoblins
    --Traps: fire

    Walkthrough:

    Fight your way from the south side of the sewer to the north. The map is a symmetrical, so either direction you take will circle around. Once in the north corner, slay the hobgoblin leader.

    The exit in the rear takes you directly to the next ‘Depth Quest’ Depths of Discord.

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

  15. #75

    Default

    The Depths of Despair

    Quest Giver: Neville Stormhammer in the Hammersmith’s Inn, House Deneith
    Level: 4 Solo/Party
    Patron: Hous Deneith (3/6/9)
    Length: medium
    Entry Point: Just north of the Hammersmith’s Inn
    Prereqs: none
    Recommended Party: any
    Base Experience: 645
    Quest Info:
    --Creatures: spiders, violet and gray ooze, earth elementals, zombies, minotaurs, troglodytes, hellhounds
    --Traps: spikes

    Walkthrough:

    Fight your way from the north east side of the sewer to the southwest. The map is a grid, and you can take any combination of halls to get there. Once in the southwest corner, slay Sslythis.

    The exit in the rear takes you directly to the next ‘Depth Quest’ Depths of Darkness

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

  16. #76

    Default

    Endgame: The Archbishop’s Fate
    (Catacombs part 8/8)
    Quest Giver: Automatically advanced from part 7
    Level: 4 Party
    Patron: The Silver Flame (2/4/6)
    Length: Short
    Entry Point: Top of the Catacombs
    Prereqs: Must have done parts 1-7 in order to qualify for the end reward. You can assist an ally on this portion of the quest.
    Recommended Party: any
    Base Experience: 704
    Quest Info:
    --Creatures: skeletons, wraith, arcane skeleton, iron defender
    --Traps: none

    Walkthrough:

    Grab a ghost touch weapon if ya have one, its time to stick it to the man. The Archbishop may not be as benevolent as he once seemed. Talk to him to trigger the fight. Take down his wraith to finish the quest. Killing him doesn’t drop everything in the room though, so be ready for clean-up duty.

    Now just head out to Friar Renau for your reward.

    End Reward: Semi-Static loot choice for the Catacombs
    Leader of Lost Legions
    ~Sarlona~

  17. #77

    Default

    Freshen the Air

    Quest Giver: Harvan Gralak in the Marketplace
    Level: 4 Solo/Party
    Patron: The Free Agents (3/6/9)
    Length: Medium
    Entry Point: Marketplace by Harvan
    Prereqs: none
    Recommended Party: any
    Base Experience: 901
    Quest Info:
    --Creatures: troglodytes, kobolds
    --Traps: none

    Walkthrough:

    Work your way into the warehouse. When fighting casters, be prepared for magic missiles. Enough of them can do some serious damage.

    When you get into the main storage room, break the large crates. Each time you break one, it will get the attention of a group of enemies, so take them out one at a time.

    Then head up the ramps to the top halls. You just need to clear out the halls and take out the troglodyte leader. Once that is done, head through the side tunnel and report.

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

  18. #78

    Default

    Irestone Inlet

    Quest Giver: Captain Niles Cage
    Level: 4 Party
    Patron: The Coin Lords (4/8/12)
    Length: Long
    Entry Point: Southeast Harbor
    Prereqs: none
    Recommended Party: full standard group
    Base Experience: 1,504
    Quest Info:
    --Creatures: hobgoblins, ogre, kobolds, worgs
    --Traps: none

    Walkthrough:

    Once outside the fort, head across the northwest until you reach the cave and the Ogre Dinks. Take him out and grab the plans. Now start combing the island, taking out the small camps, freeing prisoners and grabbing the powder kegs until you have enough.

    Working your way across the island, swing by the shrine to the east, and pick up your missions.

    When its time and you have enough powder kegs and have freed all the prisoners, climb aboard Yaar-Yaar’s ship and load up the kegs, then grab the torch that is on the ship and light it up. Yaar-Yaar comes running up the beach, go dispatch him and report the happy news.

    Note: The dm voices and script in this quest are darn funny. It’s worth being sure your DM voice is on.

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

  19. #79

    Default

    Proof is in the Poison

    Quest Giver: Ruat Acalay, just down the ramp to the west of the market trainers
    Level: 4 Party
    Patron: The Coin Lords (5/10/15)
    Length: Very Long
    Entry Point: Just south of Ruat.
    Prereqs: none
    Recommended Party: Full solid crew. Tank, Healer, Caster, Rogue, 2 additional DPS or extra healer.
    Base Experience: 2,596
    Quest Info:
    --Creatures: humans, reinforced iron defenders, spiders, drow archer, named scorrow, violet slime
    --Traps: several types

    Walkthrough:

    First off, get your party set up. Be prepared for traps, enemy casters and a long quest with only one shrine. It’s tough, it takes resources, be prepared.

    The casters cast a lot, and they cast fast. Magic missiles, acid arrows, Niacs cold ray, in higher settings a bunch of lightning bolts and fireballs as well. Anyone who can ward themselves from magic missiles should do so.

    Start off, head straight and clear out the top of the bridge and disarm the box at the end of the bridge, then head down the ramp and clear out the lower room. Disarm the box in the middle of the floor. With both boxes disarmed, you are clear to pull the lever and open the door upstairs.

    Head into the halls, clearing out quickfoot members as you go. You will have to take a detour through some spider infested tunnels, but they will lead you back into the more used hallways. AS you head south, you will pass 2 gates locked by runestones, and an unpickable locked door. Continue on until you find the first red signal gem lever, behind a fenced area.

    Head back to find which of the red doors this lever opened, inside is another red lever. Pull it to open the next red door. Head through the second red door, and you will reach a crossroads. Take the north stairway. Clear the hall to the end and grab the gold key. Head back the way you came, be careful of the acid spouts that are now spraying the hall.

    Now take the southern stairway, which will lead you to the gold door. Open it with the key and head on through. Kill off the slime and pick off the casters up above if you can, otherwise just get across the room quickly. Stay out of the acid, it really, really, really hurts.

    Passing the green locked door, head down and clear out the shrine room. Save it if you can. Head up the other stairway and clear the hall to get to the green key. Head back to the shrine room, once again avoiding the now active acid spouts. Now is probably a good time to shrine, coming back here is a bit difficult to do, the further you get. You are about halfway through. Head back to the green door and head in. Heading south you will get to an acid floored room with casters hooting at you off of a mixture of broken stairs and pipes, clear it and pull the valve at the top to open the door northeast. Continue on.

    Work your way to another acid filled room, this one dotted by metal urns jutting out of the acid, hop your way across the urns to find a lever. Once pulled a door further in will open… and a few fences will pop up to make getting out of the urn room a little more difficult. Continue on.

    Following the only open path will lead you to a green lever crystal. Pull the lever and backtrack just a little way to the northwestern gate you have just opened. Once again following the only open route will lead you to a lever, pulling it will open the passage north.

    Clear out the room, grab the silver key off of the table, and open the door. A couple of right hand turns will take you to the locked door you passed in the beginning of the quest. The silver key will open it.

    Clear out the next room, defeating Hosha Sillego will open the next door. Don’t forget to grab the chest as you move through. A short ways down the hall is a locked door to the south, picking it will net you another loot chest.

    At the end of the hall is another room you must fight through and clear. Defeating Oran Zatlo will open the door at the bottom of the stairs. This opens up to the final room, where you will find the red-named drow scorrow, Thual. He isn’t alone, so be prepared for a good fight.

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

  20. #80

    Default

    Rest for the Restless

    Quest Giver: Lady Nepenth in the Bogwater Tavern, House Phiarlin
    Level: 4 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: Middle of House Phiarlan, Vault of the Restless
    Prereqs: none
    Recommended Party: Need at least 2 members, one with range attacks
    Base Experience: 1036
    Quest Info:
    --Creatures: skeletons, ghasts, zombies
    --Traps: spikes

    Walkthrough:

    Work your way through the crypt. The first chest you come across isn’t trapped, but it will grab the attention of a bunch of skeletons and shut you in the room, so be prepared. When you get to the door locked by the valve rooms, the key is as follows: The west room with the ‘H’ rune, first hit the north wall, then the south wall valves. The north room with the ‘K’ rune, first hit the west wall, then the north wall valves.

    The room south and east with the valve will open the gate to the southeast. The first time pulling it will spawn a couple bad guys. Clear them out, then leave on person there to operate the lever. The rest of the party can go to the southeast gate, when the person staying lets them in. They can then hit a valve on the opposite side to let the man behind out. Now just clear the archers up above to open the next gate.

    All ya have to do now is work your way up to the top level of the library, take either passage up and around. Then lay Nepenth’s son to rest.

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

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