Page 5 of 14 FirstFirst 123456789 ... LastLast
Results 81 to 100 of 278
  1. #81

    Default

    The Stones Run Red
    (The Fire Caves part 1/2)

    Quest Giver: Idas the minotaur, northeast three barrel cove (out of house Deneith)
    Level: 4 Party
    Patron: The Free Agents (4/8/12)
    Length: Long
    Entry Point: Northeast corner of three barrel cove
    Prereqs: none
    Recommended Party: someone with resist elements
    Base Experience:
    Quest Info:
    --Creatures: minotaurs, fire mephits, fire elementals
    --Traps: none

    Walkthrough:

    Work your way across the top of the fire cavern, pulling both switches and breaking the first altar to the dragon below. Then drop or climb down to the now open doorway and head in.

    Go to the bottom level first, unlock the shrine if you can and want to, then head down the halls. Hit both switches to the sides, and head further to break the second altar. Now backtrack and take the top route through the door you just opened.

    Take the left passage, hop around the top and take out the named minotaur shaman. Then either drop down to the third altar, or if you prefer, you can backtrack and go down the middle path to get to the third altar.

    Head back to Idas to advance your quest.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  2. #82

    Default

    Whisperdoom’s Spawn
    (Assault on Splinterskull A.K.A. Tangleroot part 4/10)

    Quest Giver: Chief Ungurz
    Level: 4 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: Top of Tangleroot Gorge
    Prereqs: In order to advance, you must have completed the previous 3 parts of the quest series, though you can enter to assist an ally.
    Recommended Party: rogue and healer are very helpful
    Base Experience: 1,209
    Quest Info:
    --Creatures: spiders, hobgoblins, gray ooze, worgs, wolves
    --Traps: electric, spikes, blades

    Walkthrough:


    Most parties at this point choose to skip the earlier optionals, but it is just a generalization. This quest takes you back up past the throne room and into the deeper tunnels, take a right again, heading north. First, swing back into the shrine hall on the left, and clear the area and the traps. Then head back up and further west. This time head to the second spider cave, past the closed portcullis. At the back of this hall is the huge and invincible Whisperdoom and all of her sticky egg sacks.

    The most common strategy here is to have the group stand well back from the Spider Queen’s egg chamber, hug the north wall and just wait. Then send in your biggest, toughest tank to get Whisperdoom’s agro. That tank will usually run away back down the shrine hall, run up past the disarmed traps and drop off the cliff on the other side. While that is happening, the group has stepped into the egg chamber and destroyed all the eggs. Everyone then finishes out and advances quest.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  3. #83

    Default

    Yarkuch’s War-plans
    (Assault on Splinterskull A.K.A. Tangleroot part 3/10)

    Quest Giver: Chief Ungurz
    Level: 4 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: Top of Tangleroot Gorge
    Prereqs: must complete previous 2 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
    Recommended Party: rogue and healer very helpful
    Base Experience: 1070
    Quest Info:
    --Creatures: spiders, hobgoblins, worgs, wolves
    --Traps: electric, blades, spikes

    Walkthrough:

    Enter in, this time the portcullis is already open, so you can skip the gatehouses. The first Tactician is in the eastern cell block.

    Now is your first time traveling past the throne room to the west. Take the northern route and take your first right into a spider cave. In the back of this spider cave is the second Tactician.

    Now head back and continue west, take your first turn left to the south. There is a shrine down here, once ready, head further, but let the rogue lead. There are two nasty blade traps. At the top of the ramp is a good sized fight, with the last Tactician, a group of his buddies and they are supported by 4 clerics.

    Get the last set of plans and finish out to advance.

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

  4. #84

    Default

    Archer Point Defense

    Quest Giver: Jaspar Cruikshank, northern marketplace by the spire
    Level: 5 party
    Patron: The Coin Lords (3/6/9)
    Length: medium
    Entry Point: north side of the market, through Jaspar
    Prereqs: none
    Recommended Party: standard
    Base Experience: 772
    Quest Info:
    --Creatures: hobgoblins, worgs, wolves, ogres
    --Traps: none

    Walkthrough:

    Hack ‘n Slash with a timer. Work your way out and around the keep, killing hobgoblins as you go. Find the small camp with the Hobgoblin leader.

    The 13 minute timer may not seem like much, but it is more than ample if you keep moving. No time for lollygagging, there are hobgoblins to kill!

    Fire resist is nice here, for the scorching rays.

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

  5. #85

    Default

    Brood of Flame
    (The Fire Caves part 2/2)

    Quest Giver: Idas the minotaur, northeast three barrel cove (out of house Deneith)
    Level: 5 Party
    Patron: The Free Agents (3/6/9)
    Length: Medium
    Entry Point: Northeast corner of three barrel cove
    Prereqs: none
    Recommended Party: someone with resist elements
    Base Experience:
    Quest Info:
    --Creatures: fire mephits, fire elementals, hell hounds, gray ooze
    --Traps: none

    Walkthrough:

    Work your way across the top of the fire cavern, pulling both switches and killing the fire elemental by the second switch. Then drop or climb down to the now open doorway and head in.

    Go to the bottom level first, unlock the shrine if you can and want to, then head down the halls. Hit both switches to the sides, and defeat the fire elemental there. Now backtrack and take the top route through the door you just opened.

    Take the center passage to where the third altar had been, defeat the final elemental there.

    Head back to Idas to finish your quest.

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

  6. #86

    Default

    The Chamber of Insanity

    Quest Giver: Kranig Stoneshield
    Level: 5 Solo/Party
    Patron: House Kundarak (3/6/9)
    Length: medium
    Entry Point: Southeast corner of House Kundarak
    Prereqs: none
    Recommended Party: standard
    Base Experience: 884
    Quest Info:
    --Creatures: wraiths, wights, skeletons, zombies, spectre, human necromancer, elf necromancer
    --Traps: poison, blades

    Walkthrough:

    This one is actually a toughie, so be prepared for something a bit more than your usual romp.

    The quest is a large square, each corner containing a poison trapped lever with closing doors. When the lever is pulled a named wraith will spawn. They are fairly tough buggers, so be prepared with a good undead weapon, preferably ghost touched.

    Optional trapped treasure chest is available to a prty with a high wisdom and intelligence rune scores. Two trap boxes on the trap, so rogues, be on your toes.

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

  7. #87

    Default

    The Deadly Package: Agent of the Darguul
    (Assault on Splinterskull A.K.A. Tangleroot part 6/10)

    Quest Giver: Chief Ungurz
    Level: 5 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: Top of Tangleroot Gorge
    Prereqs: must complete previous 4 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
    Recommended Party: standard
    Base Experience: 846
    Quest Info:
    --Creatures: spiders, hobgoblins, worgs, wolves
    --Traps: electric, blades, spikes

    Walkthrough:

    Clear out the entry area, staying out of range of the casters on the other side of the bridge. When ready, lower the bridge by shooting the switch on the other side. (A bow is provided in chest, if necessary)

    Clear out and head on up, speak to Darguul to advance quest.

    Optional: Search out the secret door behind the agent, disarm or go through the fire traps, pull the lever to release the Flesh Render below to the east. Now go watch through the portcullis and place your bets on the winner. (I have seen the hobgoblins win before, but the odds are on the Flesh Render 20:1) There is a chest inside.

    End Reward: None
    Leader of Lost Legions
    ~Sarlona~

  8. #88

    Default

    The Deadly Package: The Stronghold Key
    (Assault on Splinterskull A.K.A. Tangleroot part 5/10)

    Quest Giver: Chief Ungurz
    Level: 5 Party
    Patron: House Phiarlan (3/6/9)
    Length: Medium
    Entry Point: Top of Tangleroot Gorge
    Prereqs: must complete previous 4 parts of chain to advance this quest, though you can still enter to assist allys on their quest.
    Recommended Party: standard
    Base Experience: 1,369
    Quest Info:
    --Creatures: spiders, hobgoblins, worgs, wolves
    --Traps: electric, blades, spikes

    Walkthrough:

    Work your way all the way back to the first spider cave, where the second Tactician had been. The chest in the back contains the stronghold key which will open the door just around the corner.

    End Reward: None
    Leader of Lost Legions
    ~Sarlona~

  9. #89

    Default

    The Depths of Discord

    Quest Giver: Scholes of Vedykar in the Hammersmith Inn
    Level: 5 Solo/Party
    Patron: House Deneith (3/6/9)
    Length: medium
    Entry Point: Sewer entrance north and east of the Hammersmith
    Prereqs: none
    Recommended Party: any
    Base Experience: 856
    Quest Info:
    --Creatures: slimes, ooze, earth elementals, wolves, minotaurs, trolls, wraiths
    --Traps: none

    Walkthrough:


    Just head along the path, taking the side path to the valve at each door. Clear as you go. Defeat the red named earth elemental, Landside. The rear entrance will take you directly into Depths of Doom.

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

  10. #90

    Default

    The Depths of Doom

    Quest Giver: Keane d’Deneith in the Hammersmith Inn
    Level: 5 Solo/Party
    Patron: House Deneith (3/6/9)
    Length: medium
    Entry Point: sewer in western house Deneith, or end of depths of discord
    Prereqs: none
    Recommended Party: any
    Base Experience: 772
    Quest Info:
    --Creatures: minotaurs, ogres, slimes, troglodytes, elf bandits
    --Traps: blades

    Walkthrough:

    Take either route round, both lead to the same hallway. Work your wat further in, at the locked door you must levers in the halls to either side. Watch out for the blade traps.

    Defeat Hammerfist the red-named minotaur and his ogre buddies. The rear entrance takes you back out into House Deneith.

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

  11. #91

    Default

    Guard Duty

    Quest Giver: Lars Riflee southwestern dock
    Level: 5 Party
    Patron: The Free Agents (2/4/6)
    Length: short
    Entry Point: Three Barrel Cove, through Lars
    Prereqs: none
    Recommended Party: any
    Base Experience:
    Quest Info:
    --Creatures: kobolds, hobgoblins, ogre
    --Traps: none

    Walkthrough:


    Short and sweet. Find the key on the lower decks to unlock the door to the hatch above. Once above decks, you must keep the sailors alive while your boat is being boarded.

    Crowd control spells are very helpful here, web is great. Fight on the enemy vessel, your boys will be running over there to get themselves killed. Don’t forget, you can heal allies. Keep an eye on the sailor’s health.

    Just hold out for 5 minutes until the enemy captain, an ogre, comes out. Whomp him and call it a day.

    End Reward: a few gp
    Leader of Lost Legions
    ~Sarlona~

  12. #92

    Default

    Halls of Shan-To-Kor
    (The Seal of Shan-To-Kor part 3/3)

    Quest Giver: automatically updates from part 2 (wayfinder Dael)
    Level: 5 Party
    Patron: The Coin Lords (4/8/12)
    Length: Very long
    Entry Point: through the end of part two, or the sewer cover in steam tunnels.
    Prereqs: must have completed first 2 part of series to get end reward, though you can enter to assist an ally.
    Recommended Party: standard
    Base Experience: 2,104
    Quest Info:
    --Creatures: spiders, minotaur, hobgoblins, wolves, slimes
    --Traps: big fire traps, cold, spikes, acid

    Walkthrough:

    First off, be sure you are equipped properly. To hurt the end boss, you either need to have a very high strength to get over his damage reduction, or you need to have an adamantine weapon to bypass it. Also, good ole magic missile is a great way to defeat him. Also, there is a pretty mean fire trap that it is almost necessary to have a rogue for, though fire resistance from a caster or potions may be enough to see you through.

    Head down into the depths of the hobgoblin territory. The area is fairly linear, so it’s just a matter of hack ‘n slash to get through. The drawbridge can be bypassed through the secret doors, or shoot the switch on the far side. Watch out down the ramp for the closing portcullis, move through together.

    Clear the spiders and head up, be careful of the acid trap to move through into the cistern. Pull the 3 levers throughout the room, ware the ladder though. There are a series of fire spouts that will burn the climber.

    On the bottom, you may notice a chest on the far side, the silver key obtained under water will open it, but you may need featherfall to get over there.

    The bridge in the next room is fire trapped, though you can avoid it by hopping onto the far ledge. There is a chest over there.

    Down the ramp is the hugey fire trap. If you have one, send the rogue along the right wall, jumping over whatever he can and hoping for evasion to cover the rest. There are 2 trap boxes. The first is on the opposite side, to the left of the ramp down, behind some barrels. The second is about halfway back towards the part, just before the fire starts up again, beware of the secondary spike traps, though.

    Once the right side is clear, move on down. At the bottom of the ramp a portcullis will slam down, locking you in with a minotaur. Shrine up and clear the final hallways, watching out for the frost and spike traps.

    Once through, drop down for the final battle. There is no way back up, so be sure you use the shrine if you haven’t.

    Step on the pedestal in the middle to bring out the Guardian of STK.

    A common method of fighting him is to choose a corner, place the cleric and caster(s) behind a barrier of melees. This can allow the caster to take (hopefully) minimum damage while blasting away.

    Possible Unique Loot: The Ring of Feathers, Sword of the Giant Slave-Master, Wayfinder’s Armor

    End Reward: Semi-static STK loot chart
    Leader of Lost Legions
    ~Sarlona~

  13. #93

    Default

    The Lair of Summoning

    Quest Giver: Lorridan Silvermantle in the Ever Full Flagon
    Level: 5 Solo/Party
    Patron: House Kundarak (3/6/9)
    Length: medium
    Entry Point: North side of the Locksmith Square in House Kundarak
    Prereqs: none
    Recommended Party: standard
    Base Experience: 996
    Quest Info:
    --Creatures: gargoyles, winter wolves, mephits, fire elemental, earth elemental, ooze
    --Traps: sonic, electric

    Walkthrough:

    The quest is very linear, but heavily trapped. Keep a high spot rogue on point when you can.

    The fire elemental casts dispel magic, so resist fire items are better than buffs, but use what you have.

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

  14. #94

    Default

    The Mystery of Delera’s Tomb
    (Delera’s Tomb part 1/5)

    Quest Giver: Derek Grospic, just outside Delara’s Graveyard
    Level: 5 Party
    Patron: House Jorasco (4/8/12)
    Length: Long
    Entry Point: Center Entry into Delara’s Tomb, far side of graveyard
    Prereqs: none
    Recommended Party: standard
    Base Experience:
    Quest Info:
    --Creatures: skeletons, wights, ghostly skeletons
    --Traps: frost

    Walkthrough:

    Step into the tomb and start clearing the way. Watch out for the cold traps along the way. Try to move together, as there are several areas where portcullis’ will slam shut behind you. There are a couple of locked doors that contain optionals.

    When you work your way down to the labarynth of rooms, be sure to move through together as doors will be slamming shut all around you if a bone is stepped on. Clear the rooms to open the gates. Work your way to the far side and inspect the journal. This will finish the quest, and spawn your first encounter with ghostly skeletons. Their damage reduction is bypassed only by good aligned weapons.

    Note: This module is narrated by Gary Gygax. Okay, he isn’t the best narrator, but props to the guy who helped create the original Dungeons & Dragons.

    End Reward: none
    Leader of Lost Legions
    ~Sarlona~

  15. #95

    Default

    Tomb of the Burning Heart

    Quest Giver: Skorn
    Level: 5 Party
    Patron: The Silver Flame (3/6/9)
    Length: medium
    Entry Point: Necropolis’ Southern most crypt, west side
    Prereqs: none
    Recommended Party: standard, minimum 4
    Base Experience: 1,108
    Quest Info:
    --Creatures: skeletons, barrow wights, carrion feeders, mummy
    --Traps: darts, flame arrows

    Walkthrough:

    Enter in and clear the entry hall. Split the party into two groups, at least 2 on each side for the pressure plates. (If you are attempting to short man this, you can try to use halt undead or web to hold an enemy on one of the plates.)

    Once the plates are triggered simultaneously, the two parties can work their way through the halls to where they will eventually meet and head further in to the mummy.

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

  16. #96

    Default

    Tomb of the Crimson Heart

    Quest Giver: Fram Redbones in the Necropolis
    Level: 5 Party
    Patron: The Silver Flame (4/8/12)
    Length: Long
    Entry Point: Necropolis’ Southernmost crypt, south side
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,220
    Quest Info:
    --Creatures: barrow wights, zombies, carrion feeders (ghouls), skeletons, mummy
    --Traps: blades, cold

    Walkthrough:

    Upon entering, head north to the roots with skulls. Upon the lower skull is a tiny rune. Using the rune will open the doors into the rest of the Tomb.

    The remaining mission is to search through the tomb and find the remaining tiny runes. They will open the northern passage to the mummy guardian. The runes have many various places they could be, so the liberal use of the backspace button will come in very handy to help finding them.

    The cells are optional, so if you reach the cell areas, you can choose to avoid them. The runes are never in the cells.

    Once you have found all the runes, make your way north to dispatch the mummy guardian. The sarcophagi in the back will take you to the neutral area between the tombs.

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

  17. #97

    Default

    Tomb of the Immortal Heart

    Quest Giver: Vikram Nanpoor
    Level: 5 Party
    Patron: The Silver Flame (4/8/12)
    Length: Long
    Entry Point: Necropolis’ Southernmost crypt, north side
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,033
    Quest Info:
    --Creatures: human bad guys, barrow wights, carrion feeder ghouls, mummy
    --Traps: none

    Walkthrough:

    Upon entering, move north to the flame pillar. Extinguish it. 5 more to go. There is one east and one west from this point, get those then move north. The remaining 3 flames are in the east to west hall that is north of you, in the side rooms. Extinguish them all to open the barrier to the mummy guardian.

    Defeat the mummy to complete the quest.

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

  18. #98

    Default

    Tomb of the Sanguine Heart

    Quest Giver: Raddha Cross in the Necropolis
    Level: 5 Party
    Patron: The Silver Flame (3/6/9)
    Length: Medium
    Entry Point: Necropolis southern most crypt, east side
    Prereqs: none
    Recommended Party: standard
    Base Experience: 940
    Quest Info:
    --Creatures: barrow wights, carrion feeders (ghouls), vessels of the faith
    --Traps: yes

    Walkthrough:

    Search through the tomb for the small wandering, zombie like, vessels of faith. They have various spawn points, but usually one is west, one east, and one around to the north. Watch out for traps to the east and west, before the large rooms.

    Once the vessels are dispatched, you can enter the way north and take out the mummy.

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

  19. #99

    Default

    The Bloody Crypt

    Quest Giver: Lore Mistress Jinna in the Necropolis.
    Level: 6 Party
    Patron: The Silver Flame (6/12/18)
    Length: very long
    Entry Point: Southern most crypt in the Necropolis, center entrance
    Prereqs: You must have completed all four of the Bloody Tomb quests before Jinna will give you this quest. You can enter to assist an ally, but will not get end reward if not on the quest.
    Recommended Party: standard
    Base Experience:
    Quest Info:
    --Creatures: humans, barrow wights, corpse feeders, vampire
    --Traps: none

    Walkthrough:

    Before starting the quest, choose to ally yourself with either the silverflame brotherhood or the emerald claw. Their representatives are in camp. Whichever one you choose will give you a trinket. This trinket will become a powerful magical necklace when take through all the litany of the dead crypts.

    To help make your choice, the Emerald Claw pendant eventually will become fearsome, 3 charges of the 6th level spell symbol of fear, +11 diplomacy and +11 intimidate, this is the 3rd of 4 stages the pendant will be able to attain. The Silver Flame Pendant will eventually become a Deathblock necklace with 10 charges/day of negative level absorbtion.

    You do not have to be on the quest to advance your trinket to its 1st stage, so be sure to take one with you.

    The quest itself is tedious, but not difficult if you work together. The quest is symmetrical, with a warding torch needed to be lit in each corner of the crypt. Once all four are lit, the central path to the vampire is open. The vampire is invincible until you find the coffin with his heart. Search through all the coffins until you find it (it changes each time you run the quest. There are a lot of coffins to search through, so get movin!

    After defeating him, be sure to upgrade your trinket to its first stage on the altar.

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

  20. #100

    Default

    The Bounty Hunter

    Quest Giver: Kirstana of Fairhaven in the Anvilfire Inn
    Level: 6
    Patron: House Deneith (5/10/15)
    Length: long
    Entry Point: through quest giver
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,300
    Quest Info:
    --Creatures: dwarf, warforged, elf, human, halfling, wolf, troll
    --Traps: blade, spike, cold, force, fire

    Walkthrough:


    Head on down and clear out the front tunnel. A lot of casters, so be prepared. Bestow Curse is a favorite spell of the shamans. Once you get to the door, use caution. There are spikes on the other side, and a bunch of badguys.

    Clear this main room. Now you have a few choices. There are optinionals and a shrine to the right, and optionals above. Have the rogue keep an eye out for the traps. If you do the optionals, thoroughly search the pond, there is loot in there somewhere. But ‘ware for traps.

    The finish route, and quick route, is to go straight ahead. There are a series of tough to get to trap boxes over the lake, which is filled with cold, blade, spike and force traps. Have the rogue get to work and grab a beverage. Once across clear out the hallway, pull the levers, and take out the mean lil halfling. Free the gal, but be sure to really read what you say, or you could find yourself choosing a very evil option.

    Head back to the main room and drop down. Take out the bad guy and retrieve the ring. If you did the optionals you can open the door to the treasure chamber.

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

Page 5 of 14 FirstFirst 123456789 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload