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  1. #181

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    Maraud the Mines

    Quest Giver: Firebrand Warrens Entrance (quest entrance)
    Level: 11 Party
    Patron: The Free Agents (6/12/18)
    Length: long
    Entry Point: Firebrand quarter of the menechtarun
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,890
    Quest Info:
    --Creatures: firebrand gnolls, rust monsters, earth elementals, fire elementals
    --Traps: none

    Walkthrough:


    Head south into the main chamber, a lava pit crisscrossed by bridges. The goal here is to steal a large quantity of the Gnoll’s mined ores and gemstones. There are four separate areas in the mine, you must explore each, break the barrels and collect the raw ore and uncut stones.

    There are no traps to watch out for, so just start exploring through and clear as you go.

    You can turn the raw materials into money and cut gems with a miner in the Refuge.

    Once you have collected enough ore to satisfy the requirements, head out and talk to Skavyr to get your end reward.
    End Reward: standard loot list
    Leader of Lost Legions
    ~Sarlona~

  2. #182

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    Purge the Fallen Shrine

    Quest Giver: Fallen Shrine entrance
    Level: 11 Party
    Patron: The Free Agents (6/12/18)
    Length: long
    Entry Point: just inside the desert, hug the right wall up into the small canyon way, the Fallen Shrine is at the northern portion.
    Prereqs: none
    Recommended Party: standard
    Base Experience: 2,500
    Quest Info:
    --Creatures: fire reaver, flesh render, mephits, hell hound, efreeti
    --Traps: none

    Walkthrough:


    An outsider killing field, work your way through the one-way temple, killing off the demons and their friends. Light the torches as you go, and watch the alcoves for the shrine and chest.

    When you do get to a crossroad, pick either way, they circle around and meet. Fight your way to the end, talk to the ghost and fight the wraith. Grab your loot and head back to Zawabi’s Refuge for your reward.

    The reward here is given by by the lass straight across from the tavern in the Refuge, Bahir Khalidan.
    End Reward: standard loot choice
    Leader of Lost Legions
    ~Sarlona~

  3. #183

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    Raid the Vulkoorim

    Quest Giver: Vulkoorim Crèche Entrance (quest entrance)
    Level: 11 Party
    Patron: The Free Agents (6/12/18)
    Length: long
    Entry Point: Northeast Menchtarun Desert, northernmost part of the bttom of ‘the scar’. Prereqs: none
    Recommended Party: standard. Two people necessary to complete the quest (simultaneous lever pulling).
    Base Experience: 2,100
    Quest Info:
    --Creatures: scorrow, scorpions, gnolls
    --Traps: none

    Walkthrough:

    Point of this quest is to destroy the scorpion breeding grounds of the scorrow. Fight your way down into the crèche. You will fight a bunch of scorrow, watch out for their blade barrier spells. You will reach an intersection. Straight and to the left lie the quest objective, right is an optional tunnel filled with gnolls and sometimes a chest.

    When you go straight and left, both have three alcoves of breeding cages. Either pull the levers simultaneously to drop the cages, you will need at least two people to do this. You must kill the big scorpion in each of the 6 breeding cages.

    Return To Skavyr in the Refuge for your quest reward.
    End Reward: standard loot table
    Last edited by Lost Leader; 11-19-2008 at 05:55 AM.
    Leader of Lost Legions
    ~Sarlona~

  4. #184

    Default

    The Spawn of Whisperdoom

    Quest Giver: Eriephaus d’Phiarlan, just south of the House Phiarlan Teleporter
    Level: 11 Party
    Patron: House Phiarlan (6/12/18)
    Length: long
    Entry Point: Through the jungle clearing, the cart behind the quest giver will take you there.
    Prereqs: none
    Recommended Party: standard. Freedom of movement is very helpful here
    Base Experience: 3,700
    Quest Info:
    --Creatures: spiders, lots and lots of spiders. Ogres, ogre magi, worgs, more spiders. Some zombie, a human necromancer, and some more spiders.
    --Traps: spikes, blades, air jets

    Walkthrough:


    The Ogre Magi have sealed off Whisperdoom’s main lair with both magical and mundane locks. So, time to get to work and bust down the door. Head west. At the fork in the road go south into the ogre dwellings. This is the trapped area, so rogue, if you have one, be on your toes. Clear the hallways, find the shrine, take out the ogres and get the key. Now you will have the mundane part covered.

    Now head North, its time to clearout the breeding pits of spiders and their ogre magi spider-farmers. I am pretty sure that one falls under the ‘Stormreach’s worste jobs’ Category, right up there with kobold census board administrator. Speaking of which, a friendly plug for our friends out there in the Kobold Humane Society, please remember to have your kobold spayed or neutered.

    …anyways back on track. Head up north and kill spiders and ogre magi. This will lower the magical wards. A note on spider hunting, freedom of movement is great, and these spiders spit acid, so resist acid is also great.

    Once you have all the wards lowered, move back inot the main whisperdoom lair, and get ready for a real mean spider hunt. These caverns are filled with lots of spiders, but there are some goodies as well. An extra shrine, a loot chest, and hidden throughout are three items: Battle Standard, Mug of Pink Pony Happy Places, and a some Historical Documents. These items will give you a chance at the unique whisperdoom loot, handed out by Ungurz Lieutenant outside. It is usually considered fair to have everyone roll on these items, the top 3 winning. Usually there isn’t anything good, but sometimes one of the named treats will pop up.

    Okay, back to the spider hunt. Somewhere in these tunnels is one mean spidey. Once you find her, get ready for one heck of a fight. Pin her in if you can, or use a shield wall, so your caster can unload the fury. Use greater Magical beast bane weapons, get ready for nasty spell casting spider of doom with damage reduction and huge regeneration. Weee. Once you win, go get some loot.
    End Reward: standard end reward, possible unique loot if you have one of the three items.
    Leader of Lost Legions
    ~Sarlona~

  5. #185

    Default

    Tomb of the Blighted

    Quest Giver: Hallestrom in the Necropolis
    Level: 11 Party
    Patron: The Silver Flame (6/12/18)
    Length: long
    Entry Point: northern crypt in the necropolis, eastern entrance
    Prereqs: none
    Recommended Party: standard
    Base Experience: 4,900
    Quest Info:
    --Creatures: zombies that turn into skeletons, mean troglodytes, super slimes, and GELATINOUS CUBES!
    --Traps: ummm gelatinous cubes?

    Walkthrough:

    DM text upon entering- The Tomb of the Blighted is infested with vile roots and putrid water.

    So you enter in to find a nice holy water shrine sitting in a stench fulled bog of a tomb. Head a bit further in, break your way down the hall a short way, and find a water container. Use this to grab ten holy water vials from the fountain. Then trade it to next person in party, so they can grab ten for themselves, and hand it down until all have some. Set them in your quick bar, they are thrown weapons, super holy grenades of doom!

    Now a bit about the dungeon. It is roughly a triangle, with three more holy water fountains you need to get to and purify. Here's the rub, the vines in some places have grown so nasty, you need to weaken them with your holy water vials before you can break them. Also, the water in this place is so nasty it will make anyone ill. No magical or supernatural abilities or spells are going to help you, either. Except for super holy water from the shrines. Walk in it to clear off the boggish goo. You can also shatter the vials on the floor, then walk through the puddle. Optional to cleanse all the urns in the side tunnels, also using the holy water.

    When you reach the other fountain rooms, you find them nasty and green, guarded by Blight Guardian Troglodytes. Don't get too close to the fountain, you can;t usually see them, but they are covered in a huge gelatinous cube. It will grab you and suck you in, paralyzing you and feeding off your bones while you slowly digest in its acid filled goo. If you are resourceful, you can get the trogs and slimes to wander into the cube tho. Either way, you need to destroy all three cubes to cleans the fountain, once doin so it will become a happy place, capable of filling your vials and washing your feet.

    Once all the fountains are cleansed, the way from the beginning, where you found the holy water pouch, is now accessible. Head there and slay the mummy.

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

  6. #186

    Default

    Tomb of the Forbidden

    Quest Giver: Dessenau in the Necropolis
    Level: 11 Party
    Patron: The Silver Flame (6/12/18)
    Length: long
    Entry Point: northern crypt in the necropolis, southern entrance
    Prereqs: none
    Recommended Party: standard, need a minimum of two people, trapsmith is nice
    Base Experience: 4,660
    Quest Info:
    --Creatures: ice mephits, ice flensers, human and elven cultists, icebone skeletons
    --Traps: blades, spikes, cold burst mines, spike and grease

    Walkthrough:

    DM text upon entering- The Tomb of the Forbidden has been plunged into a deep freeze by a powerful, mysterious force.

    Move through the icey halls, clearing out cultsists and cold type minions as you go. A short way in you will find a small chest with a red gear. Pick it up and continue. You will come to a dead end hall with two flanking corridors. The person with the gear neads to head down both corridors and unlock the levers at the end of each. Then split the party into two groups and have the two levers pulled at the same time. The corridors will close and spawn ice creatures. Fight your way out, clearing the halls will open the flanking corridors and the central hall. Continue on your way.

    The next hall will also seem to dead end. Your only hint is a small green arrow looking thing on the wall ahead, pointing up. It is telling you to look up. On the center of the ceiling is a small green eyed skull. Hit it with a ranged weapon and the wall ahead will open. Continue on.

    Now you will come to a room with a mean ice flenser guarind a pair of chests. Kill him and his friends, grab the blue gear and some loot. This blue gear will open a later passage which is similar to the earlier one. Unlock both levers, split the party, fight back to the middle and clear it out.

    Further in will find a secret passage, which will lead to another optional chest. The chest, also behind a secret door, in a locked alcove, and is locked. Be careful when opening... while this is no crucible, it is mean for those who are in the alcove when the chest is open. The explosions will stop after a short while, allowing everyone to loot.

    Further down the hallway with the secret door will find a frozen room containing the frigid remains of a mindflayer, clutching a gold key. Break him up and take his key. This will get you further down the halls and into the last chamber.

    The last chamber is below the catwalks you find yourself on. Go give the sarcophagi a good lookin at, and the mummy will drop from the ceiling and bring a bunch of buddies. Deal with them and get some loot!

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

  7. #187

    Default

    Tomb of the Tormented

    Quest Giver: Kyriel Kallistae in the Necropolis
    Level: 11 Party
    Patron: The Silver Flame (6/12/18)
    Length: long
    Entry Point: northern crypt in the necropolis, northern entrance
    Prereqs: none
    Recommended Party: standard
    Base Experience: 7,300
    Quest Info:
    --Creatures: wights, carcass eaters, undead worgs, meaty zombies
    --Traps: blades

    Walkthrough:

    DM text upon entering – The Tomb of the Tormented is where Maldetto tortures his enemies, haven them eaten alive by packs of ravenous carcass eaters.

    Okay, grab your +11 hat of patience, and let's get started.

    Entering this tomb, you find yourself standing on a grate that looks down into a maze. There are small holes interspersed throughout the maze, and a bunch of zombies and wights up with you. First thing to do is to clean out up top. Destroy all of the sarcophagi and the wights within them. If you don't detroy the sarcophagi, they will continue to generate more wights. As you kill the zombies, pieces of rotten meat will drop to the ground. THe zombies will pop back up after a minute, so you have a ready supply of meat. Stuff the meat through the holes in the floor to lead the Famished Rats through to the other side of the maze.

    This procedure is repeated through two more mazes, each one getting consequetively more complex. A few things you should know: you can only move one rat at a time, the others do not move. If your rat dies, it will respawn, so don't worry about rat death. There are carcass eaters and worgs in the mazes, and they will kill your rat, but your rat will fight back. Two or three rats in a row will usually kill off a single bad guy. Though not so well on elite. In the second two mazes there are pressure plates with a rose design on them. When your rat steps on them it will change the position of the swingin doors. You can step on them again to switch the doors back. Each time your rat eats a piece of meat he gets a tiny bit of health back. In the last maze there are blade traps, you need to move your rat through carefully, timing the traps for when they turn off, or when they move down the hall. You can disarm the stationary blades, there are boxes at different points in the room where you can reach them. It is possible to block bad guys behind different walls, but it may be easier to just kill them with rats. They do not walk into the areas with spikes.

    Once all three mazes are complete, the rats will wake up the mummy. After you defeat the mummy, you can go into the maze if you wish. If you noticed from above, one maze has a key and another a chest, so you can go and get the key and open the chest. Or just pick it.

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

  8. #188

    Default

    Tomb of the Unhallowed

    Quest Giver: Lady Vienne in the Necropolis
    Level: 11 Party
    Patron: The Silver Flame (6/12/18)
    Length: long
    Entry Point: northern crypt in the necropolis, western entrance
    Prereqs: none
    Recommended Party: standard, optional locked chest, trapsmith is helpful
    Base Experience: 4,180
    Quest Info:
    --Creatures: ogre magi, humans, elves, wraiths, zombies, skeletons, spectres, wheep, quell, fiendish troll
    --Traps: blades, spikes

    Walkthrough:

    DM text upon entering- The Tomb of the Unhallowed is a junction point between Necropolis and Dolurrh, the plane of the dead.

    The layout of this tomb is a large diamond, with an altar set at the end of each point. The doors of each hall only open when you kill everything in the hallway, so no running to the ends. You can only travel in one direction, and follow the doors as they open. Watch out for blade and spike traps while you are on the move.

    As you enter, most of the fighting is against cultists and other living enemies. When you reach the end of the first hall, you must activate the altar. Activating this altar begins the process of bringing the temple into coterminous existance with the plane of Dolurrh. Layman's translation: you are making it into a place the undead like to hang out. As you might expect, the halls are suddenly flooded with undead. Continue on, fighting your way back down the hall.

    Clearing out hallways will continue to open up doors. This will effectively shuttle you in the correct direction. About halfway through will see you to a shrine. One early secret passage will lead to a bedchamber with a locked tablestand syle chest. It is not trapped.

    As you finally clear all four halls and activate the four shrines, it is time to head in to the center of the tomb. The doors slam shut behind you, and you are trapped in the room with the mummy and several of his undead, skeletal guards. There are many archers up above which will snipe you from a high position.

    End Reward: standard
    Leader of Lost Legions
    ~Sarlona~

  9. #189

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    The Twilight Forge

    Quest Giver: Karn Coldtrail in the Foothold. He bestows the original quest, and you get the pieces of the sigil from Ghola-Fan and Shrieking Mines. Ostler assembles the medallion and you either work your way through, or teleport to the volcanoes mouth. Here you show the sigil of Dal-Quor to the ancient warforged, let the magic take its course, and enter the Twilight Forge.
    Level: 11 Raid
    Patron: The Free Agents (10/20/30)
    Length: very long
    Entry Point: The Volcanoes Mouth in the Restless Isles
    Prereqs: Must have an assembled Sigil of Dal-Quor
    Recommended Party: Nice to have 1 Rogue, 3 clerics, 2 casters and fill in the rest with tanks, archers and melees. The follow quest, the Titan Awakes, is often done with fewer, but it is difficult to complete the Twilight Forge with fewer numbers, especially on the harder settings.
    Base Experience:
    Quest Info:
    --Creatures: Quori Stalkers, Ogres, wildmen, mind flayers, mindflayered dwarves, ancient warforged, iron golems, ogre magi
    --Traps: blades

    Walkthrough:


    Entering the Twilight forge, you will be in a series of halls that have elemental cannons blasting. Fire, Acid and Cold bursts of energy will make quick work of you if you brazenly walk down the hall. Behind the walls are ogres manning the cannons. You can kill them through the wall with area of effect spells, like cloud kill. It isn’t mana efficient, but gets the job done. Or, send a team down with haste, jump and resistances they can work their way into the back halls and clear out the path. Evasion is a huge bonus here.

    Once you clear out the top halls, or run past them, get the two chests from behind the walls and clear the trap in the hallway at the bottom of the halls, then its time to work down and pick off your first mindflayer. A quick reminder here that globes of invulnerability will suppress a mind blast.

    You are now at the first crystal dispenser. Split the crew into two teams, green team is the puzzle room, plenty of fights, and purple team is more combat intense. Head down your respective halls.

    For the green side I am going to outsource here, and recommend a great puzzle guide that I have used and found very helpful. Written by DDO forum poster JDwoods[TeamATi]


    For the purple side, head on down and clear out the halls, watch out for bad guys walking above you on the maze top. Remember that Quori Stalkers are outsiders and can be banished. Clear out the area and get to the force door. Okay, get your biggest hitpoint guy all decked out with fire resist and protect and any buffs that will help his swim skill. Its time for a lava dip! Deep lave will tear you up, but it is possible to make the swim under the bridge and up to the lever. Then again, maybe it isn’t. Have a cleric standing by to raise you after you burn to a cinder, but don’t accept the rez until you are on the ladder on the other side. Then just finish clearing the way up and around, and clear out the top. Get to the next crystal dispenser.

    Now the teams split up once again. On the green side yellow will head up top, clear some fights, and get ready to man some levers. Blue will head up to the hallway that meets up with a portion of team purple. These two teams will meet in the golem room, ready to work.

    Team Purple will split blue, which will meet in the hall with a portion of team green and head to the golem room. They will have to work their way across the top rafters, which are filled with lightning charged pillars. Team red will end up down in the water maze. Here is another outsourced map that I use for the water puzzle.


    Once red is done they will emerge in the tunnels with the blue teams. Clear out the golem room and play the bridge hopping game with team yellow pulling levers. Haste and jump are a big help here… (if you have been saving any beholder cookies, it is fun to use them to get into the rafters and pull the levers.) Pull all the levers, including the one at the top of the ladder where you are, and then head through when yellow team hops down. Oh, and there is a hidden chest in a secret door underwater in the south passage (possible Helm of Freewilly).

    Clear out the last hall, it is filled with cannon ogres again, head through and confront the mind flayer. Shrine up, grab your loot (possible Adoryn's Malice) and step in to the Titan Awakes!
    End Reward: none
    Last edited by Lost_Leader; 08-31-2010 at 06:28 PM.
    Leader of Lost Legions
    ~Sarlona~

  10. #190

    Default

    Against the Demon Queen
    (Pre-raid for Demon Queen)

    Quest Giver: Zawabi
    Level: 12 Party
    Patron: The Free Agents (8/16/24)
    Length: long
    Entry Point: Top of Serpent’s Pass in the Desert
    Prereqs: You must have completed and turned in the items from: Offering of Blood (Blessed Blood Offering), Tomb of the Wizard King (Phylactery of King Raiyum) and Chains of Flame (Orb of the Djinn). After turning these in to Zawabi talk to him again and he will grant ATDQ (against the demon queen). You can enter to assist an ally on the quest, but you will not be able to advance or enter the Raid, if you do not have the quest logged.
    Recommended Party: Cleric, Caster, Ranger, Rogue, Tank, Gravy
    Base Experience: 6,399
    Quest Info:
    --Creatures: Efreeti, Flesh Render, Scorrow, scorpions, troglodytes, gnolls, tharaak hounds, mephits, wildmen, mind flayers, fire reavers, Rhakshasa Prince, Marilith Queen
    --Traps: blades, sonic, poison

    Walkthrough:

    To open the gate to get to the demon queen, you need to hit the demonic runes at the six points, representing her six blades. You must hit them in order, and the book at the beginning gives you hints as to what order to do them in.

    There are 6 runes:
    Mockery - Monkey
    Grasping - Octopus
    Poisoner - Scorpion
    Hungry - Wolf
    Devious - Snake
    Night - Bat

    The book reads (random runes):
    A - 1st to draw blood.
    B and C - never cross each other.
    D is close to E.
    F gets the killing blow.

    There are a few possible combinations.
    A is always be first.
    B or C could be second.
    D or E could be third.
    Remaining D or E is fourth.
    Remaining B or C is fifth.
    F is last.

    If done correctly, the rune will spawn a Rhakshasa Guardian. If incorrect it will take you to an undead pit you must fight out of to get back to beginning. (Dimensional Door can come in handy here.)

    Once the guardian of the swords is beaten all six times, gate opens to shrine.

    Head up hall, killing a few efreets, renders, reavers. Enter the room with the queen, defeat her guardian efreeti and guardian of the Swords one last time. Then it is time to attack her.

    She will cast boiling blood, Blade barrier, and wrack of pain. She will also blur herself. Her tail will knock down anything she runs over. She has huge amounts of hitpoints, but doesn’t regen.

    She has a damage reduction of 10/good and cold iron. She is immune to electricity and poison, and has a 10 resist of fire, cold and acid.

    A lot of damage from magic missiles, and a good bowman would be ideal. Stay away from her as much as possible. Once you defeat her, shrine if you still have it, then head to her summoning circle and the chest. Stand back from the chest and have someone resistant to fire open. It will explode in a fire ball, and she will respawn totally healthy and ready for round two.

    Wash, rinse, repeat. Get your loot. You are flagged for raid, which is bestowed by Zawabi.

    New information has been compiled, listing all of the possible permutations and results for the order of the glyphs to be recited. The original post was here.

    Quote Originally Posted by Guildmaster Kadish View Post
    Credit to Scriondar for compiling this on our guild forums. There may be one or two that aren't on here, but I think this is pretty much everything:

    Poisoner(Scorpion) 1
    2 Mockery(Monkey) Grasping(Octopus) 5
    4 Night(Bat) Hungry(Wolf) 3
    6 Devious(Snake)

    Poisoner(Scorpion) 1
    5 Grasping(Octopus) Devious(Snake) 2
    3 Night(Bat) Mockery(Monkey) 4
    6 Hungry(Wolf)

    Poisoner(Scorpion) 1
    5 Hungry(Wolf) Mockery(Monkey) 2
    4 Grasping(Octopus) Night(Bat) 3
    6 Devious(Snake)

    Poisoner(Scorpion) 1
    2 Night(Bat) Devious(Snake) 5
    4 Grasping(Octopus) Hungry(Wolf) 3
    6 Mockery(Monkey)

    Poisoner(Scorpion) 1
    2 Mockery(Monkey) Hungry(Wolf) 5
    4 Devious(Snake) Night(Bat) 3
    6 Grasping(Octopus)

    Poisoner(Scorpion) 1
    2 Hungry(Wolf) Devious(Snake) 5
    4 Mockery(Monkey) Night(Bat) 3
    6 Grasping(Octopus)

    Poisoner(Scorpion) 1
    5 Hungry(Wolf) Night(Bat) 2
    4 Mockery(Monkey) Grasping(Octopus) 3
    6 Devious(Snake)
    --------
    Mockery(Monkey) 1
    5 Grasping(Octopus) Poisoner(Scorpion) 2
    3 Hungry(Wolf) Devious(Snake) 4
    6 Night(Bat)

    Mockery(Monkey) 1
    5 Hungry(Wolf) Devious(Snake) 2
    4 Night(Bat) Grasping(Octopus) 3
    6 Poisoner(Scorpion)

    Mockery(Monkey) 1
    5 Poisoner(Scorpion) Grasping(Octopus) 2
    4 Devious(Snake) Night(Bat) 3
    6 Hungry(Wolf)

    Mockery(Monkey) 1
    5 Night(Bat) Devious(Snake) 2
    3 Poisoner(Scorpion) Hungry(Wolf) 4
    6 Grasping(Octopus)
    ------------
    Hungry(Wolf) 1
    2 Night(bat) Grasping(Octopus) 5
    4 Poisoner(Scorpion) Devious(Snake) 3
    6 Mockery(Monkey)

    Hungry(Wolf) 1
    2 Poisoner(Scorpion) Mockery(Monkey) 5
    3 Grasping(Octopus) Night(Bat) 4
    6 Devious(Snake)

    Hungry(Wolf) 1
    2 Devious(Snake) Night(Bat) 5
    3 Mockery(Monkey) Grasping(Octopus) 4
    6 Poisoner(Scorpion)

    Hungry(Wolf) 1
    5 Poisoner(Scorpion) Night(Bat) 2
    3 Mockery(Monkey) Devious(Snake) 4
    6 Grasping(Octopus)

    Hungry(Wolf) 1
    2 Grasping(Octopus) Devious(Snake) 5
    3 Mockery(Monkey) Night(Bat) 4
    6 Poisoner(Scorpion)
    ----------
    Grasping(Octopus) 1
    2 Devious(Snake) Hungry(Wolf) 5
    3 Night(Bat) Poisoner(Scorpion) 4
    6 Mockery(Monkey)

    Grasping(Octopus) 1
    5 Night(Bat) Mockery(Monkey) 2
    3 Devious(Snake) Hungry(Wolf) 4
    6 Poisoner(Scorpion)

    Grasping(Octopus) 1
    5 Mockery(Monkey) Night(Bat) 2
    4 Devious(Snake) Poisoner(Scorpion) 3
    6 Hungry(Wolf)

    Grasping(Octopus) 1
    2 Poisoner(Scorpion) Night(Bat) 5
    3 Hungry(Wolf) Mockery(Monkey) 4
    6 Devious(Snake)
    ----------
    Night(Bat) 1
    5 Mockery(Monkey) Poisoner(Scorpion) 2
    3 Devious(Snake) Grasping(Octopus) 4
    6 Hungry(Wolf)

    Night(Bat) 1
    2 Grasping(Octopus) Hungry(Wolf) 5
    3 Poisoner(Scorpion) Devious(Snake) 4
    6 Mockery(Monkey)
    ---------
    Devious(Snake) 1
    2 Mockery(Monkey) Poisoner(Scorpion) 5
    3 Grasping(Octopus) Hungry(Wolf) 4
    6 Night(Bat)

    Devious(Snake) 1
    5 Mockery(Monkey) Grasping(Octopus) 2
    4 Poisoner(Scorpion) Hungry(Wolf) 3
    6 Night(Bat)


    End Reward: none
    Last edited by Lost Leader; 03-27-2008 at 01:07 AM.
    Leader of Lost Legions
    ~Sarlona~

  11. #191

    Default

    Chains of Flame

    Quest Giver: Jaefan Druz in Zawabi’s Refuge
    Level: 12 Party
    Patron: The Free Agents (7/14/21)
    Length: very long
    Entry Point: The top of the burning mountain. This is a long run.
    Prereqs: none
    Recommended Party: standard, high bluff and diplo optionals, rogue is a big asset
    Base Experience: 4,468
    Quest Info:
    --Creatures: gnolls, mephits, fire elementals, air elementals, hyenas, ogre magi
    --Traps: blades, fire, spikes

    Walkthrough:

    Buff on up and head out. Through out the quest there will be many areas where archers pelt you from above, you can cloud kill them or fight behind cover. You will get up to them eventually.

    Moving through you will pass a locked door on the right, we will call this Door Number One. Continuing on, you will pass another locked door on the right, we will call this Door number Two. Passing both, continue down into the mountain, clear as you go, free all slaves you pass. When you reach the bottom ledge, kill of the gnolls and get the key. Now to head back to Door Number Two. Heading through Door Number Two will take you up to a hall with a side room. Ogre Magi. Unkor the Gourmet, wants to have a Dwarf for Barbeque. We will have none of this! Since you were wise, and listened to the Lost Leader, you brought a high bluff character. Save the Dwarf! You will still have to fight the ogre magi to get his key, but the dwarf will give you a key to the treasure chamber upstairs. (diplo will get you the ogre magi key without a fight, but still cooked dwarf.)

    With key or keys in hand, head further up the hall, clear out more gnolls and get another key, free more slaves, and grab some loot.

    Head back to Door Number One. On the inside of the door is a fire trap, so be ready for it. Even if you disarm it, the gnolls at the top will rearm the trap if they se you, so move up together.

    The next hall is a mephit hall with your first shrine. You can come back to it, but it is a fairly long trip. Use at your own discretion.

    In the next area are a bunch of gnolls, a fwe slaves, and two separate ways out. To the north is a locked treasure chamber. If you got the key from the dwarf for rescuing him, that opens it. Otherwise, a very skilled rogue can pick it. DC is 56+ depending on difficulty level. Afterwards, travel south.

    In the next hall, go through the door to do the north. Watch out for blade traps as you make your way through the hall. Clear the room at the end of the hall. Retrieve the key from the Overseer, free some slaves, and hit the lever in the back of the room to lower the bridges above you. Now head back out the way you came and head west.

    Through the fire elemental room and into another open hallway, you will have a choice. Free the slaves up here, then choose to go through the door to the east for an optional chest, or go west to continue quest. To get the optional chest you must defeat two fire and an air elementals. When ready, cross the bridge and continue up.

    Go up the scaffoldings, across the bridges and through the locked door. This room has two exits, but the bridge north is still up, travel north first.

    Moving through the mephit tunnel and into the area with a large group of gnollish archers, free the slave and head under the bridge with all the archers. There is a room with a spike trap. The edges look safe, but they are not, watch out for fire traps along the sides. Disarm or avoid and head through. The door east is locked, so head south. Clear the hall, then travel across the bridge. Defeat the overseer, get the key, free the slaves, unlock the DC 50 chest and get some loot. At this point you should have freed atleast 15 slaves to mark off that requirement. The 16th slave freed will give you the Royal Firebrand key, which will unlock the final room later. If you don't have 16 slaves yet, there are a few more along the way, so keep and eye out for them. Head back across the bridge and go east.

    Clear out this overlook and pull the lever on the far side. This lowers the drawbridge to the shrine below. Hop down to the now lowered bridge and shrine up.

    After shrining, head across the bridge and take your first right to head to the north. This should look familiar, you were here not too long ago. Travel the route you have already taken, through the spike room, and go to the locked door. Unlock it and talk to the blind slave. Take his curse, and use a remove curse on yourself to remove it. This will open the door above and let out 4 ogre magi. Defeat them and return to Erath the Blind, he will open the door to the secret treasure chamber. After getting your loot head through the doors where the ogre magi were.

    Across the bridges, up the scaffoldings and through the fire elemental room, you will reach the Royal Chamber. The 16th freed slave gave you the key to open this chamber. Head in and face the room of gnolls and their efreet ally. Search the glistening pile of goodies to find the efreet orb, and grab your loot. Done and done.

    Return the Efreet Orb to quest giver and he will exchange it for an orb of the djinn to give to zawabi. He will also give you an end reward.

    End Reward: Standard loot choices.
    Last edited by Lost_Leader; 06-24-2010 at 03:29 PM.
    Leader of Lost Legions
    ~Sarlona~

  12. #192

    Default

    The Chamber of Raiyum
    (Tomb of the Wizard King)

    Quest Giver: Miroc Thrice-Born in Zawabi’s Refuge
    Level: 12 party
    Patron: The Free Agents (8/16/24)
    Length: very long
    Entry Point: Large central tomb in the desert
    Prereqs: none
    Recommended Party: standard
    Base Experience:
    Quest Info:
    --Creatures: ghouls, gnolls, hyenas, mummys, clay golems, skeletons, efreeti, djinni, Lich
    --Traps: blades, acid, falling floors

    Walkthrough:

    Entering the Tomb, you will find the lower section under the control of Gnolls. Wipe them out and get the crest to gain access to the upper levels. You will notice a ramp heading down into the bowels of the temple. The safest thing to do would be to go through and clear them out, picking up the seal of fire (bypasses the efreeti fight) in the process. But, the cost of doing it this way is a huge chunk of time. When I run the quest, I skip the bottom section, but everyone has a different style of how they like to do things. Power wouldn’t be a problem though, unless used very unwisely. You have four shrines and easy access to the front two.

    Choose a direction and head up. In the narrow halls watch for traps, and go single file. This helps prevent floor breakages. Sometimes, no matter what the precautions, floors will break out. If you fall through a floor to the lower levels, either the group needs to follow you down and save you, then fighting their way out of the bottom levels, or a caster can jump down and give you a dimensional door. There are also many small rooms that the doors will shut behind you. The group should move together through all doorway in the halls.

    There are three separate portions of the upper levels. We will call them East, West and Central. All three are very similar, with mummy filled halls, trapped staircases and falling floors. Each have a room halfway up with a lever and a plaque on the wall. The plaque is in an ancient tongue, and you have to be quiet smart to make out the old script. If you are able to do so, you can determine which boss is at the top of the section you are on. They are assigned randomly when you enter the dungeon. Hafez The Lion, RenameA the Jackal, and the Happy message: Here Lies the Wizard King.

    East and West will have an Efreeti guarding thefinal path, central will have an efreeti. Defeating all three of the bosses will open the special treasure chamber in the basement. After defeating Hafez and RenameA, the floor will drop out and place you near the shrine and treasure chamber. The doors shut behind you on those two fights, as well. The door and floor remains where they are when you fight the Wizard King. He has a cold shield, uses a lot of disintegration bolts, and likes long walks on the beach.

    Picking up his phylactery will finish the quest
    End Reward:standard reward list
    Leader of Lost Legions
    ~Sarlona~

  13. #193

    Default

    The Cursed Crypt

    Quest Giver: Sir Pythius the Radiant in the Necropolis
    Level: 12 Party
    Patron: The Silver Flame (7/14/21)
    Length: very long
    Entry Point: northern crypt in the necropolis, central entrance
    Prereqs: Must have completed all four of the northern Crypt quests: unhallowed, blighted, tormented and forbidden
    Recommended Party: standard, caster with jump is handy, minimum of three people for levers.
    Base Experience: 6,819
    Quest Info:
    --Creatures: Thralls of the vampire, blackbone guard, skeletons, wraiths
    --Traps: falling floors, grease and spike, force

    Walkthrough:

    First off, this quest is timed, you have 60 minutes to complete from the time you step in, so be sure everyone steps in together. Second off, be sure everyone has their silver flame or emerald claw necklace or trinket before they hop in.

    Another note, before you start. If you avoid killing any of the silver flame agents, speak to the captain at the end to get an extra chest. Flesh to stone is great crowd control against the Silver Flame Agents, as they are immune to mind affecting spells.

    Move in and clear out the large entry hall. Head west first. You will get to a closed gate, and a spectre will pop up out of the floor, telling you it is going to help you. Two ghosties fly slowly off, follow the west one first. It will open the gate up the hall to head further in. (The other ghost will be doing the same on the east side of the crypt.) Clear out the halls on this side, until you reach a large room full of small cells. The map is not symmetrical, but the concept is basically the same on the other side. Both sides also have shrines. Your job is to look through the cells for a chest with a key in it. You will not be able to see the chest without opening the door. There is also a loot chest, which you can con from outside, in one of the cells. In some of the cells are prisoners being tortures, who you can free. In other cells are badguys, who you can kill. In a few cells are silver flame guys who have been mentally enslaved. Be careful not to kill them. They are immune to mind affecting abilities and spells, though web will slow them down. Once you find the key, head back to where you first met the ghost. You can now go into the closed gate there, and free all the ghosts.

    Your two ghost buddies are sticking around, though. Travel back both west, then east. At the end of each hall you will find you ghost, who will teleport (walk into the ghost) you through the gate, to an image of Mendetto the Vampire. The vampire is standing on an altar with silver flame adherants grovelling at his feet. The job is to kill the vampire without killing the silver flame guys. If you can get to him and encircle him right off the bat, it helps to begin the battle well. The silver flame guys will be curing him, casting cometfall on you, and trying to beat you up. Direct damage spells like magic missiles work well, since they cant hit the silver flame guys. Firewall is very bad. Once you drop him on one side, head to the other side and repeat the process. This will open up the way forward from the first main chamber, up to the second level.

    The ramp up is trapped, be prepared. Clear out the top area, you will see a blocked way down with three lit skulls. In order to unlight the skulls you must head up the ramps. There are 3 chambers and an optional chest on the top level. The hallways to the far side chambers, and the hall with the chest, will have points that fall out. It is possible to prevent the falling of the floors by disarming them. There is a trapbox for each. The whole floor in front of the chest will fall out, once again, avoidable by disarming it. It is time consuming to try to get over to it. If you fall, you will cost into a small holding cell. Defeat the minions or survive long enough and the floor will fall out again to the halls below where the shrines are.

    Once you make it to the side chambers, you will see a catwalk going over a glowing green floor. You will fall through the green, even though the skeletons don't. The catwalks have force traps, so be careful. The two side tunnels are slightly different than the center. You must get to the end of the rampway, defeat the brimstone skeleton, and hit the altar. In the centerish route, you have two levers. The levers must be pulled at the same time to lower the gate with the altar and the warden. The gate will close shortly after opening. Pull the guardian out first, dispatch him, then open it again to hit the altar. Once all three altars are lit, the way down is open. There is also a new shrine that appears next to the path down.

    Down into the last chamber, where the vampire awaits with four more of his devout silver flame followers. Note: Update after Mod 5 included a change where once you engage the vampire below, the path will seal behind you. This version of the vamp is meaner than his two aspects. Otherwise, just beat him up the way you did upstairs. Up to you. After defeating him, grab the book off the altar before time runs out. This stops the timer and then you can use the altar to upgrade your necklaces. Also, a small room opens up in the back with a shrine. If you were good, and didn't kill any Silver Flame folk, talk to the Commander in the room here, and he will give you a bonus chest. It will do a single upgrade, no matter what stage you are currently at, to a maximum of the third upgrade. (The fourth is after defeating the Black Abbot in the Ascension Chamber).

    Thanks to Vorn of the DDO forums for some nice info about traps and the bonus chest.

    Another nice walkthrough is available here. It includes a map.

    End Reward: standard loot choice, upgrade your silver flame or emerald claw pendant at end of quest inside. Up to the third upgrade.
    Last edited by Lost Leader; 03-27-2008 at 01:17 AM.
    Leader of Lost Legions
    ~Sarlona~

  14. #194

    Default

    Invaders!

    Quest Giver: Guard Branson, across from the Waterworks in the Harbor
    Level: 12 party
    Patron: The Coin Lords (7/14/21)
    Length: very long
    Entry Point: Sewer entrance next to guard branson.
    Prereqs: Must be level 9 to log the quest.
    Recommended Party: Standard, rogue could be any melee
    Base Experience: 4,299
    Quest Info:
    --Creatures: beholders, flesh renders, ice flensers, fire reavers, tharaak hounds, evil cultists
    --Traps: Just Xoriat rhoomba balls

    Walkthrough:

    Buffs are not going to do you much here because of the beholders, so get your good resistance and deathblock gear out.

    Start out the door and begin clearing the hall, first step is to head north down to the bridge. This is possibly one of the most entertaining places I have ever been.

    I have to share a story, skip these italics if ya don’t care. So I dm a pnp campaign, and just before this quest came out I had an area with a large underground lake, spiring towers jutting out and bridges spanning from tower to tower. For various reasons there was a beholder on one of the bridges, and my group was fighting it. Everything was going well until their main tank rolled a 1 on a flesh to stone save, and was consequently turned into a statue… and telekinetically launched into the deep underground lake.
    So, later date, same player is playing his cleric and comes into Invaders!... ya, you see where this is going, takes the run heading down to this fight, nailed by a flesh to stone and then launched telekinetically into the lake. But here is the kicker… in DDO as a statue, you float. He sat floating at the top of the lake until the group was able to save him. And he promptly reported to me that his statue shouldn’t be stuck at the bottom of the lake in our pnp game. Beholder Rock floats!


    … sorry, had to share.

    Okay, so! Let’s move around the corner onto the bridge. Deal with a whole bunch of beholders and their ice flenser buddy. Clear them out, head further in. You will see all sorts of baddies and have to dodge around xoriat balls while you do it. Defeat the Elder Beholder at the end of the hall, check for a possible chest, and move back to the beginning. You are done with the north wing.

    Head to the south, when you open the door you will get jumped. This is the main cistern where our good friend Private Jake used to hang out. Instead there is another Elder beholder there. Kill it, deal with the flenser (this is a summon portal, so be ready for respawns to happen every minute or so) And continue to the south wing. Clear out the elder beholder there.

    Okay, now head east, clear it out and be careful when you enter the big room where the path heads north, tough fight here. Drop down and clear out the halls below, get the elder beholder and look for a possible chest. Head back up, watch for respawns, and head north.

    Use the shrine if you need it and continue north. The next right takes you to where the end boss will be, but first you need to check the north hallway and kill the last elder beholder. Also, if you haven’t gotten your chest yet it will be in one of the far north rooms.

    Once that is done, head in for the end fight. There is a random main boss at the end, one of 5 types: Beholder, Ice Flenser, Fire Reaver, Flesh Render or Tharaak Hound. Each has a chance to drop its own unique end loot, depending on which you fight.

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

  15. #195

    Default

    A Relic of a Sovereign Past
    (a.k.a. Black Anvil Mines)

    Quest Giver: Sir Kinze MacDunnam in the Sovereign Host Temple in House Deneith
    Level: 12 Party
    Patron: House Deneith (7/14/21)
    Length: very long
    Entry Point: Northern mine entrance in the Black Anvil Forest, get there through the cart at the northwest corner of the House Kundarak bank.
    Prereqs: none
    Recommended Party: standard
    Base Experience:
    Quest Info:
    --Creatures: duergar, earth elementals, fire elementals, adamantine defenders, clay golems
    --Traps: poison

    Walkthrough:

    Get some fire resist and head on in. Clear the huge main chamber, be sure to get all the duergar summoners on the ledges, to stop the flow of elementals. Now head back like you are coming out of the entrance cave. Take the first cave on your left. This is the church wing, filled with caster and deathpriests. Clear it out, defeat the main summoner, pull the lever on the pedestal and gets ome loot. Shrine up and head out. This time take the second door on the left. This is the barracks. Couple of different ways to handle this hallway. First, hack n slash the way down. Watch out, cause those champions hit really hard. Second option is to sneak right down the center. Even in loud creaky armor you won’t disturb the bad guys if you are in sneak mode.

    If you want to go for the optional adamantine ore, you will need to search out the barracks for the silver key. There is also a shrine in the third door on the right, but it is guarded inside.

    Work your way to the bottom, pull the rune lever there, grab your chest and head back up.

    Option for next part, if you want to do the ore, skip the next hall with the blackguards, and go to the silverkey locked door, back to the mines. Collect the 15 pieces of ore off of the floor. Either split them up between those who want, or do a roll off for all. If you have enough pieces you can trade them in for a special item with the smith in the back halls.

    Now head back to the Blackguard hallway. Work your way up, disable the poison traps if you have a rogue, though they are easy to avoid. When you reach the top you have another option. When you talk to the King, you are given all sorts of charisma based interactions. If you have a high intimidate you will get one route, where a high diplomacy or bluff will get you another. One route is to fight the king, get a chance, the other is to fight six blackguard and get a different chest. ….Or, you could purposefully fail the check, kill both and get both chests.

    Now grab Tesyus off of the Dias to complete the quest. And this one is no ornamental sword.

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

  16. #196

    Default

    The Titan Awakes

    Quest Giver: Karn Cold-Trail in the Foothold, though technically this quest is started at the end of Twilight Forge
    Level: 12 Raid
    Patron: The Free Agents (6/12/18)
    Length: medium
    Entry Point: End of the Twilight Forge
    Prereqs: Can only be entered through the Twilight Forge
    Recommended Party: 2 tanks, 2 casters, 2 clerics, some gravy.
    Base Experience:
    Quest Info:
    --Creatures: warforged and warforged titan
    --Traps: none

    Walkthrough:

    Okay, so on this quest I have been using a walkthrough far better than one I could have done. My hat is off to Gorby, Guild Leader of Art of War on the Sarlona server.

    This comprehensive walkthrough covers all the bases and gives a great strategy for beating the the titan. /salute
    End Reward: standard loot choice
    Leader of Lost Legions
    ~Sarlona~

  17. #197

    Default

    Zawabi’s Revenge

    Quest Giver: Zawabi
    Level: 12 Raid
    Patron: The Free Agents (6/12/18)
    Length: long
    Entry Point: through Zawabi
    Prereqs: You must have completed against the demon queen to enter
    Recommended Party: The ideal party would be a caster, a bard, 4 clerics, 3 melees and 3 rangers
    Base Experience:
    Quest Info:
    --Creatures: efreeti, fire mephits, fire elementals, fire brand gnolls, the Marilith Queen
    --Traps: none

    Walkthrough:

    Remember Holy/Good + Coldiron to bypass her DR. House D sells cold Iron arrows if you have the favor.

    Blast your way through the entry hall, the gates will slowly close behind you so move together. Head through the gate and buff up.

    Buffs: Greater Heroism, Stoneskin, blur, true sight, resist acid, fire, electric, shield or nightshield, bard buffs.

    Head through when everyone is ready. Form up by a pillar behind the queen, haste and recitation, talk and go. As much damage as possible early, get a little head start. Tanks and melees deal with the efreet, generally you can ignore the archers, they respawn and there isn’t much you can do about them. Healers use mass heals, especially when the blade barriers are coming through. Casters add what damage you can and keep stoneskin up. Archers, just stay on target on the queen. Sooner she dies the better chance of a nice clean win.

    That’s pretty much it. This isn’t the lowman strategy, and there are some more efficient power ones out there, but it is tried and true.
    End Reward: standard end reward
    Leader of Lost Legions
    ~Sarlona~

  18. #198

    Default


    A Cabal for One

    Quest Giver: Hobgoblin Lair Entrance
    Level: 13 Party
    Patron: Agents of Aronnessen (6/12/18)
    Length: very long
    Entry Point: Hobgoblin Lair, northern gianthold ruins, in the Stormfist Quarter
    Prereqs: none
    Recommended Party: standard, optional specialist rogue chest
    Base Experience: 3,092
    Quest Info:
    --Creatures: hobgoblins, winter wolves
    --Traps: blades, spikes

    Walkthrough:

    Good buffs to have: Resist Fire and Cold, True Sight, and, of course, Greater Heroism. There is also a caster who may cast flesh to stone on you, so carrying a couple of stone to flesh scrolls is good insurance.

    Clear out around the corner and speak to the traitor hobgoblin. He will give you two options. One, assist him in taking the place of leader amongst the tribe. Doing so, he will go through and clear out almost all of the traps in the compound, though he will double-cross you In the end. This route will give you his extra chest at the end of the quest. Two, call him out and kick his butt right then and there. If you do this you will have to disable the traps a long the way (bonus xp if you have a rogue) but you won’t get the extra chest at the end.

    Make a choice and head further in. You will reach a low wall with a gate, with a passage that goes around. You can jump over the wall to open the get, but either way you will need to go through the side passage to defeat a required enemy. In this side room is the ultimate trapsmiths challenge. There is a chest behind a secret door. It is trapped with the super exploding spike trap of doom. It is currently the toughest trap in the game to find and disarm. On elite you need a 61 search to find it and a total roll of 73 to disarm it. There is nothing special about the loot inside, no matter all the work it takes to get it, so bypass it if you don’t have an awesome rogue or a super evasion save.

    Clear out the hall, take the right side at the fork to clear out the shrine. Then head back to the left. There is a small room to the left you will need to deal with. Then head further in. The gates ahead are blocked, so you will need to go to the northern doors, climb the ladders and clear out both top rooms. That will open the gates, allowing you access to the final hall and throne room.

    Defeat the king, and Gardak the Traitor (if you chose that option) and get you chest(s). The kings chest will have 1 elf relic.

    End Reward: Speak to Darsak in the Gianthold for standard reward choice
    Leader of Lost Legions
    ~Sarlona~

  19. #199

    Default

    A Cry for Help

    Quest Giver: Rhakshasa Lair entrance
    Level: 13 Party
    Patron: Agents of Argonnessen (7/14/21)
    Length: very long
    Entry Point: Rhakshasa Lair, Stormeye Quarter
    Prereqs: none
    Recommended Party: standard, rogue is nice for traps, locked chest
    Base Experience: 5,086
    Quest Info:
    --Creatures: Jarilith, humans, Rakshasa
    --Traps: blades, fire

    Walkthrough:

    First things first, turn on your dm voice. You really, really need to.

    Now, follow the feminine voice through trap filled halls, fight through Jarilith and Rakshasa to free the poor damsel.

    When fighting Jariliths, remember they are a type of demon, and so have a DR of #/coldiron+holy. Rakshasas have a damage reduction of #/Pierce+good.

    Work your way down the one way halls until you reach the shrine room. You will need to clear the two side halls before you can continue forward. Be wary of enemies that open the doors to join the fights.

    Once the sides are clear, you can move into the bridge rooms that run parallel out of the shrine area. Clear both sides. Before heading further in, there is an optional under the water.

    Swim underneath and find the secret door in the middle. There is a lever which will open the side, submerged portcullis. Swim down this way to a hidden chamber. When you pop out of the water, the doors will open and bad guys will come pouring out. Cloudkill and hide in the water, or charms and have them fight each other, or both. It is a tough fight, but there is a chest at the end of it, if you have someone who can open the locked chest.

    Intelligence person using the center pillar will activate a teleportation circle that will transport you back to the shrine room. Otherwise just swim back.

    Now head further in, clearing the halls until you reach the jail cells. Kill the jailor and get the key from the far chest. Now free the damsel, who you will take home and marry and live happily ever after. Or I guess if you are a girl, then you can free the damsel, go out clubbing, and get lots of free drinks from suckers. Okay, none of the above is actually going to happen, because this is no damsel. She’s a man, baby, yeahya! Or a mean cat-demon thing with friends coming in to help her. Defeat the final Rakshasas and loot the chest in the back room.

    There will be 1 dragon relic in the chest.

    End Reward: Speak with Pheryl Barlo in Gianthold for standard reward choice
    Leader of Lost Legions
    ~Sarlona~

  20. #200

    Default

    Feast or Famine

    Quest Giver: Orc Lair Entrance
    Level: 13 Party
    Patron: Agents of Argonnessen (6/12/18)
    Length: very long
    Entry Point: Orc Lair, Stormfist Quarter, northern Gianthold Ruins
    Prereqs: none
    Recommended Party: standard, charm spells and rogue skills are good here, locked door for optional chest
    Base Experience: 4,793
    Quest Info:
    --Creatures: orcs, worgs
    --Traps: blades

    Walkthrough:

    The orcs in here tend to be high accuracy and hard hitting melees and archers. There is also an ample amount of priests to support them. The archers and melees tend to have low will saves, so charm spells are great. Get them to fight each other instead of you. Also, fearsome can really save you in here.

    There are many randomly generated spike and blade traps, so having a rogue or high spot character on point is wise.

    You will only have one way to go for a long way, fighting your way through the orc tunnels. When you reach an unpickable, locked door, you will need to go into a hall with four chambers. Oh, and watch out for that sneaky, not-so-nice, chest.

    In one of the chambers will be an orc leader with a key. Usually it is the second door on the right.

    Head further in to the tunnels, you will drop down a small pit with a shrine, and further halls. There will be a side passage with a locked door that you can pick, this will lead down to more fighting and an optional chest.

    Further in will take you to another series of four chambers, get a key and continue on.

    The last hallways are filled with orcs, and finally their leader, take him out to get the end chest.

    The chest will have 1 elf relic.

    Optional: After the final battle, you can take on the returning raiding force in the back of the hall. If you survive it, you can exit out to an otherwise unreachable area in the northeast of the gianthold ruins. There is a chest up here.

    End Reward: Speak to Raksul in Gianthold for standard reward choice
    Leader of Lost Legions
    ~Sarlona~

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