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  1. #141
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    Thrall of the Necromancer
    (Delera’s Tomb part 5/5)

    Quest Giver: Hargo Kimmare in Delara’s Graveyard, you must bluff him with a score of 3 bluff, or bribe him, to get the quest. Bluff him, then go speak with Delera's shade in the same entrance as Delera's part 3. This is considered a quest (return to Delera's, which you get favor for.)
    Level: 8 Party
    Patron: House Jorasco (6/12/18)
    Length: long
    Entry Point: Behind Hargo Kimmare
    Prereqs: must have completed the first trio of the Delera’s quests to log this quest, though you can enter to assist an ally.
    Recommended Party: Standard, rogue is very helpful
    Base Experience:
    Quest Info:
    --Creatures: skeletons, wights, oozes, slimes, ghouls, specters, wraiths, human necromancer
    --Traps: fire, poison, cold, spikes

    Walkthrough:

    Once you manage to get the quest logged, head on in. Be careful down the first hallway for the fire trap. (It used to be a single burst fire trap, but not it repeats and has a trap box) Continue through and clear the large entry chamber. The second lever on the left when you enter is the correct lever for the door above. If you are going for conquest you will want to pull two additional levers.

    Clear the top of the stairs and head further in. Beware the middle of the hall, go around the side pillar. There is a poison trap in the middle that is not disable-able. Head down the hall, but be careful of the ice trap jets. Disable them with a box by the narrowed tunnel. That portion of the hall is also trapped by poison, with the box on the opposite side of them.

    Move in to the next room, clearing it out. Step on the pressure plates to open the side doors. Head left first, towards the shrine. There is a spike trap in the large room, and a fire dart trap down the hall. Both have trap boxes. Clear the shrine and the pull the bottom lever. Save the shrine if you can and head up the other direction. Begin clearing the other side. At the door with three levers, choose the lever nearest the door. The others will just get you shot in the head. Be careful because the doors shut behind you.

    Continue clearing to the room where the floor falls out into a pit of slimes. Kill those too for conquest. Climb up and finish off the last room, be prepared for it to close up tight behind you.

    Now just head back to the main room and go up the middle, clearing out new spawn. Buff up before pulling the lever. Lighting resist is a big one, to help mitigate the damage from chain lightning. Attack the necromancers first, and the rest will drop. 2 of the 3 end chests are locked.

    Head back up to speak to the ghost of Delara for your Semi-static end reward.

    End Reward: Semi-Static loot list.
    Leader of the Lost Legions
    ~Sarlona~

  2. #142
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    Tomb of the Shadow Guard

    Quest Giver: Bragdii Wyvernborne in the Necropolis
    Level: 8 Party
    Patron: The Silver Flame (5/10/15)
    Length: long
    Entry Point: necropolis eastern crypt, northern tomb
    Prereqs: none
    Recommended Party: Standard, cleric with Deathward is necessary
    Base Experience: 3,160
    Quest Info:
    --Creatures: phase spiders, shadows, umbral worgs, umbral gargoyles, spectres
    --Traps: spikes

    Walkthrough:

    Main thing in this quest is to be sure everyone has water breathing, there are some very long swims. Pretty much, 60% of the quest is swimming through submerged corridors.

    The quest is completely linear with only one optional path. There is one point where you drop down and have a choice of going right or left into submerged corridors. Right will continue quest, left will take you to an optional chest, after a very long swim.

    If you kill as you go, you will definitely get all the named and complete the quest when you get to the end.

    One of the named in this quest likes to use a solid fog and cloudkill combo, so be prepared for it.
    End Reward: standard loot choice
    Leader of the Lost Legions
    ~Sarlona~

  3. #143
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    Tomb of the Shadow King

    Quest Giver: Samir Sirka in the Necropolis
    Level: 8 Party
    Patron: The Silver Flame (5/10/15)
    Length: long
    Entry Point: necropolis eastern crypt, eastern tomb
    Prereqs: none
    Recommended Party: standard, cleric with deathward
    Base Experience: 3,568
    Quest Info:
    --Creatures: Invisible Stalker, Phase Spider, Shadow, Umbral Gargoyle, Umbral Worg, mummy
    --Traps: none

    Walkthrough:

    Undead in the holy lights of the tombs are cursed, so use the light of the flames to fight before extinguishing them. First, work your way around the outer diamond, extinguishing lights as you go, get the outer wings as you reach them.

    Then get the lights on the inner diamond, and finally get the one in the middle. This will wake the mummy in the beginning. The mummy is invincible until you get him to the holy chamber on the opposite side. The chamber will only open when you lead the mummy to the door. Leave people in the center chamber to work the gates, and send a couple to go get the mummy and lead it across the dungeon to the opposite side. Get it inside the light chamber, have two people climb up to operate the light levers. Once the lights are on the mummy is vulnerable.
    End Reward: standard loot choice
    Leader of the Lost Legions
    ~Sarlona~

  4. #144
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    Tomb of the Shadow Knight

    Quest Giver: Gunther Gloomtender in the Necropolis
    Level: 8 Party
    Patron: The Silver Flame (5/10/15)
    Length: long
    Entry Point: Eastern Crypt, southern tomb
    Prereqs: none
    Recommended Party: standard, cleric and deathward are necessary
    Base Experience: 3,160
    Quest Info:
    --Creatures: umbral gargoyles, shadows, phase spiders, wraiths, mummy
    --Traps: all types

    Walkthrough:

    A cleric and lockpicker are necessary here, rogue is better than knock, since there are many traps. Drop down to the beginning where the mummy lies at rest. Your job is to light the 4 altars which will wake the mummy, who you then take out.

    Working your way around the tomb is tough without deathward. It blocks the constant strength damage of the shadows. The Tomb itself is easy to recognize the pattern. It is a symmetrical square, with an altar in each of the 4 corridors. Work your way through methodically and use magic as necessary, there is a shrine at each altar.

    Note: There is one wing that has caused a few players trouble in the past. They reach a gate with no lever, and no way to open it. Searching around the walls does not reveal a way to open the gates. If you are here and having this problem, don’t worry, things are looking up. Literally. Look up. There is a lever on the ceiling hidden in some cobwebs. You can use a range weapon to open the gates.

    Defeating the mummy will complete the quest.
    End Reward: standard loot reward
    Leader of the Lost Legions
    ~Sarlona~

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    Tomb of the Shadow Lord

    Quest Giver: Xaeon Penthrax in the Necropolis
    Level: 8 Party
    Patron: The Silver Flame (5/10/15)
    Length: long
    Entry Point: Eastern Crypt, eastern tomb
    Prereqs: none
    Recommended Party: standard, cleric with deathward, party must split into two groups and be strong enough to handle it
    Base Experience: 2,548
    Quest Info:
    --Creatures: phase spiders, shadows, umbral gargoyles, umbral worgs
    --Traps: none

    Walkthrough:

    There are several places through this quest where the party needs to split into separate groups. Usually it is simultaneously pulled levers, so voice chat is very helpful.

    Both parties will need to be able to hold their own, so plan the group with this in mind.

    Once the groups split, the quest remains linear and they will meet back up, only to split again shortly after, and again after that. Be sure to keep deathward on, to protect from the negative energy effects.
    End Reward: standard loot choice
    Leader of the Lost Legions
    ~Sarlona~

  6. #146
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    The Xorian Cipher
    Quest Giver: Gatekeeper Chulkash above the Garden of Respite
    Level: 8 Party
    Patron: House Jorasco (7/14/21)
    Length: long
    Entry Point: The Altar at the end of The Path to Madness
    Prereqs: The Path to Madness
    Recommended Party: standard, there are 24 int, 20 wis and 24 cha runes optional, in this quest. A rogue is necessary for the traps.
    Base Experience: 4,520
    Quest Info:
    --Creatures: skeletons, tharaak hounds, drow, scorrow, scorpion, named icebone skeletons
    --Traps: Xoriat Balls or ‘Rhoombas’, spikes, force, blades

    Walkthrough:

    A common loot run, adventurers will run this quest multiple times to try to get the coveted Planar Gird, Chaosguardes and Reaver Rings. The runes are not necessary, but they do make life easier by blocking out the Xoriat balls. Deathward is very helpful to block some of the worst effects of the rhoombas, and protection form cold and resistance to cold can help mitigate if you get hit with a polar ray from a ball.

    The runes are Charisma, Intelligence and Wisdom. The DC's vary throughout the quest from 19-23, but a score of 23 will get any of the respective runes.

    The treasure room is behind the secret door in the library, the keys to two of the rooms, iron and gold, are in the side wings of the halls that have a pressure plates. The Reaver Ring drops from the Iron chest.

    Step on the four pressure plates, two in each hall, to open the force barriers. The group on the left has to complete the floor puzzle to open the gates to the following hallways, and to the shrine. Both runes must be lit. There is an Intelligence rune on this side. The group to the right just needs to live while the other group does the puzzle. The wisdom run to turn off the orbs is behind the barrier to the north.

    Once the puzzle is down, it will spawn the three brothers. They are frostbone skeletons (used to be spectres). After they are defeated there is a shrine to the north if you need it, then head east.

    The hallway is full of traps, use caution. The door to the left, hug the left wall and everyone move together, the floor will break out. If everyone stays to the left side of the room and moves together, then all will be able to get the chest on the opposite wall.

    After getting your loot, drop to the bottom, defeat the scorpion, and retrieve the green key. Now is a good time to go back to the treasure room and open all three little rooms. All the chests are trapped, two of them have two trap boxes. The Gird and Chaosgardes can drop in the green chest.

    (At this point, many groups will simply recall out and wash/rinse/repeat. It is not necessary to complete the quest if you are just loot running.)


    If you are completing the quest:

    Now head back out towards where you got the green key, head down the hall that you haven’t been through yet. Follow that area to the end. Behind the closed door is the final fight, be sure you are buffed and ready, include fire and acid in your preparations. The final room includes several Thraak Hounds, Drow Elven priests, Scorrows as well as undead that will jump you from behind. The Hound of Madness is also in there, a red named Thraak Hound with a mean regeneration rate. When the hound dies, it stops the xoriat balls in the end room.

    End Reward: standard loot choice.
    Last edited by Lost Leader; 04-17-2008 at 09:28 AM.
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    The Church and the Cult

    Quest Giver: Inquisitor Lightbringer, above the Golden Wing Inn
    Level: 9 Party
    Patron: The Silver Flame (5/10/15)
    Length: long
    Entry Point: South of Inquisitor Lightbringer, The Temple of Vol
    Prereqs: none
    Recommended Party: Rogue, caster, caster, cleric, melee (tank preferred), extra
    Base Experience: 1,779
    Quest Info:
    --Creatures: wights, skeletons, zombies, elf, human, winterwolf, fire mephit, ice mephit, blackbone skeleton, spectre, black wolf, red-name vampire
    --Traps: ice, fire, blade, spike, sonic, force

    Walkthrough:


    Walk in, talk to the dude in front to open the side passage. Quickly kill the arcane skellie who pops up from the ground. Then quickly go through the door and drop the necro. (web seems to work well on both those chumps).

    Spot the secret door and head into the actual temple. Rogue will need to disarm a spike trap on the entry way to the central hall. Also, a secret door hides a shrine, open it to take out guards, and to leave the shrine open incase of emergency. Don't use this shrine yet.

    Clear out the main hallway of all the casters. Some will cast PK on you, so I recommend wearing deathblock gear or cast deathward.

    After clearing the main hall, examine the book on the altar to open the side passages. One side opens and seems very cold, another is stifling heat. Enter the hot side first, letting the rogue lead the way. There are many traps, 2 of em right off the bat on entering.

    I would forgo breaking sarcophagi, they release undead that you really don't need to deal with.

    Work your way down to a wooden double door. (it is down a short staircase, behind a central pillar with a fire trap on it. Stop here and fire protect the group. (haste is nice too) Open the door and take out the mephits, light the rune at the back of the room, then head back up to the central chamber.

    Now on to the ice side. Once again there are many casters who will try to PK you from time to time, so deathblock can be nice down this side. There are traps here as well, but they seem to start further down the hall. A few ice wolves with a frost breath weapon. Fight down the hall until you get to the wooden double doors. Have the rogue disarm the trap box outside to get rid of the central blade trap. Resist/Protect cold on everyone to prevent damage from the ice geysers. Enter and clear the mephits without getting near the outer walls. The outer walls have blade traps, 2 boxes to disarm them, one on either side of the room. Light the rune and kill the skellies that spawn.

    There is a secret door behind one of the ice curtains, have this opened and head in. Rest up, dodge the ice fountains and head back up to central hall. (If someone has power, can have them rest last and ice protect everyone for the short run through room, but it isnt usually necessary.)

    Approaching the central door in main room, it will open. Deal with the caster, skellies and wraiths on the way down, also a few traps, so be careful. Once ya get all the way through and have only the big metal grate between you and the vamp, take stock. Couple of options here. If power is good, I would say go ahead and go for it, if not, can have everyone meet in beginning shrine (the one you left till now) buff up, refill power, then run down together.

    Buffs you need to cast are deathward, resist fire, pro fire and pro evil. He likes to flamestrike, slay living, and he has a domination spell that the pro evil helps to protect against.

    Head in and split up and surround him, letting the tank and rogue engage in melee. Stay seperated so his flamestrike can only hit one at a time. Casters unload magic missiles, firewall, your favorite damage spells. If two clerics, set one cleric as offense and one as healer. Offense cleric should unload searing light and cure spells at the vamp (some like to use smite evil, but I found it didn’t do as much dmg for the power cost) Cure spells hurt him, but he usually saves for half dmg.

    A short way into the fight he will phase out and summon a pack of wolves. Have the melees deal with the wolves, keeping them off the casters so that the trips dont waste spell points. Casters, as soon as he reappears continue to barrage him with damage, he will regenerate quickly, so you have to keep the damage constant. He will continue to phase in and out, just start kickin his butt as soon as he reappears.

    Throughout all this, he will be casting blindness and dominate, so clerics need to be ready with blind remove and dispel magic.

    Also, try dispelling the vampire, this helps make him easier for the melees to hit him.

    Specific Loot:
    Fragment of the Silver Flame - constant pro evil trinket
    Silver Longbow - +2 Holy Longbow with high crit range and silver Damage Reduction
    Blood Plate - +2 Deathblock Fullplate
    Cloak of Shadows - +7 to Hide and Move Silent +2 Protection

    End Reward: Standard loot choices
    Leader of the Lost Legions
    ~Sarlona~

  8. #148
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    Entering the Gate Chamber
    (The Abandoned Excavation A.K.A. South part 2/3)

    Quest Giver: Sal Danek, though you actually speak to Zaveera Halfspear to get this quest, she is by the central or southern dig site
    Level: 9 Party
    Patron: House Phiarlan (5/10/15)
    Length: medium
    Entry Point: Southern (central) Dig Site in the Threnal Ruins
    A couple of pictures to help get there:
    How to get to the Threnal Ruins in House Phiarlan.
    Map of the Threnal Area by Geoffhanna.
    Prereqs: Must have completed the first part of the series to be able to advance, though you can still enter to assist an ally.
    Recommended Party: standard. Rogue or Knock is a must. Rogue preferred.
    Base Experience:
    Quest Info:
    --Creatures: rust monster, thraak hound, slime, beholder, gargoyle, spider, ice flenser, flesh render, fire reaver, earth elemental, iron golem
    --Traps: fire, force, spikes

    Walkthrough:

    Head back down to where you picked up the black moon scroll, you do not need to stop for the cave beholder this time. Head through the gate.

    Clear out the halls, beware the beholder behind one of the doors. When you pull the lever at the end of the hall it will spawn several mephits, be prepared.

    There is a secret door with a chest next to where the Iron golem charges you.

    Be careful when entering the next room, there will be fire reavers above you on the catwalks. If you avoid using the ladders to get in and out of the water, you will avoid spawning a couple extra earth elementals.

    Work your way up top and clear out the catwalks, pulling the levers will open the doorway up top. Be sure to move in together because the door will shut behind you. At the end of the trapped hall is a mean Elder Beholder. Take him out and retrieve the key. This key unlocks the door back by the Iron Golem. Head through and work your way over the bridge to speak to the man with a striking resemblance to Coyle. The quest will automatically advance when you head into the next part.

    End Reward: none
    Last edited by Lost Leader; 08-10-2008 at 03:31 PM.
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    The Fane of the Six: Cleansing the Temple
    (Cult of the Six part 3/6)

    Quest Giver: Bruku, Elder of Grey Moon
    Level: 9 Party
    Patron: House Deneith (4/8/12)
    Length: medium
    Entry Point: Temple of the Six, front door, top of Sorrowdusk
    Prereqs: Must have completed previous 2 parts of Co6 to advance, though you can enter to assist an ally.
    Recommended Party: standard
    Base Experience: 1,936
    Quest Info:
    --Creatures: human cultists, gargoyles, spiders
    --Traps: none

    Walkthrough:

    Enter into the temple from the front doorway. You can skip the side tunnels and just head straight in, though the second hall on the right will sometimes have a named spider and a chest.

    As you cross the bridge, stop and look to the right. You will see an altar sitting in the middle of the room. If you have ranged weapons, you can destroy the altar from a distance, avoiding the gargoyle fight there later.

    Head down the hallway, the next altar is on your left, on an inactive floor puzzle. Pass the shrine, use it if you need, and continue in. Take a left and the intersection, there is another altar on another inactive floor puzzle tile down the left hallway. There is also a lever which will open up a portcullis up to the rear entance. Run straight up the side tunnel towards the rear entrance, but do not leave yet, You are not done. Moving up here will mark off the ‘find the rear entrance’ objective. Head back up to the main hall and continue on. Destroy the last two altars on the way (if you didn’t range the first one, then head up the stairs to the last altar, fight off the gargoyles.) When complete you can finish out and head back to Bruku to advance.
    End Reward: none
    Leader of the Lost Legions
    ~Sarlona~

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    The Fane of the Six: Fall of the Prelate
    (Cult of the Six part 4/6)

    Quest Giver: Bruku, Elder of Grey Moon
    Level: 9 Party
    Patron: House Deneith (4/8/12)
    Length: long
    Entry Point: Temple of the Six, back door, top of sorrowdusk
    Prereqs: Must have completed previous 3 parts of Co6 to advance, though you can enter to assist an ally
    Recommended Party: standard
    Base Experience: 2,044
    Quest Info:
    --Creatures: human cultists, fire mephits, spiders, wights, gargoyles
    --Traps: none

    Walkthrough:

    This time enter through the back door of the temple, the one you opened at the end of the last part.

    Head straight in, clearing out cultists, and complete the floor puzzle. Then turn and head back into the temple. At the crossroads take a right. Clear out the cultists near the shrine, and then swing in and complete the small floor puzzle. This will lock down a portcullis and release some fire mephits.

    Note: you can avoid this fight by leaving the puzzle piece closest to the entrance for last. As soon as you turn the last piece, hop out of the room. The door slams shut after you slip out, locking in the mephits.

    Now head up the hallway from the shrine, up to the bridge. Hop down off the bridge and move down the stairs, go on through the large, now open, doorway. The first room on the right has spiders and a lever to open the next hall.

    Tip: The Fane of the Six: Fall of the Prelate has a preq of a high STR char (18 I think) to bash down the doors to the levers (spider/undead rooms). (Thanks to Pizzandew for this tip.)

    Then the door on the left has gargoyles, a secret room in back and a chest, the one on the left has wights and a lever to open the way into the final hall. The hallway left is closed, that is the exit way, for after you defeat the prelate. Move further in, drop the prelate. Hit the lever up top to open the exit path. Grab the loot in the back before leaving. The exit route is filled with fire mephits.

    Note: You can haste up one person, who can sprint to the exit and finish the quest. He can then recall out before the mephits reach him, if he is quick enough. The rest of the party just sits safe and recalls when the quest is complete.

    Head back to Bruku to advance.
    End Reward: none
    Last edited by Lost Leader; 05-16-2009 at 05:40 PM.
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    Gateway to Khyber
    (Vault of Night part 3a/6)

    Quest Giver: Barrow d’Kundarak is bestower of VoN series, this has been updated by Marek the halfling in the Everfull Flagon, and the update again with Chactidae Falacnuma by the wagon at the base of the House K bank
    Level: 9 Party
    Patron: House Kundarak (3/6/9)
    Length: short
    Entry Point: Cart at the base of House K bank
    Prereqs: must have completed VoN 1-2 to advance this quest, though you can enter to assist an ally on the quest.
    Recommended Party: standard, int run 14 is necessary to complete quest VoN 3b
    Base Experience:
    Quest Info:
    --Creatures: trolls
    --Traps: none

    Walkthrough:


    Simply make your way through the trollish army, defeating the four soothsayers holding the protections over the entry into the caves. There is a shrine you can use before entering the main quest.
    End Reward: none
    Leader of the Lost Legions
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    Haywire Foundry
    (Vault of Night part 4/6)

    Quest Giver: Barrow d’Kundarak is bestower of VoN series, this has been updated by Marek the halfling in the Everfull Flagon, and the update again with Husk Apparatus Collector in front of the Ever Full Flagon.
    Level: 9 Party
    Patron: House Kundarak (6/12/18)
    Length: long
    Entry Point: in the door behind Husk
    Prereqs: must have completed VoN 1-3 to advance this quest, though you can enter to assist an ally on the quest.
    Recommended Party: standard
    Base Experience:
    Quest Info:
    Creatures: adamantine defender, mithril defender, warforged, slime, arcane ooze
    Traps: fire, spike, blade, acid, poison, pits

    Walkthrough:

    This walk through will go through the quest on a slightly more thorough basis than most players currently experience. It is possible to send solo runners to the two side levers and mitigate much of this dungeon.

    Before you get moving, many of the warforged in this dungeon will cast magic missiles. Shield or Night Shield is a great defense in here.

    Okay, enter in through the lava tunnel. Pull the lever, talk to the warforge, get into the foundry. At the crossroads BE SURE TO SPEAK TO THE STONE FACE. You will not be able to complete the quest if you do not do this simple step. Now pick a direction. Either one will do.

    We will start with the right side passage. Watch out for dropping floors. Stay to the right wall as you move through. The first drop can be avoided with a trap smith, the second cannot be avoided, so stay to the right so that you fall onto the pipes and can walk across. Optional: There is a chest about halfway down this huge pit. If instead you drop down the left hand side, halfway down is a tunnel leading in to a room with a chest. Once down there you need to travel through some acid traps and hop some pipes to get back up. Most groups will skip this because of the time involved.

    Okay, head further up the hall and break through the doorway. Open the lever to the shrine room once you have a lull in the fighting.

    On the far side of the room is a ramp leading up to the catwalks. There is a large area spike trap in front of the ramp, the box is back underneath the ramp. Head up onto the bridge, but be ready for the fire jets. They are turned off by several valves. Working your way across the catwalks, picking off warforged casters as you go, you will eventually reach the top with a lever in a small alcove. The alcove is heavily trapped, and whoever pulls that thing is going to be a pincushion if you do not have a rogue with you. There are two boxes that must be disarmed. The first is obvious, the second is out round a narrow ledge to the side.

    Once done head on back down to the main crossroads and head up the other direction. Send the rogue first to disarm the three boxes up the pillar for the blade traps. At the top break through the door, clear the area and open the door to the shrine room. You are now on the opposite side from the room you just pulled the first lever. Okay, back out into the new side, clear it out, work your way up the stairs and across the upper level. You will reach the lever at the end. This one is now trapped, but it will cause a freak power surge that will lower all the security fields. Insane warforged will come charging out to try and eat you.

    Fight back down to the main hall, the gate is now open for you to go forward. Fight through, choosing a side to work around, they both lead to the same place. When you reach the other side, search out the secret door for an extra shrine, but be careful of the trp at the entrance. The 2 boxes are inside behind the shrine. It is use it or lose it, unless you leave someone out here to let people back through the gate you are about to go through.

    Heading through the gate you will reach a complex rune puzzle. 3 central wheels and 3 outer wheels. First thing to take note of is the rune the central wheel is on, second thing is to notice the rune marked on the inside of the central pillars, behind the grate. That rune is an upside down ‘U’, often called the ‘elephant’. Okay, first step is to unlock one of the central run wheels by moving the adjacent outer wheels to match the rune currently on the inner wheel. Once that is done, the inner wheel will unlock and you can move it to be on the ‘elephant’ rune. Once you start hitting the wheels, slime will start plopping down all around you. Have your companions keep you clean of slime. Repeat this process with the other two inner wheels to get the key in the center chest.

    Open the door to the next chamber. You need to defeat the foundry’s metal guardians, several iron golems, mithril defenders and one really mean iron golem. Once they are dealt with you can get the key to the portcullis that blocks a lever to initiate the self destruct. Don’t pull that just yet.

    First buff up. If you have them available you will want Jump, resist fire, haste, resist acid, neutralize poison. Those buffs are listed in the order of importance. Once buffed up, hit the lever and begin the mad dash. First you have to jump up a series of broken pipes and bridges, then its just run through acid and poison trap, breaking floors and fire spouts. When you reach the blast doors hold up for the party to catch up to you. Once everyone is there, or you are running out of time, head through. Move through the hall to the closed up drawbridge. Hug the left wall before the fire spout of the exploding foundry hits you, and fight off the fire elementals.

    The drawbridge lowers, go talk to haywire and grab the lightning rod to complete the quest.

    Now go speak to Marek the halfling to advance the quest.
    End Reward: none
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    The Jungle of Khyber
    (Vault of Night part 3b/6)

    Quest Giver: Barrow d’Kundarak is bestower of VoN series, this has been updated by Marek the halfling in the Everfull Flagon, and the update again with Chactidae Falacnuma by the wagon at the base of the House K bank. This will take you into Vault of night 3a, at the end of which is the Jungle of Khyber, this quest, 3b
    Level: 9 Party
    Patron: House Kundarak (9/18/27)
    Length: very long
    Entry Point: Inside VoN 3a, the Gateway to Khyber
    Prereqs: must have completed VoN 1-2 to advance this quest, though you can enter to assist an ally on the quest.
    Recommended Party: standard, int run 14 is necessary to complete quest VoN 3b
    Base Experience:
    Quest Info:
    --Creatures: drow, scorpions, scorrow, trolls, beholders, iron golem, re-named Marut
    --Traps: force, sonic, lightning

    Walkthrough:

    This is a great experience and favor quest, as well as being part of the series to flag for Velah. This walkthrough will be a thorough run for a group looking for the full conquest bonus. Before going any farther, be sure you have someone who has a 14 intelligence for the runes. It is absolutely necessary to complete the quest.

    Okay, to start off with, buffs. The drow casters in here will rotate between fireball, orb lightning, icestorm and magic missiles. The prophets will use inflict wounds and searing light. Set up defenses as you feel is necessary to deal with this.

    Now head in, hug the right wall and go up the ramp. There is a named and two little drow casters, defeat them for the chest. Now hop down and clear out the scorrow and all the scorpions.

    Haste and have everybody lean into the door, ready to bolt in. Have the rogue stay back and pull the lever, as soon as that door opens, if everyone goes full speed into the next room, they will get in before the nasty force trap goes off.

    While the group clears out the badguys, the rogue can slip through and disarm both trap boxes. If the named is there, wait for the rogue to disarm the trap on the chest. Move further in and kill the scorrow and drow.

    The closed door houses the trollish ambassadors. If the named is there, have the rogue disarm the lightning trap before opening the chest. Be sure to break the barrels.

    The lever in the next room will close the door behind you, spawn a room full of scorpions, and let a scorrow priest in, as well as allow a drow caster from above slam the doorway with spells. Open the door when you are ready for a fight, then back up out of range of the drow caster. Clear the room, then move out to deal with the drow above and the scorrow in the hallway below.

    There is a shrine above a msall rock wall at the farside of the room. Continue on when ready, approach the door to trigger the earth elementals. Once they are defeated, a wave of drow will flood the hallway, casting spells and firing arrows. Onec they are cleared out, head further in. Have the rogue disarm the trap on the next door.

    In the next hall is a scorrow rogue sneeking around, and three drow to your left guarding a chest. Clear them out, pop the chest and kill the scorpions that come out to visit. Head further up the hall, breaking barrels, when you approach the defensive drow line of archers and shaman, a stealthy group of drow will jump you from behind.

    Clear them out and continue down the hall, killing drow as you go. When you reach the Marut devastated hallway, get ready for a big drow fight. The next hallway is a large drow camp, with many casters and priests. After dealing with it, go right to a room filled with archers and a chest. Then head out the other way. Taking out drow as you go, at the crossroads take a left, this will lead to another small drow party. Another little group of them sits in a dead end hall further left. Now circle around. There will be a hole in the ground in the alcove to your left. Inside is a room filled with drow casters and priests, get ready for them and hop down and kick some butt. Sometimes there is a named in here and an extra chest. Either way, break all the breakables to get ransack, and continue up the ladder and deeper into the tunnels.

    Stay straight at the crossroads (a right turn will circle back the way you came) and move up to a fire with the last of the drow in the upper tunnels. Take them out and clear the archers from the shrine. Grab the key in the chest, save the shrine for a bit if you can.

    The next hallway leads into the beholders’ domain. A huge hall filled with mushrooms, flanked by two overlooking ledges. It is recommended you leave a cleric well back from the party, out of the fight and out of sight of the beholders. If things go badly, little ghosts of fallen adventurers can run back to the cleric for a raise dead spell.

    The first hall is a crossroads , the path splits three ways. Straight takes you into the bottom level of the main mushroom chamber, left and right each takes you up to the respective flanking overlooks.

    There are three beholders that patrol the crossroads. Deal with them then head up left. The cleric can move up to the crossroads at this point. Check for the named beholder that sometimes lives on this overpass. If he is there then kill him, grab the chest, then circle back to the crossroads and up to the right side. There are two beholders up here, sometimes a third who is a named. Deal with them, grab the chest if it is there and get ready for more. Now drop down at the far end of the overpass, there is a beholder at a blue force door. Then turn around and hop up the mushrooms, take out the final three beholders patrolling the rest of the room and firing from mushrooms above.

    Now search the room for the random location intelligence runes which are necessary to drop the force door. Head back and shrine, it is now ‘use it or lose it’.

    Head out of the beholder halls and up to the cliff face overlooking an underground lake. If you want, there is an optional to the left. You must hop across some small ledges on the left wall up to a drow caster and his iron golem, the protect a chest. Then you can jump with featherfall to the right, over the cliff face and into the last defenses of the drow.

    If you miss the jump or don’t have featherfall, there is a geyser that will launch you up and over the wall.

    Do not use charm spells here, unless you need to slow down the fight. As you clear each room, another will open up, until you have taken out almost all of the defenses. Behind one door is a shrine, the next holds a chest, the last leads further in.

    Before going further, back up the party into the shrine room. Set up a melee wall, with the ranged and casters in the shrine room. Now have one person head out and grab the attention of the 3 named bosses sitting in the next hall.

    The beholder will get stuck and not follow, but the drow caster and the mean troll will follow. Use your shield wall and deal with them, the troll is red named but the drow is not, so use an instant kill spell if you want on the drow.

    Once they are done, a good method for the big beholder is to stay out of his range and shoot him, or use damage over time spells and stand back.

    When that is clear, buff up the melees with lightning and sonic resist, then shrine up and head out for the last fight. Grab your chest on the way.

    Okay, do not head into Veil’s room yet. Set up the melee wall in the doorway, have the caster/range/cleric stand by the chest. Now send in someone to talk to Veil. After speakin to her, retreat to the party. The earth elementals will pop up and charge the melee line. After taking them out, have your puller run in and grab the Marut. Bring him back to the melee line, kick his butt. Remember that chaotic weapons will bypass his damage reduction. Not Adamantine. Chaos includes anarchic weapons as well.

    No more chests, recall out when you are done and return to Marek the halfling to advance. Oh, and don’t head back towards the shrine, that whole hall is filled with earth elementals.
    End Reward: none
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    The Keeper’s Sanctuary
    (Sequel to the Haunted Library)

    Quest Giver: Archin Muriose in the Drowning Sorrows Tavern
    Level: 9 Party
    Patron: House Phiarlan (4/8/12)
    Length: medium
    Entry Point: Delara’s Graveyard, south of Delara’s Tomb
    Prereqs: Must be flagged for having completed the Haunted Library atleast once, to get the quest, though can enter to assist allys.
    Recommended Party: standard
    Base Experience: 1,612
    Quest Info:
    --Creatures: zombie, ghoul, blackbones, thraak hounds, adamantine defender, spectre, iron golem, mummy, human
    --Traps: acid, spike, blade, dart

    Walkthrough:

    Enter in and get ready for lots of undead. The foyer will slam shut around you, dart traps on the walls. Kill of the zombies and ghouls and head further in. Beware the bonfire n the middle, it bursts into a massive flame thrower if you get close.

    A secret door north will get you to a lever to open the next hall. Watch out for cloudkills from the arcanes.

    Don’t take the secret door to the east yet.

    Head west, watch out for the dead body in the middle, get to close and you will be in for an unhappy surprise. Secret doors north and west, south is an empty room. Head north first, clear the room and grab the first required scroll: embalming.

    Now head west. The room of columns is full of bad guys, go ahead and clear it out for easier navigation later. A secret door to the southwest contains an acid trapped chest guarded by Tharaak hounds.

    Head to the open room on the north wall, pull the ‘K’ lever. This opens the door to the west. Head that direction. There is a secret door in the north of the shrine room. Open it up and go through. Pull the ‘N’ lever. Now head back to the column room. The south door is now open. Secret doors are to the east and west. The western door opens up to a room with an optional scroll guarded by a spike trap. The east opens up to ‘L’ lever guarded by a big metal dog.

    Back through the column room to the north. At the end of the hall is a secret door. Defeat the mummy warden and retrieve the blue key.

    Now head back to the flame thrower room and head east. Defeat the Pirestess at the top of the stairs. Pull the ‘H’ lever and pick up the note. Read it for a peek at things to come in later quests. That lever opened the door to the south. This room has two secret doors and a trapped wall. Secret door west leads to a shrine room, south is the backwards ‘F’ lever.

    Back to the big room, the east door is locked but can be picked. Head down the hall for an optional. Watch out for the blade trap. Defeat the mummy for a chest.

    The northern wall to the west is the blue key hall. Hold off on that one if you are doing the optional, head to the north door, now opened by the last lever you pulled. There is a secret door at the back of the book shelves. Grab the book at the back for another optional, be careful because it is trapped. Now head back to the blue doorway.

    Head up the hall and be careful of the blade traps. Defeat mummy number one to get through to the big guy. As you hurt the big mummy, side doors will open to release more undead into the fight.

    Once you are done, collect the last scroll to finish the quest.
    End Reward: standard loot choice
    Last edited by Lost Leader; 12-12-2007 at 05:35 AM.
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    The Library of Threnal
    (The Eastern Excavation part 1/3)

    Quest Giver: Sal Danek
    Level: 9 Party
    Patron: House Phiarlan (3/6/9)
    Length: short
    Entry Point: The eastern dig site in the Threnal Ruins.
    A couple of pictures to help get there:
    How to get to the Threnal Ruins in House Phiarlan.
    Map of the Threnal Area by Geoffhanna.
    Prereqs: none
    Recommended Party: standard
    Base Experience:
    Quest Info:
    --Creatures: spiders, oozes, fire and air mephits, trolls, ogres, fire reaver, rust monsters
    --Traps: blades, sonic

    Walkthrough:

    Turn on your dm voice. It’s worth it.

    Short and sweet, your job is to see whats goin on down in the ruins of the library. Head on in, take your first left. (If you continue straight there are a few dead ends and a shrine, and a bit of extra fighting.) Work your way down past the inert clay golems.

    Ewww, rust monsters! Then past the trolls and ogres, disarm the traps in this hall, chase off (kill) the fire reaver.

    Talk to Sal to advance.

    End Reward: none
    Last edited by Lost Leader; 08-10-2008 at 03:28 PM.
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    The Missing Expedition
    (The Abandoned Excavation A.K.A. South part 1/3)

    Quest Giver: Sal Danek, and then speak to Zaveera by the southern dig site to advance
    Level: 9 Party
    Patron: House Phiarlan (4/8/12)
    Length: medium
    Entry Point: Southern (central) Dig Site in the Threnal Ruins
    A couple of pictures to help get there:
    How to get to the Threnal Ruins in House Phiarlan.
    Map of the Threnal Area by Geoffhanna.
    Prereqs: Must have completed both Western and Eastern Excavation quest lines to log the Abandoned Excavation, though you can still enter to assist an ally.
    Recommended Party: standard. Rogue or Knock is a must. Rogue preferred.
    Base Experience:
    Quest Info:
    --Creatures: rust monster, thraak hound, slime, beholder, gargoyle, spider, ice flenser, flesh render, fire reaver
    --Traps: fire, force, spikes

    Walkthrough:


    Without a way to get through locked doors, this quest can become very arduous. Fair warning. Open the gate and take a right. This is the main cave passage. Head down this passage, follow its twists and turns, but don’t leave it until you reach your second right. You will need to head up the passage and defeat the cave beholder at this point to mark it off of required objectives. Once done, return to the main cave and continue. It will eventually force you to a sharp right turn and a drop into a lower cave. In this lower cave take a left at the first passage and follow this new cave until it takes you to another drop into the entrance of the ruins.

    This door is locked, but can be picked. If you do not have a lock picker, you will need to search the upper caves until you find the chest containing the silver key. The chest has many random locations it can spawn in.

    Heading in you will reach an intersection. Mind the grates on the floor, they are traps. Take a right, you may notice a secret door at the end of the hall. Do Not Open. Clear out the fights and pull the two levers in the back room. This will open the door back at the intersection and it will open the secret door. Do now walk near the secret door. Avoid it and walk back to the now open door at the intersection. The only exception to this is if you do not have a lock picker. In that unlucky scenario you will need to defeat the three ice flensers guarding the key for the lower door.

    In the now open chamber you will see a row of many chests. They are an illusion to get you to charge without caution. The floor breaks out and drops you in a room with a flesh render. Dispatch it and clear out the hall. Pick the door at the end and retrieve the Black Moon Scroll from the corpses. Finish out and speak to Zaveera to advance the quest.

    End Reward: none
    Last edited by Lost Leader; 08-10-2008 at 03:30 PM.
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    The Shadow Crypt

    Quest Giver: The Herald in the Necropolis
    Level: 9 Party
    Patron: The Silver Flame (7/14/21)
    Length: long
    Entry Point: The Eastern Crypt in the Necropolis, center entrance
    Prereqs: Must have completed the four Shadow Tomb quests to advance for end reward, though you can enter to assist an ally
    Recommended Party: standard, deathward is necessary, firewall is very nice for last battle
    Base Experience: 8,380
    Quest Info:
    --Creatures: phase spiders, umbral gargoyles, umbral worgs, shadows, wraiths, red-named vampire
    --Traps: none

    Walkthrough:

    Be sure to bring in your necklace from The Bloody Crypt, or if you don’t have one yet, choose to support either the Silver Flame or the Emerald Claw and pick up a trinket from their representative. This altar will advance the trinket to step one, or the first necklace to step 2. Read the Bloody Crypt, Level 5, for more information.

    The crypt is somewhat random, as far as the map goes, so this walkthrough will give you an idea of what to expect, and some of the more efficient ways to deal with it.

    First off, upon inspecting the person dying on the floor by the shrine, you will trigger a battle. Be sure you have deathwards up to protect from the strength damage. Once the room is clear, get ready to start moving through the maze. Be sure to get your Death’s Door (3charge Dim Door clicky) from the gal on the floor.

    Okay, the general layout of the crypt is that there are 5 ‘towers’. The central tower is the main entry. Above it is the ‘Lever Hall’ which leads up to the end areas.

    Each of the other Towers is color coded. Each has three levels. There is a red, yellow, green and blue tower. Each level has a chest in it, which will contain one colored gear. You need to collect two gears of each color to advance through the lever room to the end. If you get all 3 of each color then you also get access to a special treasure room at the end, which can drop unique named loot.

    Okay, now here is the tricky part. There are no ladders or stairs, and the hallways do not connect in any logical way. Each hallway will go to a set location, but going back through will not take you where you came from. And there are several possible maps, and the instance randomly chooses its map upon creation. So finding a map online will only give you one of the possible permutations.

    The best way to get through is to choose a hall and use the same direction every time, grabbing gears as you go. If you hit a loop then choose a different direction. Another method that works well is the ‘back up’ method. Once you have gathered enough gears use a Death’s Door or dim door to get back to entry, then pick a hall and ‘back up’ over and over until you reach the lever room. If you hit a loop, try a different direction.

    To quickly get to lever room: The lever room shows up as an ethereal milky white banner on one of the exits in one of the colored towers. The method works well - just pay due dillegence to not run in loops and explore different branches of 'backing' up from the 4 cardinal directions starting from the shrine, but it's important to check every exit for this banner before leaving the room! -thanks to forum poster Mistahnice for that tip!

    Once you manage to get up top and through the lever room it is fairly straight forward. Defeat the wraith of Calla, then defeat the 4 shadow punks. Shrine up and head in for the last battle with the vamp. He likes to multiply himself in some funky real clone mirror image thingy, so firewall and other area of effect damage over time spells work great. His DR is roughly 15/Silver and under that he has 5/adamantine. So if you bypass the silver he will still show reduced numbers, but you will be hitting better. Transmuting is great for this fight.
    End Reward: standard end reward.
    Last edited by Lost_Leader; 11-22-2009 at 02:07 PM.
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    Bring me the Head of Ghola-Fan

    Quest Giver: Mul-Tong in the Ogre Encampment on the Restless isles
    Level: 10 Party
    Patron: The Free Agents (6/12/18)
    Length: very long
    Entry Point: Ghola Fan’s Compound on the Restless Isles
    Prereqs: Must have completed Hiding in Plain Sight to get onto the Restless Isles, or get Greater Teleported to the Restless Isles.
    Recommended Party: Standard. Evasion types very handy in here
    Base Experience: 3,900
    Quest Info:
    --Creatures: ogres, worgs, ogre magi, iron golems, wildmen, bugbears
    --Traps: blades, darts, spikes

    Walkthrough:

    First off, this is one of the two quests necessary to get the sigil required for the Twilight Forge and the Warforged Titan Raid.

    A note for the types with power bars: the first shrine is a long ways away, so be conservative.

    So, heading in… start out by clearing the hallways as you go, until you reach the closed doors with to open slots for keystones. There is a stone at the end of either flanking hallway, so it’s just a matter of picking one and heading out.

    We shall start this guide with the door to the east. Clear the hallway as you go until you reach a wooden floored room with a locked gate to the left. This room I have affectionately referred to as ‘The Gauntlet’ since my early days here. The halls are filled with traps that cannot be disarmed, so you must choose to do one of two things here. One, send only the evasion types ahead, to mitigate damage. Or two, which is to have the evasion types lead, but everyone follow, using the evasion types to trigger the traps so you can see where they are. It may not be a bad idea to leave behind someone who can raise dead if you go for option number two… just incase.

    The first hall of ‘the gauntlet’ is whirling blades that alternate in a kitty corner style. They are avoidable if you can see where they will pop up. The second hall is a rune floored walkway. Jump on the right stones and you’re okay, the wrong one cause blades to slash through the hall. The key is on the wall behind you, match the runes right to left, so think backwards unless your first language is Arabic. The next hallway has a box at the end, run and jump onto it from as far away as you can, to avoid getting spiked, then jump across to the next. Fourth is a flaming dart trap, a high AC will get you through, or haste and run and jump to mitigate. Good time for Uncanny Dodge AC boost. Last is alternating blade traps, these things are mean and it’s a bit more difficult to see where the safe points are.

    Now that you are through, you reach a closed door. Inside are a half dozen ogres, led by Taco the Killer. Inside is the keystone, and a chest containing the key to the gate that connects this side of the room to the beginning of the room. Unfortunately sneakin in isn’t going to be an option. You can try pulling them through the traps, or tackin them on, depending on what strategy you are feeling like today.

    Now back to the other wing, which ends in a Ogre training room. Pulling the lever to o get to the chest containing the second keystone activate the ogres sparring partners… a trio of Iron Golems. Take them out, grab the keystone and continue through the main hallway.

    There is a long, spiral ramp way heading down into the island, and a mysterious lever at the top. Two options here: first, pull that lever. It activates a blade trap that slices up everything on the ramp all the way down, including all those ogres. Then have the rogue drop to the very bottom and disarm the trap, since there is no other way to turn it off. The second way is not to turn on the trap, and just hack n slash your way down.

    The lower hall opens up into a large room great for the enemy archers to shoot down on you from the upper level. Pull the things on your level out of enemy fire, and deal with them down the safe hall. Then either charge through, or range the enemy archers. Once through you find yourselves in a bad guy martial art training class. Interrupt them and kick their butts. Oh, and if you are in first you may notice the little meeting going on in the box seats across the way. Hello Mr. Mind Flayer.

    Okay, the halls to the left are a barrack, and skippable. To the right take the right hallway, and take the first right (straight just dead ends). This will circle up and around to the upper level where those archers were pelting you before. Clear them out and move across the bridges. Then move down to the end of the hallway and take out the Warden and his buddies that are hanging out in the Sauna. You are such a jerk. Grab their personal belongings and the warden’s key, and maybe rest in the Sauna while you’re at it. What a great place for a shrine.

    Now head back and make a U turn at the martial arts room. This will lead you up to another crossroads. Take a left and head into those box seats. Unfortunately the Mind Flayer has taken off, but they left you some gifts in the treasure chest. Turn back and head the other direction. This will take you to another closed door with room for two more keystones.

    Let’s go left first this time. This is the ogre’s prison cell, but you have the Warden’s key and can get in. You have a couple of options here. First is to grab a sneaky’ish person, they run through the halls of prison cells and get to the ramp up to the Ogre prison guards. On the left wall just before the ramp up is a switch… hmmm switch in a prison cell. Good idea! Hit it and snap into sneaky mode. Watch as the ogre guards come racing down to shut down the prison break you just started by hitting the cell blocks master switch. Now sneak up past the remaining two guards, open the chest, snag the keystone and book it. Run past the ensuing riot and get back to your group, they can help you clean up anything that follows. Option number two isn’t as sneaky, but its more hack n slash. Go in, don’t free the monkeys, kill the guards, grab the keystone. Done and done. Now to the other side.

    A crossroad immediately greets you, go right to the shrine room and clear it. Now head the other way to the ‘super-happy-fun-room’. Open the door to find a group of ogres all pumping the bellows on fire jets and acid spouts, pounding the hammer on sonic gongs and chanting the insane Xoriat song of the rhoombas. And while they are doing that they still have time to fire bows and cast acid fog and other goodies on your head. Deal with it, remember cloudkill is your friend. And the chest in the middle when the main priest dies, that’s the place where that cool UMD/true sight clicky, Staff of the Seer, drops.

    Grab the other crest from the back chest and go open the door to the final hallway. First is a room of monkeys, second is ogres and third is Ghola-Fan and his elite personal bugbear assassin squad. Key the A-Team music and get to work. (Beware Ghola’s spell repertoire of chain lightning, cone of cold and disintegrate.)

    After the final battle swing over to the side door which will open with the Warden’s key, inspect the pile of skulls to get a nifty skull which will let you bypass a fight on the way to the Twilight Forge (okay, no one really runs there anymore, thankyou greater teleport.)

    Then move into the treasure room. Yay for four treasure chests! What the…. This stuff is ****! Or as the DM says, “This loot seems woefully mundane for someone of Ghola-Fan’s leet uberness.” Hint, hint. Search around and find the real treasure stash, and if you are lucky, you might find a Royal Guard Mask, that’s a hat with 1 charge of teleport per rest.

    Return to Mul-Tong for your quest reward and half of the sigil.
    End Reward: standard loot list
    Last edited by Lost Leader; 12-11-2007 at 07:06 AM.
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    The Chamber of Rahmut

    Quest Giver: The Chamber of Rahmut (not a typo, you get the quest at the entrance)
    Level: 10 Party
    Patron: The Free Agents (5/10/15)
    Length: long
    Entry Point: Tomb of the Physician, the small northwestern tomb in the desert
    Prereqs: none
    Recommended Party: standard
    Base Experience: 1,336
    Quest Info:
    --Creatures: gnolls, hyenas, zombies, ghasts, fire reaver, mummys
    --Traps: fire

    Walkthrough:

    If this is your first wandering desert quest, be sure to speak to Wayfinder Skavyr in the Refuge before you head out.

    To start off with, there is only one path. This will lead you through the gnollish infested area of the tomb. It will loop around in U turns, the end of the first will have a mean gnollish shaman.

    Then the tomb opens up into the areas still controlled by the undead. First you will see zombies wandering the halls at a crossroads. Left is an optional named, as is Right. The right one is only there occasionally and may have a chest. Straight leads further into the tomb. Once again a crossroads. Right leads to a shrine and a secret door containing a summoning chamber, be careful of the fire jets.. and the Reaver that pops out. There is a chest in here.

    Left takes you further in. The hall turns to the right and splits again. In one of these two chambers will be the mummy, who will drop a seal of the physician. This Seal will allow you to bypass one of the Djinn fights in the Tomb of the Wizard King.

    Speak to wayfinder Skavyr in the Refuge for an end reward.
    End Reward: standard loot list.
    Leader of the Lost Legions
    ~Sarlona~

  20. #160
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    Escort the Expedition
    (The Eastern Excavation part 2/3)

    Quest Giver: Sal Danek near the eastern dig site in the Threnal Ruins
    Level: 10 Party
    Patron: House Phiarlan (6/12/18)
    Length: very long
    Entry Point: the eastern dig site in the Threnal Ruins
    A couple of pictures to help get there:
    How to get to the Threnal Ruins in House Phiarlan.
    Map of the Threnal Area by Geoffhanna.
    Prereqs: you must have a party member of atleast 7th level on the quest to enter. you must have completed the first part of the eastern excavation in order to advance this quest, though you can enter to assist an ally
    Recommended Party: standard, str lever
    Base Experience:
    Quest Info:
    --Creatures: warforged, mephits, spiders, oozes, clay golems, tharaak hounds, rust monsters, earth elementals, flesh renders, iron golems, fire reaver
    --Traps: blades, sonic

    Walkthrough:

    You must head back down to where you confronted the Fire Reaver in part one, but this time you have to escort Coyle down there. The problem is, Coyle is suicidal. He will do his best to charge in and get himself killed. To make it worse, you can’t leave him back in the beginning and come get him when the coast is clear, because mephits spawn by the door and will kill him while you are on the way down.

    The trick is to have a party member lag well behind the group so Coyle can’t see the combat and go into his berserk ‘kill myself’ spellcaster frenzy, and drag Coyle with them. This means the party is one person short, but it works.

    One change this time down is at the bottom, instead of ogres and trolls you get a flock of mephits. The mephits are much more of a pain. Oh, and if you didn’t get the memo from the part 1 guide, TURN ON THE DM VOICE. It is so worth it. I remember a dev posting that this was another of the creators of the D&D game, but I can’t remember who. (The question is, who is better, this gent or Gary from Delara’s? I like this guy, myself.)

    Okay, so get Coyle to the library door. “The doors locked. You! Scout for a way to open it, we’ll hold fast, here.” Alrighty then, Mr. Coyle sir! So watch out for elementals bursting through the door, and then move through your choice of doorways.

    Work your way through the side halls until you get to the levers guarded by the flesh renders. The sides are fairly linear, though there is some tough fighting. Watch out in particular for the warforged death priests, they like to cast poison.

    Once you get the first lever pulled, you will hear Coyle, “It’s no good! The door’s still locked!” So head back the other direction. If you have a problem finding your way through the tharaak hound pit, usually people miss the fact that there is a bridge on the inside of the fencing.

    Okay, second lever, “That’s done it! Door’s open!” Yay, you can hear the joy in Coyle’s voice.

    Head on back to join Coyle as he enters the library. But… uhoh. “By the Sovereign Host, there’s a Fire Reaver in the Library! Get ready to fight!”

    Finish up the quest and report back to Sal to advance.

    End Reward: none
    Last edited by Lost Leader; 08-10-2008 at 03:36 PM.
    Leader of the Lost Legions
    ~Sarlona~

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