Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point: North Side of the Western cliff in the Southwest portion of the Vale of Twilight. Pic of Route from Meridia
Recommended Party: Standard. Jump spell can be handy.
Base Experience: 7,433
--Creatures: Earth Elementals, Air Elementals, Windlasher Gnolls, Fiendish Gnoll Mystics, Orthons, Bearded Devils, Fiendish Scorpions, Fiendish bats, Fiendish Troglodytes, Bezekira, Red-named Tiefling
--Traps: Trap Rooms filled with earth/air elementals. Not disarmable.
After entering and buffing up (consider including electricity resist and freedom of movement), choose a path up into the windlasher village. Either way, left or right, will circle around to the top. The Windlasher guards out front are formidable. Killerog, the red-named Gnoll, is a beast of a Fighter, with a mean cleave. He is assisted by several archers, healers, casters and earth elementals. One tactic we have used that works well for us is to lay down a few mean blade barriers and/or firewalls, and to kite the mess through the damage, having casters pick off enemy casters/clerics with finger of death.
Once you fight your way into the first area of the village, clear out this lower level, and pick off the archers above. There are two levers, one north, one west, which will open the door to the east. If you are on normal setting, consider jumping up to the top level and using the shrine. By the time you get back up there later in the quest, it will have most likely reset, or be close to resetting. It requires a jump spell. (This is also a great way to get back up later, if someone should fall off the catwalks, rather than running all the way back around.) Edit: Jump spot taken out of game in Mod 7, so you will just have to do without the extra rest.
Once ready, continue east. Clear out the hallway as you go, but be wary when you reach the run lit pillars in this hall. They will close you into a room with air and earth elementals, so be sure you go into this are together. (there are several other halls that look like this, with the runed pillars, but only one more will close on you. I will point it out when we get there. (it is also denoted on the map.)
Past the trapped hallway you fill find yourselves in another large village chamber. There are many gnolls milling about, and sniping from above. There is a large crevasse in the middle of the room, which is bridged by a large log. At the bottom of the crevasse is a small lake, at the north of which is a rest shrine. The ladder to get back up is in the south. on the main level there is a room containing 2 levers, which will open the door to the west. Pull these levers, but be careful of the blue runes on the floor, they will spawn air elementals.
Once ready, travel west to a room where you will find Paetus, member of The Twelve. He rants at you about how he is no longer able to keep a portal to Shavarath closed, and then screams for your aid as the minions of Hell come bounding through. Defeat the increasing difficult waves (bats to scorps with devils to trogs to finally a red-named orthon with his pet bezikiras.). Once done, Paetus will open the way north, and there is a chest where the portal was.
Moving along to the north, you will wind your way up to the upper levels of the village. When you reach the large chamber above the crevasse, a new objective will start. you must find the gnoll mystics maintaining a door to the east. The mystics are spread out amongst this level, and the next level up, which is reached by traveling through the southern hallway. This hallway is also trapped by an elemental room. When through, you will find yourself back in the first main chamber with the first shrine. Clear it out of mystics, shrine if you need, then head back to the previous chamber and finish off any gnoll mystics you may have left behind. Now go east to the now unlocked door and meet up with Paetus.
Once you open this door, Paetus will lead the charge, flinging spells as he goes. he is a pretty sturdy fellow, but you may want to buff him before he goes charging in. I recommend resists, Freedom and Displacement. Follow Paetus into the final hallway, if you are using charms be sure not to charm the mystics! you need to kill the mystics to lower the barriers. Charming air elementals, on the other hand, is great fun. Once you work your way through the barriers and down the hall (checkin on Paetus' health once in awhile), you will reach the final chamber which has a Red-named Tiefling and his two orthon buddies. Deafeat them to finish the quest.
The final chest contains the Shavarath Stone of Might (a material component for greensteel and raid flagging item for the Shroud). It also has a chance to contain Lammanian Lilly Petals and Bitterscrub Fungus.
End Reward: Standard Loot Choice. Reward giver, Lahnden Nacien, is located in the bar in Meridia.