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  1. #201
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    Foundation of Discord
    Quest Giver: Aurumn Encampment Entrance
    Level: 13 Party
    Patron: Agents of Argonnessen (6/12/18)
    Length: very long
    Entry Point: Aurumn Lair, North Western Gianthold Ruins, Stormseye Quarter
    Prereqs: none
    Recommended Party: standard, rogue for traps is good, locked door for optional
    Base Experience: 5086
    Quest Info:
    --Creatures: dwarves, humans, elves, drow, elementals
    --Traps: blades, spikes

    Walkthrough:

    Clear down through the hallway until you reach the central shrine chamber. Unable to continue forward, you will have to clear out the to side halls. These each split into two, so you will have a total of four hallways.

    One hall will lead to a locked door. This way is optional. Through this hall is a library with a secret door. Behind it is a mean dwarven cleric and some loot.

    The three other halls are all required to advance. Each contains a rune which is lit upon defeating it’s guardian. Once all three runes are lit, you can advance further from the shrine room. The next room is the entry hall for the Patrick the Maniacal’s chamber.

    When you enter Patrick’s chamber, you will find him encased in an impenetrable force cube and surrounded by guards and gongs. You must ring all four gongs to destroy the floor under the cube to get to Patrick.

    The end chest will have 1 dragon relic.

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

  2. #202
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    Maze of Madness

    Quest Giver: Minotaur encampment entrance
    Level: 13 Party
    Patron: Agents of Argonnessen (6/12/18)
    Length: very long
    Entry Point: South gianthold ruins, stormheart quarter, minotaur lair
    Prereqs: none
    Recommended Party: standard, rogue needed
    Base Experience: 5,966
    Quest Info:
    --Creatures: razor cats, minotaurs, human, mephit
    --Traps: spikes, blades

    Walkthrough:

    Work your way through the maze by pulling the correct door-opening lever and finding a couple of secret doors in the rock wall along the way. Anywhere there is more than one lever for a door, there is a trap. Disarm the trap to make it safe to pull all the levers to find the correct ones.

    Razor cats have a damage reduction of 10/bludgeon and have a damage shield that does slashing damage on a failed reflex save.

    The quest is easy to work through, a small bit of logic will get you through the water gate, other than that it is pretty linear. When you get to the overpass be careful of traps. When you get to the path over the room of the caster, kill him but don’t drop down. Save that trap for last and you can finish out from there.

    Head further in, the end room is just down the ramp and ahead. Finish it up, grab your loot, backtrack and drop down to the chest you skipped.

    The end chest will have 1 giant relic.

    Head to the Fiendish Troll, Eebilsteenk, to get a reward.

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

  3. #203
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    Trial By Fire

    Quest Giver: Troll Encampment Entrance
    Level: 13 party
    Patron: Agents of Argonnessen (6/12/18)
    Length: very long
    Entry Point: The troll encampment, south side of the gianthold ruins, in the Stormheart Quarter
    Prereqs: none
    Recommended Party: standard, locked door for optional
    Base Experience: 5,966
    Quest Info:
    --Creatures: trolls, fiendish trolls, ancient arachnids
    --Traps: none

    Walkthrough:

    Things to know: Ancient arachnids have 10/pierce DR, they also have fire resist, a high Spell Resistance and are considered vermin. Fiendish Trolls are able to be dismissed and banished, but have a fairly good SR.

    There is a chest with a bunch of spiders and the named Arachnid Queen behind the locked portcullis style gate.

    After reaching the second tier, the troll throws a ‘large bulky object’ over the edge. Be sure to jump down there after it, he just hucked a chest down there. Be sure to open the gates in there before you jump down though, and maybe swing over and take out the General behind the lever gate to the right. He likes to cast enervation, so deathward is a good idea against him. When you defeat him the last general will com barreling out of the pit room. Defeating him opens the way to the Troll Lair Headquarters. Be sure to snag the shrine across the little break in the floor. There is a pit in the next chamber that you can drop down, safe from pursuers, many groups will just charge the pit from the shrine, to avoid needless bloodshed.

    Down the pit is the end fight, this guy is a bruiser with good resists and some serious regen. DPS is the name of the game. Oh, watch out for the symbol of stunning he likes to cast, and he likes to dispel as well.

    The end chest will have 1 giant relic.

    Talk to the minotaur, Krakodoom, for your end reward.

    End Reward: standard loot list
    Last edited by Lost Leader; 03-27-2008 at 07:04 PM.
    Leader of the Lost Legions
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  4. #204
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    Crucible


    Quest Giver: Jorgundal ar’Grund in Gianthold
    Level: 14 Party
    Patron: Agents of Argonnessen (8/16/24)
    Length: very long
    Entry Point: northern gianhold ruins
    Prereqs: none
    Recommended Party: Atleast 1 instant kill from a distance caster (PK, Finger, Destruction), Atleast 1 evasion type, Someone who can cast Freedom of Movement, Haste, Jump. Atleast 4 people in party to simplify doing the maze. Diplomacy, bluff and intimidate for optionals.
    Base Experience: 14,452
    Quest Info:
    --Creatures: hobgoblins, orcs, gnolls, mephits
    --Traps: blades, spikes, falling floors, fire and ice

    Walkthrough:

    Really great map by Dorim: The Crucible Map

    First off, the optionals at the front. You will want a diplomacy, bluff and an intimidate person for these. First, high diplomacy (24+ on elite) speak to Daggertooth. He will give you a map. Next, talk to Vrall the Fearless, also diplomacy (24+ on elite). You will convince him to kill off his partner, the healer Harza Ghost-Waker. This makes the last fight much easier. Now speak to Gorn Gut-Chewer with Intimidate (24+) first off, delivering the map from Daggertooth does not require a skill check. It will make it so the floors in a hall ahead have already fallen out, it will also eliminate a few of the orcs from that fight. The intimidate check will get him to give you a hint about a hidden treasure, and a good way to deal with the trap, just set your hated enemies into it before you. On that note, go back and chat with Daggertooth. Bluff him into searching out the treasure first, and you won’t need to get poisoned to find the key.

    Now that the optionals are taken care of, buff up and head in to the first challenge. The maze. Here is a map I made quite awhile ago to assist you on getting through. There are some prettier maps out there, but this one gets the job done.


    A note about the crests in the maze: the crests are always in the same three places, but which type of crest is there will change. The sockets always remain the same. The star on the map marks a chest.

    In the middle of the maze is a horn. Picking up the horn will cause several traps to go off and the floor to fall out. A rogue can disarm the traps, but the floor will always fall out. Be careful of the spikes.

    After moving out, put the horn in place and head through the door. There is a strong current you have to swim against to get up to the next hallway. If you send one person underwater down the current, there is an alcove to the right that contains a valve that will turn off the current.

    Moving up will get you to another hall with gates, and a kobold at the end. Have your diplo person speak with the kobold to get him to steal Daggertooth’s armor before the end fight. Then buff your evasion people with jump and haste, and send them into the room. Everyone else go hang out by the other door and wait.

    Note: once someone alive is in the room, the doors lock, in order to open them again everyone must be out. If someone is standing on the little gate edge on the outside, the quest will see them as being inside. Hop down to open the gate.

    This is a test of speed and jumping and dodging traps. Make it up and around and through the door before it closes, grab the horn, let everyone in to the shrine. Head further up to the test of instinct. Send only one person forward. If more people are near the book it seems to mess this up. Have your evasion person walk up to the book and inspect it, taking time to notice the roman numerals on the floor at each door. The book will give you a hint. Very quickly move to the door the hint implies and open it. If you chose right, the horn will be inside. A common tactic here is to ignore the book, have your evasion person pick a door and open it repeatedly until the horn is inside. Just be sure to have everyone stand back, heals to the ready.

    Next you will have to work your way across the top of the maze. This is where you will want jump, freedom of movement and featherfall. The gnolls cast sleetstorm. Also, resist acid, lightning and cold are good. If your casters have them, use instant kill spells on the gnolls. They have low fort saves and will heal themselves, makin it tough to kill them with damage. Work your way across the maze. Put a person in each corner at a puzzle wheel. When ready, pull the lever by the gate to get the puzzle code. From left to right are the puzzle symbols representing the amounts of turn a wheel will need, from 0-5. So when you pull the lever, if blue is in the 3rd position, red is in 5th and green 6th, you would have blue turn twice, red four times and green 5. Or just describe the symbols.

    Now up to the super swim. This is the heavy current underwater river you swam in before, just further up stream. Send in your evasion people and wait. Or, send one person back to the first place you entered the river, remember the valve that controls the current? Have them man that valve and keep the current off, while everyone else navigates through the river avoiding the spikes. Through the current and spike filled river are two passages, one, the first, is opened by a valve. It is a wall that is behind a fan, which will drop when the nearby valve is turned. Inside is a locked chest that cannot be picked. You do not have the key for this yet, so pass it up.

    The second is also through a fan, at the top of it is a group of 6-8 gnolls, the horn and a glittering pile of treasure. (if you spoke to daggertooth a second time, there will be one dead gnoll and a gold key on the ground.) Grab the horn and the key. If you don’t have a key on the floor, you will have to search the trasure pile to get it. The treasure is coated in a cursed poison, much like a poison version of mummy rot. Now you can swim all the way around and go through for that first passage and the locked chest.

    Back up over the maze and down to the river, this time into the side passage with the horn-locked door. Move through, fight your way down the hall and clear it. You must clear it to advance. Then shrine up and head into the last fight. If you still have Harza in there, surround him and take him out first, or he will heal the others. Defeat them and go announce your uberness to Jorgundal.

    End Reward: standard loot choice
    Last edited by Lost Leader; 03-27-2008 at 07:57 PM.
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  5. #205
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    Desecrated Temple of Vol

    Quest Giver: Holton Kisane in the northern Necropolis camp
    Level: 14 Party
    Patron: The Silver Flame (6/12/18)
    Length: long
    Entry Point: South Eastern Orchard of the Macabres
    Prereqs: none
    Recommended Party: standard, no disarmable trap, optional locked door (50+dc)
    Base Experience: 5,344
    Quest Info:
    --Creatures: shadows, clay golems, vampires, wheeps, quells, bats, maruts
    --Traps: blade and flaming darts, closing doors.

    Walkthrough:

    DM text upon entering the quest- This once magnificent Temple of Vol was ravaged by the Black Abbot’s forces. Centuries ago, the Black Abbot sealed those who remained faithful to Vol deep in the catacombs of this temple. The wails at night indicate something somehow survived.

    Drop down into the temple. In the middle you will see the seal made by the Black Abbot. On either side of the seal is a lockbox and a lever. Pulling the levers will reveal doors to either side of the hall. The halls are filled with whirring blades and flaming darts, at the end of which is a chest containing a gold key on one side, and a silver key on the other. They will each open one of the warding lockboxes. Each person who opens a chest gets a key. The passage on the left is easier to get through the traps, just have to take a quick dip underwater to get there. Have two people go this way, one being a high AC type. Deathward and Fireresist are very benificial throughout this quest, and both chests are guarded by shadows and quells, so buff up before you go for the keys.

    Open the lock boxes on either side of the pit. This lowers the seal and allows you to drop down. At the bottom will be a room of clay golems, smite or beat them down. Next, a group of three quells will attack. One is red named. Watch out for firewalls, acid fogs and otto's irresistable dance (the 8th level version). Once you defeat the three quells, you can enter into the vampire's hallways.

    The halls are filled with vampires and bats, shadows and wheeps will pop from the ground as you go. If you break the sacrificial urns, shadows will pop out. You must move through the hallways and destroy the random location vampiric priests of vol. Some of the halls may close behind you. Which gates close is randomly generated. Also, the shadows in this temple are immune to Firewall, (Cheap dev update to avoid a simplifying player tactic.) so you will need to deal with the shadows with other means.

    A couple of things of note while you clear the halls of vampires: first, there is a chest that can spawn in any room in the vampire halls (dev update: the chest will no longer always spawn, just sometimes), so keep an eye out for it. Second, down the hall across from the shrine is a secret door. When you open it, four wheeps will attack, and it will reveal a locked door. On the other side of the locked door is a portal that will take you to another plane, with bad side affects for curing magic. Go through and defeat the maruts. When the maruts are dead it will send you back to the temple of vol, a chest now sitting in the room. This chest has a chance to drop pieces of the Shield. Note: if there are any dead party members when the last marut is slain, there will be no way to get back to them. Their soul is trapped back where they died.

    After you have completed the vampire slaying, finding your chest, and optional maruts, return back to the entry to the vampire halls. Talk to the High Priest to begind the last encounter. A simple tactic is to fill the room with firewalls, and when all of the highpriests bodyguards attack, they will find themselves burning in an inferno. Collect your last chest, this one will perhaps have a piece of the Sigil, then return home for your end reward.

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

  6. #206
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    Flesh Maker’s Laboratory

    Quest Giver: Lowan Nilmani in the northern Necropolis camp
    Level: 14 Party
    Patron: The Silver Flame (6/12/18)
    Length:
    Entry Point: North Eastern Orchard of the Macabres
    Prereqs: none
    Recommended Party: standard, rogue for traps (60+ locked door, can use key)
    Base Experience:
    Quest Info:
    --Creatures: flesh golems, carcass eaters, humans, zombies (half-elf zombie), air elementals
    --Traps: lightning, blades, poison and acid

    Walkthrough:

    Something to note before you start: Flesh Golems are healed by electricity, so put away the shock weapons and lightning bolts, and don't fight them in the electric traps.

    Fight your way along the corridors, defeating carcass eaters, human cultists and flesh golems. Pass the poison/acid trap the zombies walk through for cleaning. You can swim in the water to avoid the trap. When you reach the crossroads, you have a choice to make. To the left is a door openable by a lever. At the end of that hall is a key. You may or may not need the key, depending on if you have someone who can pick a lock with a DC of 60. (Forward is a door that will not open from this side.)

    The other way is through a floor grate to the right, which also opens with the use of a lever. Get the key first, if necessary, then drop through the grate into the chopping room. Disarm the traps here, then move through the chopping room and climb the ladder to the next level. There is a door here that circles back up to the crossroads (the door that wouldn't open from the other side.) Continue past it, and drop into the shaft slightly further down the hall. At the bottom is the locked door. Pick or unlock it and continue on through.

    Fight your way to Mentau's chamber. Speaking to him will open the way up into the power rooms. You need to go both ways, so pick either one. At the end of each hall is a small side room with a lever. The halls are filled with un-disarmable lightning nodes and flesh golems. Once you manage to pull both levers, the chamber at the end of the lightning halls will open. Go to the top lever in this new, large chamber. There are 5 pillars with runes, and a bunch of air elementals. Do not kill the air elementals. The goal here is to trap them. To do so, you must hit all 5 runes in a short period of time (about 10 seconds). Crowd control spells, such as dancing sphere, hyp pattern and greater command will come in handy here. Once they are trapped, it will release the end boss, a very big and mean air elemental with the Red-Name: Chained Lightning. Kill him and snag your end loot.

    Don't recall out yet, though. You still have the optional to finish up. Head back to Mentau. After speaking to him, a shrine will pop up in his room, and the grate in the middle will open up. It is time to destroy the flesh golem army. In the room below are 4 lightning traps and a huge amount of flesh golems, which will spawn at about 10 at a time. If possible, send down a rogue and anyone else with evasion. by moving quickly with tumble, camoflauge and invis help, the rogue can move around the edges and search and disarm the traps on the 4 outer pillars. Once the traps are disarmed, it is relatively safe, okay not really, for the rest of the party to drop down. The method we have found to work the most often, is to lay down a huge amount of firewalls on the dry ground by the sealed door, and to have the melees stand in there and smite or greater construct bane. Have the casters and healers jump over the firewalls and try to mitigate damage. It is a long fight, you have to destroy about 50 golems. Once you win, the door will open and you get access to the optional chest, which has a chance to drop pieces of the Shield.

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

  7. #207
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    Ghosts of Perdition

    Quest Giver: Bitany Devile in the northern Necropolis camp
    Level: 14 Party
    Patron: The Silver Flame (6/12/18)
    Length:
    Entry Point: Doomsphere’s Haunt in South Western Orchard of the Macabres
    Prereqs: none
    Recommended Party: 2 clerics, 2 casters, tank and 1 extra bard, cleric, caster, range or melee.
    Base Experience:
    Quest Info:
    --Creatures: icebones, wraiths, wheeps, quells, ice mephits, ice flensers, Doomsphere the Red-Named, Lawful Good, Undead Beholder.
    --Traps: falling floors

    Walkthrough:

    Enter in and buff up. Deathward and Resist Cold shouhld be at the top of the priority list. Then travel in and speak to the priests. They huddle onto the ice to show you how to break it. Just stand in the middle and boom.

    Travel down the halls, clearing them of badguys. When you reach the icey floor, once again break it by huddling in the middle. On the next level down, again clear until you reach the big named wheep. Kill him and move the halls to the next big named wheep.

    The two wheep brothers must be killed within about 30 seconds of one another. If they are not killed in that time vicinity, they will respawn. If necessary, split the group here to kill them both in a similar moment, then continue down.

    Through the next hallway you will reach the Doomspheres chamber. You must break the warding on him by destroying the guardians and their statues. Attacking the statues will release the wraith guardians. You must kill the large named wraith and then shatter the statue. Firewall works great here. The repeat the process with the other statues.

    If you still have power left, and you have access to a dimensional door, then save the shrine. Put on your featherfall item and gather next to the beholder to begin the fight. The floor drops out, and you cruise down to the next level where the Doomsphere is waiting. There are a few things to know about fighting the Doomsphere:

    1- His rays are more brutal than your standard beholder, and many will bypass an optic nerve's protections. In particular are his chill touch (3d6 con dmg ray), his withering burn (damage over time necromancy spell), and his boneshatter (super speed reducer). His enervation ray is still blocked by the optic nerves and the silver flame talisman.

    2- Though he is a beholder, his Abberation qualities are Over-Ridden by his Undead Status. In other words, use undead bane, not abberation bane.

    3- He is immune to fire, cold and electricity, in addition to the other standard red-name and undead immunities.

    4- He is Incorporeal

    5- He is Lawful Good

    Before you begin the assault on the Doomsphere, you need to decide if you are going for the optional chest, which contains the possible shield pieces. In order to get it, you must complete the optional of destroying all the extra spawns in each wave. If you decide to go for the optional chest, my recommendation is to do absolutely no damage to the beholder until the optional wave is cleared. Do this by using firewalls and perhaps solid fog around a portion of the outside of the room. Drag the extra bad guys into the fire, while avoiding eye rays as much as possible.

    If you left the shrine un-used, then when power is drained use a dimensional door and have the whole party retreat and refill, then head back down the pit.

    Once the optional is complete, or skipped, then unload all damage on the doomsphere. Force, disintigrate and acid all do good damage. As do postive energy spells and undead bane weapons. When he drops 20%, the floor will once again break, and the process will repeat.

    There are a total of 4 waves you must complete to defeat the quest. If you complete the optional on all 4 waves, then you will get an additional chest from under the ice at the bottom. The optional chest has a chance to drop pieces of the shield.

    End Reward: Standard reward choice
    Leader of the Lost Legions
    ~Sarlona~

  8. #208
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    Gianthold Tor
    (Pre-Raid for The Reaver’s Fate)

    Quest Giver: Cydonie of Argonnessen
    Level: 14 Party
    Patron: Agents of Argonessen (7/14/21)
    Length: very long
    Entry Point: northwestern side gate of the Gianthold Tor, inside Gianthold

    Prereqs: In order to enter you must first:
    Speak to crag in the gianthold. He will tell you to join each of the brigades. To do that you must complete Madstone Crater, Prison of the Planes and Crucible. Return to Crag and he will tell you that in order for him to let you into the Tor, you must pay him a large supply of Relics. 20 of each type, Dragon, Elf and Giant. (there is a dwarf by the bank that will exchange relics at a price of 3:1 if you want). Once you have done this, talk to Cydonie and she will give you some information and bestow the quest.

    Recommended Party: Cleric, flesh to stone and firewall caster, big damage melees, bard always nice too.
    Base Experience: 9,300 +3500/dragon optional
    Quest Info:
    --Creatures: hill giant, stone giant, cloud giant, fire giant, jarilith, orc, gnoll, hobgoblin, human, elf, dwarf, rakshasa, ogre, troll, minotaur, giant skeleton, giant skeleton enchanter, White Dragon, Blue Dragon, Black Dragon
    --Traps: land mines

    Walkthrough:


    This quest is split into 4 segments. The first is the main quest, it is necessary to complete to flag for the raid, and to get back to the Dragons, which are optional. The giants and skeletons all have special deathblocks that defend against all instant death effects and paralyzation/hold.

    Main Quest: Buff up with fire, acid, true sight, freedom of movement, deathward. Grab your puncturing and high crit weapons. Stand in the inner circle and start the battle. From here on out it is all about stone to flesh and killing statues. Once the main battle is finished, head up and around to take out the Gatekeeper. He has a few Jarilith pets. Open the shrine then head back down and go further into the Tor.

    After defeating the giants in the hall, squiggle through the rocks and speak to Snutch the kobold. He will tell you about the side tunnels. Now find the side tunnels and clear out both sides. Pull the levers on both sides to open side rooms, the western side room has a chest. Then pull both at the same time to open the gate to the center hall. Split into two groups, keep one person in the rune lined box on either side. This triggers undead skeletons. Defeat them all, keeping one person in the box on both sides at all times. When it is done the Gatekeeper will pop out of the ground. Beat him to finish the quest and open the paths to the Dragons.

    You must have killed all three dragons atleast once in order to do the Reaver’s Fate raid.

    Black Dragon: Head east, clearing out the halls and pulling the levers to open the gates. When you reach the rune, activate it to summon the undead sentrys. Defeat them to open the portal to the dragon.

    Buff up before you go through. Acid, Fire, Lightning, Shield or Nightshield, any combat buffs. Decide ahead of time who will go for which target, Giant or Dragon. They have to die within seconds of one another, or they will pop up full health and ready to go again. Split up the team and head in.

    The Giant will cast fireball, lightning bolt and force missiles, he will agro on whoever is closest to him. The Dragon will use his claw, bite and tail attacks, acide breath weapon, and will agro on whoever does the most damage or intimidates him.

    When both die at the same time, it will open the treasure vault. The chest has a chance at unique loot, and about a ¼ chance of a black dragon scale (25 are needed to make a suit of armor).

    Clear out the main hall of undead skeletons when you get back.

    Blue Dragon: Head north, clear out the hall as you go. Find the two runes on the bottom, and the chest. The ramp up is trapped, so be wary. The traps will only go off once.

    Again, clear the undead sentrys at the rune. Buff up with lightning resists and protections, and combat buffs. Make a plan for who will attack which target. The Giant has much few hitpoints than the dragon, but moves around a bunch.

    Once inside, avoid standing on the gold as much as possible, as it conducts electricity from the dragon’s breath weapon. Either way, you will take electric damage, use protection from lightning potions to help mitigate the damage. The giant has a random agro attack with his bow, the Dragon will attack whoever does the most damage, or intimidates.

    Once the two are dropped simultaneously, the gate to the treasure room will open. The chest has a chance at unique loot, and about a ¼ chance of a blue dragon scale (25 are needed to make a suit of armor).

    White Dragon: Down the west hall, clear it out, get the rune on the bottom level, and the chest. Head up the ramp, take the left stairway to the second rune, then head back to the other stairs. Once again, clear the undead sentries to open the portal.

    First decide teams. The white dragon will rip apart any melees, so usually better to put all your melees on the giant. Archers and the caster, even solo caster, can handle the white dragon if they are fleet of foot. Freedom of Movement and cold resist and protect on your Dragon Slayers. You can cast similar buffs, including deathward on the giant fighters, but it will be dispelled quickly by Jorgundal.

    Jorgundal will cast a triple cometfall, so caster and cleric, never stop moving. Cleric will have to bounce from the melee group to the dragon group, so be sure to have freedom of movement on.

    Caster, a good way to handle the dragon is to lay a bunch of firewalls all around the pillar off to the right side, and run around it in circles. The dragon will chase you around the pillar and burn to a crisp. If you are doing too much damage, pull the dragon out of the fire walla and run around while the melees catch up, then get back to business.

    Melees, just pound away, you may out damage the caster, in which case you will need to shield block until the firewalla catch up.

    Once the two are dropped simultaneously, the gate to the treasure room will open. The chest has a chance at unique loot, and about a ¼ chance of a white dragon scale (25 are needed to make a suit of armor).

    End Reward: 1st time is 1k pp, nothing after that
    Leader of the Lost Legions
    ~Sarlona~

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    Inferno of the Damned

    Quest Giver: Lineya Ibane in the northern Necropolis camp
    Level: 14 Party
    Patron: The Silver Flame (6/12/18)
    Length:
    Entry Point: North Eastern Orchard of the Macabres
    Prereqs: none
    Recommended Party: Icestorm/Cone of Cold and Fireball/Firewall are necessary, from cast, wand or scroll. Rogue is a big bonus, for all the traps. Standard otherwise.
    Base Experience:
    Quest Info:
    --Creatures: human, elf, worg, blackbone skellies, umbral worg, spectre, wratih, wights, fire elemental, cinderspawn, air mephits, fire mephits
    --Traps: many randomized traps, including darts, blades, acid, fire

    Walkthrough:



    A few things to know before you get started:

    1- This dungeon takes place here in Eberron, and in a near mirror of itself in the Inferno of the Damned. The Inferno seems to be basically a Hell-Type of realm.

    2- Breaking a portal will teleport everyone near it to the other side. If you break a portal in Eberron it will teleport to its mirror location in the Inferno, and vice-versa.

    3- When killing an Acolyte in Eberron, he will take you with him to the other side in the Inferno. You must strategically kill Acolytes in our realm, to place you in special places in the Inferno, if you are going to get the chests, key and rest shrines.

    4- In order to light the torches in Eberron, and put out the torches in the Inferno, you will need access to fire and cold spells. Ray type spells such as scorching ray and niac's do not work. Fireball, Icestorm and Cone of Cold are desired. It is possible to use enemys to light and put out torches, but it is difficult. Better to come prepared.

    5- Everything you kill on the Eberron side will have its spirit travel into the Inferno side, where you will need to face its undead counterpart.

    6- There are many randomized traps in this dungeon, so a rogue is definitely a benefit here.


    This walkthrough will guide you through what is, in my opinion, the most efficient route through The Inferno of the Damned. It will require your party have access to: either fireball or firewall, icestorm or cone of cold, flesh to stone, and one cast of Dimension Door. It is possible to do without these things, but they simplify and expedite the quest.

    Upon entering the dungeon, it is advised to have resistance to fire on everyone, and cold on the melees. Acid and Lightning are beneficial as well. Any other favorite buffs should be done at this point, and then it is time to move out.

    First, head west. Take your first left to a closed door. You will see priests praying to an altar on the other side. Get their attention by simply gathering the whole party by the gate and wait for the prayers to stop. They will stand up and move to attack, opening the door to get you. Move Inside Their Room! You must fight inside their room, and quickly locate the Acolyte. Be sure everyone is standing near him when he dies. The best way to achieve this is to cast flesh to stone on him (though any immobilizing crowd control will work), have everyone huddle around him, then kill him. This will send you to the Inferno side, where you are inside a room with a locked chest, and you will be able to open the door from this side. Leave the chest for now, it requires a key. Travel out and take a left, heading south.

    Travel past the first blue portal (If someone missed the Acolyte Express, they can use this portal to join you in Hell), and continue to the far south. There is another blue portal here. Destroy it, then follow the path north and east, until you get to the Torch Room. Light the torches using a fireball or a couple of firewalls, and destroy the summoned flame guardian.

    Travel back the way you came, as it is the only way you can go. Once again, pass the portal outside the locked treasure room, this time head north. You will reach an area that drops to a lower level. Go ahead and drop down. These torches are not ready to be extinguished yet, so bypass them and head north. Use the portal to the north to travel back to the blue side.

    Head south and light the torches. Defeat the flame guardian then travel back to the Inferno side, the way you just came from.

    Travel south to the blue torches. Here you must put out the torches by using cone of cold or icestorm. Once they are out, defeat the cinderspawn (an undead elemental). Then, Head back to the portal to the north.

    Now, back on the blue side, travel east. Bypass the red portal and head north. This room contains an Acolyte, so be careful. Once again, use flesh to stone to immobilize the Acolyte, then gather the party around him for the kill. (there is also a rez shrine on this side, if needed.) Once the Acolyte dies, he will, again, pull you through with him into the Inferno. Clear the shrine room, grab your loot, reset buffs and shrine up. Then head out to the south.

    Pass the portal, and stay on the Inferno side. Take a left to travel east. Stay left, and travel northeast at the intersection, there is no reason to head central yet. Here you will come to another drop point. Go ahead and drop down. Search, clicky, truesight, whatever, to get the secret door to the north. Head in and break the portal. Ignite the torches here, then head back to the Inferno the way you came. Extinguish the torches once back.

    Now, climb up the blocks and travel southeast. When you reach the portal, go ahead and break it to pass through. Now we are in a slightly tricky room, so be careful. Clear out the room, but be very careful not to break the portal again. Once it is clear, have everyone gather to the gate on the west. Now, use range weapons and spells to destroy the portal, where it will not teleport you. This will get the attention of the guys behind the gate. When they come for you, be sure to fight them in the west hall that they come from. Once again, be careful of the Acolyte. Use Flesh to stone, immobilize him, and use him to teleport the group back to the Inferno. Here you will find the key to the locked chest in the beginning. Pick it up and move on. (note: if the person carrying the key dies, it will drop to the floor. Be sure to pick it up if this happens.)

    Stay on the Inferno side, travel east and the south. There is a portal at the end of the hall which you must break and travel back to the Blue side. Go northwest to the torch room. Light the torches and travel south. Stay heading south until you reach another room with a rez shrine and an Acolyte. Once again, stone the Acolyte, surround him, use him to teleport to the Inferno.

    Now, back in the Inferno, Rebuff and use the rest shrine. If any of your party missed the Acolyte Express transport, travel northeast to the portal to pick them up. Otherwise, or afterward, travel northwest from the shrine room. Grab your loot in the chest, then drop down. Extinguish the blue flames and defeat the cinderspawn, travel north to the central chamber. From here, travel east, to extinguish the last of the blue flames and to defeat the last guardian cinderspawn.

    Travel back to the central chamber, and Cinnis the Cinderspawn will climb up from the ground. Defeat him, cold does extra damage and heal spells work nicely. Once he is dead, grab your end chest, but do not recall yet.

    You still have the locked chest to go and grab. Use A dimensional door to shortcut back to the beginning. From here, travel west and southwest, to the Inferno Portal. Break it, then travel northeast and go grab your chest. This is where the pieces of the Shield have a chance to drop.

    If you do not have Dim Door: from the Inferno (end) travel north and go right (east) at the split. Drop down and continue east. This will take you back to the portal next to where you picked up the key. Break this portal to head back to the Eberron side. From here you can travel back to the center and then west towards the Shield chest via the above directions.

    Congrats, you are finished! Head back to the Necropolis and grab your end reward.


    End Reward: Standard loot choice
    Last edited by Lost Leader; 07-28-2008 at 11:08 AM.
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    Madstone Crater

    Quest Giver: Blaze ar’Rhind in Gianthold
    Level: 14 (Party)
    Patron: Agents of Argonnessen (8/16/24)
    Length: very long
    Entry Point: southeastern gianthold ruins
    Prereqs: none
    Recommended Party: standard
    Base Experience: 12,796
    Quest Info:
    --Creatures: trolls, madstone infected minotaurs, ogres, ogre magi, fiendish trolls, giant skeletons, giant skeleton enchanters
    --Traps: none

    Walkthrough:

    A few good spells and weapons to have are flesh to stone, solid fog, cloud kill, paralyzing weapons, disruption.

    Stepping in will bring you to the first killing field. You have two options here. First is to clear out the front yard here, or second is to quickly pull a U turn to the right, and deal with this place later. It is usually wiser to clear this out first, until you know the dungeon well.

    It is a tough fight, wave after wave of bad guys. Creatures that are made insane, such as the minotaurs, by the madstone, are immune to mind affecting spells. Solid fog, paralyzers and web to slow them down, cloud kill and wounding weapons to drain con work well. Or just good old hack n slash. The ogre magi will cast cone of cold and chain lightning, as well as symbol of pain.

    Once the entrance is clear you can move into the cave ahead. This cave has a shrine and an optional hall with a treasure chest. The hall is locked, but it can be picked, or the key is out in the lava shallows through the next cave exit. There are skeletons down the hall. When fighting skeletal enchanters have your casters stay back, use webs. If you get agro the enchanters will cast madstone rage on you, which will prevent you from casting spells.

    Head back out to the beginning entrance, use the other cave there to start on the way up. In the cave free the giant shaman. He will attack you, but kill the enchanter controlling him to free him. He will move out to help you destroy a crystal that is amplifying the madstones power. Head through the cave to the open area to catch up to him. Once you catch up to him, talk to him to start the madstone crystal breaking dance. You must protect him while he dances, or you will have to start over. A wave of minotaurs will come out of the gate behind you and attack him. You can heal him. Every mino you kill will spawn another. An option is to have the caster turn them to stone and leave them as statues as long as possible. This prevents respawn. Once the crystal is broken, head through the cave that was on the lower ramp. Clear it out, save the second giant, grab the chest in the enchanters room. Catch up to the giant at the second crystal. Before talking to him, give him cold and electric resists. Now get the dance going. Watch out for the ogre magi on the top ledge, protect the giant from the things coming up the four ramps. (A cloudkill at the bottom of each ramp, before you start the process, bottles up badguys down below.)

    Once this crystal is shattered move in to the next cave. Work your way through and free the third seer. Catch up to him at the top of the next open area. Again give him resists, add displacement and blur if you have them. Position your melees at the side ramp but not where they can get knocked off, keep a caster with charms or cloudkill up top, as well as a healer for the giant. Start the dance.

    Charm as many on the top shelf as you can, to have them fight one another. Use solid fog and cloud kill in the rampway, to assist the melees. Once the third crystal is shattered, jump down to the lava river to the south. The gate to the very first cave with the optional undead chest is there. Head up to the beginning and speak to Blaze.

    Blaze tells you the gate to the madstone is now open, now you just have to fight your way up to it. Clear the path of the final infected soldiers, and get ready to run up the spire. Cast deathward and any other spells you like for fighting in Xoriat balls, because you are going to get hit by this one. Sprint to the top and fight the Madstone Wizard, a huge skeletal enchanter. Many times he will have a spell immunity on that will protect him from most forth level and lower spells, so watch his inspection screen and see what defenses he has.

    When you defeat him, grab your loot. There is a chance at unique loot, and 1d3 giant relics.

    End Reward: standard loot choice
    Leader of the Lost Legions
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    Prison of the Planes

    Quest Giver: Nimbus ar’Yorg in the Gianthold
    Level: 14 Party
    Patron: Agents of Argonnessen (6/12/18)
    Length: very long
    Entry Point: Stormeye Quarter, central-western gianthold ruins
    Prereqs: none
    Recommended Party: any, need either a lockpicker dc 50 or someone with a decent charisma skill
    Base Experience: 11,140
    Quest Info:
    --Creatures: dwarves, humans, Rhakshasa, giant skeleton, wraiths, specters, myrmidon wights, marut, fire mephits, fire elementals, efreeti, air elemental, bezekiras, earth elementals, djinni, umbral gargoyle, umbral worgs, shadows, black wolves, vampire, ice mephits, ice flenser, jariliths, marilith, beholder, mind flayer, ancient warforged badass.
    --Traps: none

    Walkthrough:

    Buff up for: mark of flame, boiling blood, inflict wounds, cold shield, magic missiles. Clear the prison up to the top, along the way, in the second room to the left filled with human guards, find the code for the warden’s levers.

    Once at the top pick the door (dc 50) or send a diplomacy, bluff or intimidate person back down to the room with the camp, you can get the key from the leader. Head in and deal with the giant skeletal warden. Place the levers in the correct spot and turn the valve.

    Head down to the bottom of the middle and grab the loose orb at the base of the ramp. Now move up from the bottom and begin clearing the sides. There will be two chests located in random rooms. Each chest has a chance at a unique random drop.You need 6 orbs two finish the quest, each room will need one orb to open and give two orbs when you finish.

    The first room is no combat, but requires a lawful person to answer the questions. Bypass if you do not have a lawful person, or if you want to get straight to the fight. If you do answer the questions, be sure to answer them with your alignment in mind. No possible chest here.

    Room two is filled with a Marut and undead. The undead could be wraiths, specters or myrmidon wights. Death ward, firewall and smiting and disruption weapons are optimum in here. Chest here can drop the Death’s Locket, deathblock and fear/rest necklace. Room three is fire. Chourush the Efreeti and fire elementals and mephits are imprisoned here. Crowd control and instant death spells are good here. Chourush’s Inferno, +5 flaming burst bastard sword

    Room four is lightning. Djinn, Air elementals, earth elementals, air mephits and Bezikira are all possible here. Lightning resist and crowd control, symbol of fear and dance sphere are great. True sight helps melees, range damage and instant kill spells are best for air elementals. Ring of the Djinn, lightning resist 10 with 30% lightning absorbtion.

    Room five is shadow. Vampire, shadows and umbrals are here. Deathward, firewall and disruptors are optimum. Vorpal works on vampires. Ring of Shadows, +10 Hide and Move and 10% blur

    Room six is Ice. Ice Flenser and ice mephits. Fire is subdued here, but firewall still works okay. Cloudkill, wounders, vorpals all are great too. Use crowd control like symbol of fear. Spiked Boots, ignore slippery surfaces.

    Room seven is the battleground. Marilith Princess and Jarilith are here. Vorpal and range using good+cold iron weapons are optimum here, especially a ranger with manyshot. Royal Scimitar, +3 keen, destruction.

    Room eight is Xoriat. Beholder and Mind Flayers. Instant death spells, flesh to stone, vorpal for mind flayers or aberration bane. Symbol of fear or cloudkill if you can get them down. Bards are awesome. Kardin’s Eye, +5 resistance trinket.

    Final Fight, after you get all your loot and enough orbs, fill the sockets in the middle room. This will release the top lever in the warden room, which will activate the final fight. Top room lever puller has 10 seconds to get back in.

    Buff with Fire, Cold, Deathward, shield or nightshield. These will protect against the brunt of the attack. Spell resistance is nice for mind flayers. Also, if you discuss it before hand, so everyone knows you are casting it, Globe of invulnerability will suppress a mindflayers mind blast. Dream goggles, +13 spot, -7 search.

    The end chest will 1d3 dragon relics.

    End Reward: Standard loot choice
    Leader of the Lost Legions
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    The Reaver’s Fate

    Quest Giver: Cydonie of Argonnessen in the Gianthold
    Level: 14 Raid
    Patron: Agents of Argonnessen (6/12/18)
    Length: long
    Entry Point: Main Entrance to the Gianthold Tor, inside the Gianthold camp
    Prereqs: To enter this quest, you must have completed the pre-raid, Gianthold Tor, and defeated all three of the end dragons, being ‘blooded’ by all three dragons. Cydonie will have advanced you to enter the raid after that.
    Recommended Party: 3 clerics, 3 casters, 3 dps builds, 3 tanks, bard is a welcome substitute for anyone of the above
    Base Experience: 6,540
    Quest Info:
    --Creatures: air, earth and fire elementals. And the Stormreaver.
    --Traps: None to disarm, just some mean spikes in the ceiling

    Walkthrough:

    New Info: Reaver has a bypassable DR. He's got 10/Mithril (15 on hard, 20 on elite). This is now able to be bypassed with Transmuting weapons! Yay!

    Step 1: Gather your party inside the entrance. Step up into the archway, past the line in the floor, but do not go in up to the pillars. Moving into the room will start the quest. This is a good place to stand and buff and discuss the strategy.

    Step 2: Buffing. Everyone will need Tumble, and Lightning Resist. These are the most important. After that would be Greater Heroism, Jump, Stone Skin, Blur, Acid Resist, Cold Resist, Fire Resist. At this point you can re-enter the quest. It is wise to have the few people (hopefully no more than 2) who did the buffing step out and refill power.

    Step 3: Get into position. Swing around the pillar to the left. Do not wander in to the room and start it up yet. Have everyone stand in the small alcove at the base of the pillar next to the wall. Straight Across from you is another Pillar. The Main Tank will stand across in that alcove. When set, have the tank go grab the Reaver and bring him in. This will start the quest timer.

    Step 4: Getting the Balls Rolling. Now, if you haven’t been in here before, you might have noticed the skulls on the ceiling. The goal here is to get them all moving by waiting out the Stormreaver while he lights them up. Set up crowd control in front of the party, Otto’s Sphere of Dancing in combination with Mind Fog works great. Have everyone but the main tank pick off the air elementals as they come spawning in. The tank slowly begins widdling away at the Reaver’s massive health bar.

    This process can take awhile. Every time lightning orb from the Reaver hits a skull, it spawns more air elementals. And he will often hit the same skull more than once while you wait to get them all moving.

    While all this is happening, the electrical build up around the Reaver will build up a static charge in those closest to him. Now, this is both good and bad. The static build up will make you feel all warm and tingly, but if it builds up too much, you get blasted. It will only affect the Main Tank in this set up, but if anyone want to get warm and tingly, they can stand near the Reaver and let the static build up. There are some good benefits of the tingly, the third and fourth stages include super-tumble, massive hitpoints and crazy mana-regen. The mana regen will kick in on the 3rd charge up. First: minor static charge. Second: Major static charge. Third: minor electrical field. Once you reach this stage as a caster, back out and lash out with your crazy mojo regen.

    Part way through the battle the Stormreaver will start getting frustrated. He will then switch gravity on you and slam you in to the ceiling. This is why you are standing close to the pillar. Ride the pillar up the wall, the tumble buff and the ramp at the top/base of the pillar will help slow your fall and reduce your damage. By the way, feather fall does no good during this. If you are in the middle of the room when gravity switches you are launched into a barrage of spikes. There is no save and you will die. Death in the Stormreaver’s Sanctum is bad. He has a soul magnet sitting up in the attic that will grab your soul and hold it. You can not be raised until someone is able to come up to get you.

    During all of this, you are not allowed to kill the Stormreaver. You can hurt him, take him down to 15% of his health, but do not kill him.

    Step 5: It’s a bird. It’s a plane. It’s SuperDwarf! So you have lasted this long, you have all the skulls rolling, elementals are pretty much under control. Well, who knows why, maybe he screws up his Reverse Gravity, or maybe his inner dwarf is trying to help you, but the Stormreaver casts fly on whoever has agro. Oh, and the better your swim check, the faster you fly. So swim dwarf, Swim!!!

    The first tank to get fly (I say tank because high hitpoints is very helpful for this) flies up through the gap in the middle of the ceiling. Now this tank has a choice. There is a path east and west. East will take you to the "Dead Room" where any dead allies are hangin out with their souls. If you need to get people back up, better go this way first. It is a long and difficult flight, so be sure to have some self healing. Pulling this lever will drop everyones soulstones down into the middle of the main chamber.

    The next tank to get fly has to head up (or the first, if you skip the dead room) and go through the ceiling, but this time head west. This is a shorter flight, and it is possible to fly to the end, pull the lever there and fly back. If you don’t make it, dead room guy can always send ya back downstairs.

    Once the lever in the west room is pulled, it will lower one of the two barriers to the west. Now you can kill the Reaver to drop the other western barrier.

    Step 6: Are you a Mastermind? The next room leads to the complicated Doomsday Disarm Device. A cool game of mastermind with elementals. Here are the rules: there are 6 possible colors and 4 blank slots. Using a limited amount of choices (and time) you need to figure out which 4 colors go in the blank slots.

    The only clues you get are the 4 little orbs to the side of each puzzle line. After you put in your color guess, pull the lever. The little orbs will light up black or white if you have chosen the right color. Black means you have a color that is in the right position, white means you have chosen the right color, but it is in the wrong position. Every time you choose a wrong combination, a couple of elementals will spawn. They could be fire, earth or air.

    Once you get the combination correct, the quest completes and the force barriers to the attic rooms drop. Clear out all the elementals before the dead room guy comes out though, the soul magnet is still working and you have no way to get back up there.

    If you are having problems with the game, there is a ddo thread post with a strategy for it at: Puzzle Solvers.
    These puzzle solvers for both the Reaver and the Shroud are excellent. Props to Semargl for designing such a great resource.

    End Reward: standard loot choice, be sure to grab it to restart your quest timer.
    Last edited by Lost Leader; 08-07-2008 at 07:46 PM.
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    Ascension Chamber

    Quest Giver: Sir Rohine Stiedra in the Norther Necropolis
    Level: 15 Raid
    Patron: The Silver Flame (6/12/18)
    Length:
    Entry Point: Top of the Black Masoleum in the Northern Necropolis
    Prereqs: Completion of the Litany of the Dead, all 4 alternate endings
    Recommended Party: A good one.
    Base Experience:
    Quest Info:
    --Creatures: Wheeps, Mummies, Quells, Shadows... and a big, almost god, Super-Lich.
    --Traps: Don't drink the water.

    Walkthrough:


    Yea... Right.


    End Reward:
    Leader of the Lost Legions
    ~Sarlona~

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    Litany of the Dead
    (Pre-Raid to the Ascension Chamber)

    Quest Giver: Sir Rohine Stiedra in the Norther Necropolis
    Level: 15 Party
    Patron: The Silver Flame (6/12/18)
    Length: long
    Entry Point: Black Masoleum in the Northern Necropolis
    Prereqs: In order to enter you must haveCompletion of the Sigil, the quest given you by Sir Rohine.
    Recommended Party: standard. no disarmable traps, but some mean trapped areas, bring an evasion type if possible. Depending on end boss, you may want to configure group differently. Extra caster is nice for Cholthuzz.
    Base Experience: 8,740 +large optional
    Quest Info:
    --Creatures: human and elven cultists, ogre magi, shadows, blackbones, skeletons, wheeps, quells, giant skeletons, gargoyles. Depending on which optional you take, there will also be creature that are the same as the ones in their respective orchard dungeons.
    --Traps: None disarmable, but a whirring blade trapped hall and a massive force trap pit with spikes, fake chests that the floor falls out.

    Walkthrough:


    Stepping in will put you in a hall with a few cultists and an ogre magi. wipe them out to drop the first black barrier. Moving up the hall, defeat the cultists as you go. You will reach a path filled with spinning blade traps. Have a high evasion person trigger the trap and move to the other side. Everyone else pay attention. When the evasion type goes through, it will reveal a clear path through the blades. The path changes every instance.

    Continue down the hall until you reach a room that will open for you as you approach it. In the middle is a mean looking blackguard with several cultists. Be sure you all move in together, as the doors will close behind you. Drop the cultists quickly to get them out of the way. Now to fight the very mean skeleton. First off, he has an aura of withering around him. It does small amounts of con and strength damage. Next, he likes to switch out weapons to kick your butt. He will tell you what weapon he is using, so respond appropriately. A few I have seen include a Vorpal of Destruction, Wounder of Puncturing, Weakening of Enfeeblining and Cursepewing of Greater Dwarf Bane.beat him up and continue down the hallway.

    At the end of this hall is a tempting looking treasure trove. It looks too good to be true, and it is too good to be true. Be sure everyone is in the little treasure alcove, then try to open a chest. The floor disappears and the way closes up behind you. You are in an undead ambush, hit the lever to star tthe gears moving to release you, and hold out against the undead until the door opens.

    Down the next hall leads to a pit filled with force traps. If you jump down with feathfall, and never touch your feet to the ground, spiraling through the pit, it is possible to reach the bottom without setting off the traps. Chances are you will get smacked around some though, so be sure to have a few healing potions, and have your evasion type go last to gather up stones of fallen comrades... and hope your evasion type can raise dead people.

    Once the whole party is gathered (the whole party must be alive and in the cage or it will not advance) in the cage at the botom of the pit, the dragon will awake and set you to a test of wills. Answer his questions as the alignment of the end boss you wish to face, and he will let you pass. Information for this question walkthrough was gathered by forum poster Catica with the aid of her guild, the Southern Farmers and with aid of members from the Bones Combat Brigade. Here are the questions and answers (the neutral answers have been left out, as they are all wrong answers.):


    · Which group would you seek membership in?
    o Silver Flame(Good) A: Doomsphere or Mentau
    o Emerald Claw(Evil) A: Cinnis and Vol

    · If the black abbot gave you an offer to join his forces, what would you say?
    o Stand by his side as he brought Stormreach to its knees(Evil) A: Cinnis and Vol
    o Never, he is a scourge on X'endrik and must be stopped(Good) A: Doomsphere or Mentau

    · Cinnis seeks to destroy all things that taunt him with heat. How do you feel about this?
    o if something has heat, it should be left as it is and Cinnis should deal with his hatred internally (Good) A: Doomsphere or Mentau
    o let him destroys what he wants, let him suck the heat out of all living things.(Evil) A: Cinnis and Vol

    · Mentau agreed to help the black abbot, because the lich was the only one who could save his daughter from his terminal illness. In trade for saving her, the abbot demanded Mentaus eternal service. Would you have agreed to that deal?
    o I would have done anything to save my daughter. (Good) A: Doomsphere or Mentau
    o I would not have traded my freedom or anything else for her life. (Evil) A: Cinnis and Vol

    · Vol desperately wants the litany of the dead. If you find it, what would you do with it?

    o Deliver it to vol and claim all the rewards she can offer.(Evil) A: Cinnis and Vol
    o Destroy it once and for all. (Good) A: Doomsphere or Mentau

    · What are your thoughts on Mentau?
    o He and his creations are abominations. (Lawful) A: Doomsphere or Vol
    o I think using his artificing skills to make flesh golems is ingenious.(Chaotic) A: Cinnis or Mentau

    · If you had been buried with the high priest when the temple was desecrated, what would you have done?
    o Stay faithful to the lady, knowing she would be my salvation. (Lawful) A: Doomsphere or Vol
    o I would have ransacked the temple for anything i need to stay alive, and killed anyone who got in the way of what i needed. (Chaotic) A: Cinnis or Mentau

    · Cholthulzz obeyed the conditions set out by the black abbot upon losing his duel for centuries until you exposed a loophole. What would you have done?
    o Broken the arrangement as soon as i could strike down the black abbot. (Chaotic) A: Cinnis or Mentau
    o The contract is binding, i would follow the conditions.(Lawful) A: Doomsphere or Vol

    · If the black abbot succeeds in his plans, to grasp the power of the gods, and sir rhonine orders a full assault, would you go, knowing you would be fighting an immortal that would surely slaughter you all?
    o Forget that, its not my fight, i would leave and go somewhere where the abbot would never try. (Chaotic) A: Cinnis or Mentau
    o I would follow the orders i was given. (Lawful) A: Doomsphere or Vol

    · What do you think of kai-tengs betrayal?
    o If the black abbot offered him a better deal, i cant blame him for taking it. (Chaotic) A: Cinnis or Mentau
    o he deserved to die, for betraying his faith and oath to vol. (Lawful) A: Doomsphere or Vol

    · Which title do you feel the most drawn to?
    o The crusader (Lawful Good) A: Doomsphere
    o The destroyer (Chaotic Evil) A: Cinnis
    o The rebel (Chaotic Good) A: Mentau
    o The dominator (Lawful Evil) A: Vol

    · How do you feel about those who stand with neutrality?
    o They lack the will to take and do what they want. (Chaotic Evil) A: Cinnis
    o They lack both a free spirit and a good heart. (Chaotic Good) A: Mentau
    o They lack intentions, plans, methods and the stomach for what must be done. (Lawful Evil) A: Vol
    o They lack honor and compassion. (Lawful Good) A: Doomsphere

    · If after you died, you could be re-incarnated as any color dragon, which would you choose?
    o black or blue (Lawful Evil) A: Vol
    o gold or silver (Lawful Good) A: Doomsphere
    o red or white (Chaotic Evil) A: Cinnis
    o brass or bronze (Chaotic Good) A: Mentau

    · What would you do, if you were me, and a party of adventurers, came seeking access to my master the black abbot?
    o Destroy the adventurers without pause or consideration. (Chaotic Evil) A: Vol
    o engage the adventurers in a battle of wits and if they win let them pass. (Lawful Good) A: Doomsphere
    o tell the adventurers they could pass if they won the battle of wits, then destroy them all. (Lawful Evil) A: Cinnis
    o let the adventurers pass then aid them in their assault of the black abbot.(Chaotic Good) A: Mentau

    · Which guardian do you identify with the most?
    o High priest of vol.
    o Mentau the Flesh Maker.
    o Cinnis the Cinderspawn.
    o Cholthulzz the Doompshere.


    This will finish the first part of the pre-raid. Now depending on which part you chose, you must continue down the open corridor to face the end boss. Each corridor is similar to the quest the main boss was originally found in. The cage that you drop through will now close behind you, so no re-entry or dim doors as of now.

    If you have someone in the party who has completed different endings of this quest on previous trips, they will have an item unlocked on the table at the base of the dragons room. Only one item can be removed from the table for the whole party, so choose wisely. They are all trinkets with charges. The charges are one time use only, and will not refill at a shrine. The possible Items are:

    Petrified Beholder Eyestalk - this is available to someone who has defeated Cholthuulz. It has 3 charges which will lower the defenses of Cinnis the Cinderspawn.
    Soft Blue Flame - this is available to someone who has defeated Cinnis. It has 5 charges and will lower the defensive null-magic shields around Mentau.
    Eye of the High-Priest - this is available to someone who has defeated the High Priest of Vol. It has 3 charges which will do a short duration, area-of-effect True Seeing spell.
    Miniature Golem - this is available to someone who has defeated Mentau. It has 1 charge and will summon a Slightly Controllable Flesh-Golem of Lesser Vampire Slaying. His name is not Edgar, but we call him that anyways.

    When you reach the end, the doors close behind you and there is no way to get back in to the main boss optional fight, so it is all or nothing. If you win, you will leave through the back door and destroy the crystals at the top of the tower you stand on. This will spawn a chest, which has the chance to drop pieces of the Tome: Binding. Different Tome Pieces have a chance of dropping from different end bosses.

    End Reward: none
    Last edited by Lost_Leader; 04-24-2011 at 05:01 AM.
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    Last edited by Lost Leader; 03-24-2008 at 09:51 PM.
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    The Coalescence Chamber

    Quest Giver: Quest Entry Point give the quest.
    Level: 16 Party
    Patron: The Twelve (8/16/24)
    Length: Very Long
    Entry Point: NE portion of the Twilight Vale, in the "Green Zone". Map to quest.
    Prereqs: none
    Recommended Party: Standard. Several force traps - disarmable, so a rogue is nice.
    Base Experience: 9,300
    Quest Info:
    --Creatures: Fiendish Troglodytes, Fiendish Gnolls, Fiendish Trolls, Fiendish bats, Fiendish Scorpions, Gelatinous Cube, Red-named Tiefling
    --Traps: Force traps on many doors (random)

    Walkthrough:

    Right now, an excellent Coalescence Chamber Walk-Through exists on our DDO forums. Written by forum poster Dane McArdy. The Original post is here. And it includes a nice map which breaks up the difficult 2D map nicely.

    End Reward: Standard Loot Reward Choice. Reward giver, Ulvar Kypros, is located in the bar in Meridia.
    Last edited by Lost Leader; 03-27-2008 at 01:24 AM.
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    Updates on this, would be nice to see some Lost Legions Stuff for the Mod 6 Quests, I've been salivating for some updates because you guys do such a damn good job.
    ~Requeim ~ Aviale ~ Tomein ~ Twillee ~ Vizzini
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    <+Keeper> Monks make the best guacamole..

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    Default Thank you

    I really want to say thank you. This has been of tremendous help.

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    Rainbow in the Dark

    Quest Giver: Quest Entry Point gives the quest. Walkup.
    Level: 16 Party
    Patron: The Twelve (8/16/24)
    Length: Very Long
    Entry Point:Southwest cliff in the Vale of Twilight. Pic of Route from Meridia
    Prereqs: none
    Recommended Party: Standard. Trapsmith Recommended. Dimensional Door is nice, too.
    Base Experience: 8,433
    Quest Info:
    --Creatures: Earth Elementals, Rust Monsters, Fiendish Bats, Stone Golems, Stone Scorpions, Bearded Devils, Orthons, Fiendish Troglodytes, Fiendish Scorpions, Fire elementals. Gelatinous Cubes, Shadow, Beholders, Gnolls.
    --Traps: Both disarmable and non-disarmable. Spike filled pits, Fire Elemental Trap Rooms, Gelatinous Cube Drops, Lightning Traps

    Walkthrough:



    The quest opens up into a front chamber with a scepter sitting upon a pillar. This scepter, The Radiant Arc, is both a powerful magical item, and your light source through this very dark quest. The wielder of the Arc should place it in their offhand, so that everyone will be able to see in the dark tunnels ahead. Even should the Arc wielder die, their ghost will continue to give off light from the Arc. (Upon leaving/releasing, the Arc will drop).

    Note: it is possible to bypass the need to stay near the Arc Wielder, by turning up your gamma setting in the options panel. Some will cry cheese tactic, others will defend it, or use it to bypass a griefer with the Arc, but it is there, none the less. Don't adjust it, or turn it down, to give yourself a truly RP/immersive run through this fun quest.

    Head through the rough tunnels past bats, earth elementals and rust monsters (numbers of which type will vary from instance to instance) until you reach the structured area beyond. The first turn into the ruins will set ya by a possible spike pit, and an Elder Beholder sitting at the entrance. Then head up to the crossroads. Be careful at this point, there is sometimes a "button" on the floor. If stepped on, the small crossroads will slam shut, leaving trapped anyone inside with a group of fire elementals.

    Head east first. At the crossroads, if you have a Dimensional Door caster, travel south. If not, first go with your trapsmith (if you have one) further east to check for the trap marked on the map. It is in the area with the gelatinous cube, and isn't always there. After the trap is disarmed, if necessary, head south. Once again, possible lighting traps will be at the end of this hall. Once disarmed, test your luck on the two bonus chests with the falling floor. There is much debate as to whether there is any solution other than luck to this puzzle, none have worked for me yet, so I will leave it to you readers to decide. The hottest thread on the topic is here.

    What I usually do is have an evasion type work the puzzle while the others stand back. If the door opens, we all cheer, dance and loot. Then head back north and take the route east from the crossroads to the demon chamber with the scorpion crest. This seldom happens. What usually happens is the floor falls out under the puzzle solver, everyone uptop looks down the hole and chooses a semi-safe path, and hops on down. Take out the earth elemental at the bottom, pluck some gems from the walls, and head east.

    You will find yourself above a chamber with demons. We have a couple of strategies here, depending on the difficulty, who is there and what equipment we have. The most efficient thus far is to have an archer with a banishing weapon that doesn't bypass the devil's Damage Reduction snipe from above, and pick them off one at a time. if one agros, we pull it back the hall to the rest of the group and deal with it. if this isn't an option, we will fill the hall uptop with crowd control spells and pull them up to us. This way if there is an issue between waves, we can try and get ourselves situated again for the next pull. Once a few waves of demons are dropped, the big Orthon, Agornathy, will come out of the pit. Take him out to lower the barrier around the scorpion crest. Drop down if you haven't yet and pick it up.

    If you have a dimension door, now is a good time to throw it down. If you dont, fight your way back west to the original crossroads and open the door west with the Scorpion Crest. Watch out for the trap down this hall if you didn't disarm it. It is a teleport ring that will appear after you kill the cube, it will teleport you to a room filled with fire elementals. Survive the elemental ambush to get out (about 8 elementals). If you die in the pit and no one grabs your stone, there is no way out. Also, if this happens to the Arc Wielder, you will not be able to complete the quest. So be careful!

    Head south, kill the Cube, search out the secret doors for the bonus, be careful approaching the shrine, it may be trapped by a fire elemental room like the one described above.

    Head south to the next crossroads. Travel west first, to retrieve the silver key and an optional chest. Fight your way past the gnolls, grab the key, head north through the rust monsters, bats and earth elementals if you want the optional chest, but be wary, it is guarded by Memnezerez, a big mean beholder.

    Once done there, travel back to the south. be careful of the spike filled pit, it has a trap on the center pillar which will drop a Cube on your head. The box is located on the center pillar. Get everyone across and continue south. At the crossroads, again be wary for a possible "floor button" trap. If you have a trapsmith, consider traveling west first for an optional locked chest. It is past some gnolls down a trap filled hall, marked on the map. Then travel east and unlock the Silver Key locked door.

    This will bring you to the Rainbow Puzzle room. Solve the puzzle to lower the barrier over the pillar, and place the Radiant Arc in the pillar to open the door to the final room. (The puzzle is currently optional, though easy. You can skip it and just place the Arc in the pedestal through the barrier, though.) To solve the puzzle, just remember your skool. Roy G Biv. Red-Orange-Yellow-Green-Blue-Indigo-Violet. Here's a picture.

    The final boss, A big red-named Fire Elemental, will spawn when you approach the center brazier. Be prepared for him. Usually a healthy dose of powerful cold spells does the trick.

    The final chest will drop The Shavarath Stone of Foresight, one of the five stones needed to flag for the Shroud Raid, and a material component to make Greensteel items. It also has a chance to drop Greenbriar Twigs or Glistening Pebbles, a;so ingredients for Greensteel.

    End Reward: Standard Loot Reward Choice, reward giver is in Meridia Bar, Walther Daedal.
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    Running with the Devils

    Quest Giver: Quest Entry Point gives the quest. Walkup.
    Level: 16 Party
    Patron: The Twelve (8/16/24)
    Length: Very Long
    Entry Point:North/Northeast cliff in the Vale of Twilight. Pic of Route from Meridia
    Prereqs: none
    Recommended Party: Standard.
    Base Experience: 7,099
    Quest Info:
    --Creatures: Eladrin: Bralani (sorcerer) and Ghaele (cleric), Wisam (djinn), Air Elementals, Twilight (Invisible) Stalkers, Earth Elementals, Bearded Devils, Othons, Tieflings
    --Traps: None

    Walkthrough:


    You begin the quest on the east side, and work your way west.

    The premise of this quest, is that you are being tricked by an "agent of The Twelve" to break him out of the stronghold. This ends up making you take sides against the Eladrin, while they are also fending off a Devil attack.

    The Eladrin bralani and ghaele's will be your primary enemies. They are Chatoic Good outsiders. The bralani sorcerers primarily use lightning spells and ice storm. The ghaele's will often lead off with deathward and spell resistance, then switch up to flamestrike and super-searing light.

    After the first fight with the Eladrin guards, you come to a small gateroom with a huge mirror on the wall and a gate heading further into the Stronghold. A peak in the mirror reveals that it holds enchantments, perhaps an ability to percieive what is coming? or warn of impending danger?

    Head past the gate into one of the Strongholds main chambers. Our common strategy here has been to set up at the base of the ramp with crowd control spells (dance, solid/acid fog, mind fog) and persistant damage spells (bladebarrier, firewall), and then to send a sturdy melee to pull back small groups of enemies at a time, until we clear to the top of the first ramp. On normal settings, banish weapons work great, on elite we switch it up to vorpals. The problem is that the Ghaele's will cast deathward and SR, so you may need some damage weapons instead of insta-killers. Axiomatic, True-Law, Chaotic Outsider bane are all goodies. And Greater Dispell magic sure can come in handy.

    The goal is to clear the chamber of Eladrin, then head through the top levels to the gate house and pull the two switches which open the gate in the southwest. The top halls are filled with more Eladrin, as well as Ancient Air Elementals, Wisam and Twilight Stalkers.

    For those tricksy folks though, we have a roguey like sneaky method for getting the gates open without the brute-force, fight-your-way-through, Kargon tactic. At the top of the first ramps, before you head into the buildings, if you turn around you will see the gatehouse. There is a small ledge that a very acrobatic (and magically enhanced) jumper can make their way across to, pull the levers, and then hop back down to the rest of the party. All without alerting the gate guards up-top. Here is a picture. Jump across to the small ledge with the well lit pillar.

    Either way, once the gate is open, drop down and head further west. The halls are filled with more small groups of Eladrin, and at the same time you will notice the simultaneous battle the Eladrin are fighting on the opposite path to the north. Continue your path west while and kick the crud outta those goodie-goodies! I mean, go save the agent of The Twelve!

    There is a shrine in an alcove to the south before the next large chamber, use it if you you need it, or save it for later. Continue on to an open room split by a large portcullis. Clear out the Eladrin and Earth Elemental guards, then lay down some crowd control and damage in front of the gate, 'cause there is a big fight coming through. Once you are set, pop the lever and hop into the action.

    On the other side of the gate, in a small room on the bottom level is a tiny chest on a little table. It is cool and magical, and holds multiple suits of armor and ghost touch tower shields. At least, thats all I ever find in there.

    Then head up the ramp to the next gatehouse which will lower the bridge to the west. This gate is guarded by multiple Eladrin, some of which will spawn behind you, others will be up in the gate room. They are lead by a mean paladin named Palin Vance. Take them out and lower the bridge, but don't head that way yet. There is a path on the north side (optional), which leads you back down the hall the devils are coming from. Now you get to kick some evil butt! Head down there and kill the Bearded Devils, close the portal and steal their loot! Or appropriate it for goodness.

    Okay, now that the devil threat from that quarter has been subverted, head across the bridge to the west. This will open up a door to the chamber where the "agent of The Twelve" is being held captive. Take out the very very mean red named clerc/pally guy and his two ghaele guards. He self heals a bunch, and has super-searing light, and the ability to teleport around. This is a fight of attrition, so its all about constant dps and staying power.

    Once you have killed those mean spirited Eladrin, take a moment to buff up and use the rest shrine in the small side room. The big fight is upcoming. The guy you are "saving" is standing in the big chamber in the middle of the room. Talking to him will trigger the end fight: Him (a big mean tiefling caster), another tiefling arcane, a couple of red named orthons and a red named bearded devil, will all charge the center room. This can be party wipe city, if you don't prepare for it.

    So, our usual tactic here:
    Before triggering the combat, our entire party will gather in the south tunnel. We lay down some solid/acid fog, maybe some blade barriers, then we send out a fast footed melee to trigger the combat with conversation, then run back south to the party. The Bearded Devil spawns in this room, so be ready for him. He is (in my opinion) the toughest of the badguys, and so good to take down first. The Orthon's and Tieflings will be rushing the center chamber and milling about in the big room while you deal with this chump. Once he is dead, send your runner back out to bring back the next enemy. Wash, rinse, repeat.

    The final chest will contain the Shavarath Stone of Battle, a component for flagging for The Shroud raid, and material component for greensteel items. It will also have a chance to drop greensteel components: Glistening Pebbles or Bitterscrub Fungus.

    End Reward: Standard Loot Choice. Reward giver, Gretchin Nalberto, is in the Meridia Bar area.
    Leader of the Lost Legions
    ~Sarlona~

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