Death Seekers III: The Search for Soulstones

"I do not tolerate failure," Blofeld said. Too bad he's not leading the party. Shit would get DONE.

“I do not tolerate failure,” Blofeld said. Too bad he’s not leading the party. Shit would get DONE.

In my previous installment, I entertained the majestic problems of certain quests that are not only challenging for their level, but can also be train-wrecked by a blundering party member.

Let’s dive into the meaty level 12-18 level quests that are extraordinarily difficult to play with an at-level party and/or when your party is filled bad gameplay.

Now the game difficulty ramps up the damage significantly, as well as the consequences for a party’s lack of vision. The good news is that more players you encounter in a PUG have greater experience and are less likely to cause a party grave distress.


Remember that the list is trying to note the quests where simple bludgeoning, stabbing, slicing and spellcasting just won’t do. There are many difficult quests that proper application of mana and sword will overcome. This list, while not even close to inclusive, hits the highlight reel in my experiences.

While I was going to discuss quests but not raids, I’m going to make one little exception and add the most popular raid in the game. You know why.

Let’s recap the rating system again:

  • Navigation: Does the quest require many switches and keys to use to progress? How hard are they to find? How linear is the adventure? Are there traps? Are there quest-required puzzles? How much resistance is encountered to find objectives? Is the quest just plain confusing due to its sheer size?
  • Enemies: How many? What’s the dominant race? Do they respawn? Do they attack with effects that are harder to resist or avoid? Are there one or more kill zones where they’d likely entrap you? Does their nature limit your fighting ability?
  • Bosses: How many mini-bosses? What damage resistance do they have? What special attacks do they do? How do you escape from it if you cannot kill it? How large is their entourage?

Invaders! (Level 12)

Navigation: 2, Enemies: 10, Bosses: 8

The Waterworks get an extraplanar makeover, thanks to a Xoriat invasion. Xoriat Flesh, Fire and Ice Renders, along with many Thaarak Hounds invade the area, sending kobolds running and screaming through the halls.

Your party likely ends up joining the kobolds in their panic if you weren’t prepared on entering this misty hellhole. The Renders are the last thing you’d worry about.

There are beholders. Note plural. As in approximately 10-12 anti-magic cone wielding neg-leveling beholders, ready to zap you and your party quickly into the afterlife.

This quest is extremely tough for PUGs in this free-to-play quest, whose members may not likely have some better gear found in the premium adventures that provides at least Deathblock to ward a glancing magic blow by a beholder that’s not quite trying to kill you yet.

The navigation is the easy part. It’s the same Waterworks format, although many hidden doors. rare encounters and passageways found in the original quest are not present here. The sole shrine you can use is near the end-boss’s room. Do visit there for a bit of a laugh.

Death Ward is surprisingly less important because beholders also love to strip your buffs before disintegrating you (which Deathblock cannot block). What’s really needed here is a strong, nurturing healer-type with a big pile of Restoration/Greater Restoration scrolls to keep parties from being energy drained down to toddlerhood.

Also needed is a strategy. There’s a right tool for any job, and that job is beholder slaying. Parties that scream and leap into a beach ball flotilla of these things are going to die so rapidly that party leaders may start petitioning Turbine to make Soulstone Collectable Bags.

Teacher Syncletica, in an earlier life, demonstrates how shit gets DONE.

Teacher Syncletica, in an earlier life, demonstrates how she got shit DONE.

Send in your Monks and Paladins, especially if they are Light Monks or Warforged. They are excellent candidates since they have great saving throws, spell resistances and are immune from level drain, leaving them more likely to have the prowess needed to quickly take down a beholder.

Monks and specific Paladins are designed to take down aberrations like these. Shintao Monks get Tomb of Jade far earlier than in their pre-Update 19 lives and should have a great stun attack to Jade one beholder while stunning and killing a second one.

The stealthy approach also works. I don’t mean trying to use Invisibility–beholders have a lot of eyes and see through that nonsense. But it takes them a bit longer to notice the hidden adventurer. Since Faster Sneaking is now standard equipment on Rogue Assassins and Ninja Spies, this would be a great time to hustle up there and use Assassinate or Quivering Palm to let the air quickly out of a Xoriat beach ball. Remember that the stealth AI is more vigilant. The beholder WILL see even a sneaking player–but if you time your speed right, the beholder will have less time to react.

Your party has to explore this truncated version of the Waterworks and find portals where (gasp!) Elder Beholders hold station. They simply have greater HP but are no less vulnerable to becoming monastic beach balls if you have Monks in your party. (Also remember that Bard and Monk buffs are special; they can NOT be removed by beholders.)

Humanoid minions are helping out the beholders. A few locations have chaos orbs floating about to make your adventure that much more stimulating.

As soon as your party stitches their flesh back to their faces, be sure to tally up your Outsider (Invasion) tokens. Get 25 of these bound-to-character gems and speak to an NPC nearby the quest entrance to exchange them for some decent gear. You can only get one item per life, but it’s a boon for the free-to-play character. Of particular note is the Ring of Balance. It comes with a Green Augment slot and a 100% Fortification gem that you can easily remove and place in other gear if the ring isn’t to your liking.

Frame Work (Level 12)

Navigation: 6, Enemies: 10, Bosses: 8

Ah, what fresh hell is this? Well, it’s not too fresh. Ever visited a cattle barn? It’s like this–only these cows aren’t going to let you tip ’em.

It all starts off well enough, with your party sauntering through the countryside surrounding the minotaur city, looking for ballista parts, taking down the periodic panther, wolf and spider.

And then one of your party members goes all Leeroy and storms into the minotaur city.

Frame Work requires a bit of subterfuge for most parties, by targeting the Minotaur Runts before they have a chance to ring the alarm bells.  It’s not that most parties don’t want the extra kills if you’re going for the slay-everything option. You just don’t want half of the whole city to wake up at once and cause a persistent Dungeon Alert from which there is no escape for your pitiful little band. Therefore, kill off a region of bull-men, lick your wounds, find and kill the next runt, and then ring the alarm yourself when the party is ready.

If you find that your party has a griefer that zooms about ringing bells like a Christmas caroler or unnecessarily alerting more and more minotaurs, don’t follow him/her. They will die, heinously. Leave their stone alone and do not resurrect them. Sic semper stultus.

There are two entrances. Entering either one is easy enough by using the stoning wand on one of the two guards (completing a required objective) and then pulling the second guard from afar to keep from alerting others inside.

A stealthy player can literally jump over the wall at the lake entrance to open the gate, or you might want to sasshay your group up to a gate and wait for several minotaurs to happily open the gate for you so they can kick your teeth in.

The key in the quest for a typical party is not to separate, pull and isolate kills, and kill the runts first.

When Cabal Seers show up, look out. They’re often the reason why your party Hulk Smasher turned into a soulstone rapidly since these red-names use lots of energy draining and death spells. As a reward for killing those guys, chests will materialize somewhere nearby. But please caution your party to clear out the area before wandering around. There are many dead-ends where minotaur bands love to surround and entrap careless players.

Another opportunity for the impatient in your party to die without dignity is to bum-rush the ramp to the Minotaur Chieftain, which is loaded with extremely deadly one-time blades. Going up the ramp also starts the end-fight mechanic, which isn’t a nice time to have it start if you’re still neck-deep in minotaurs.

There are three bosses, to make matters worse. A final Cabal Seer might be inside the fortress, too, and shamans are busily healing the enemies while you’re running for your lives from the gods-awful clusterfrak bull rush (often with yet one more alarm sounded to bring the rest of the city down on your heads).

Foundation of Discord (Level 13)

Navigation: 3, Enemies: 10, Bosses: 10

This quest is so batshit-crazy hard at any level and difficulty that I’ve already dedicated a whole article on it. Read it and weep.

In the Demon’s Den (Level 18)

Navigation: 7, Enemies: 9, Bosses: 9

This little orphaned free-to-play quest is available in the courtyard of the Inspired Quarter. Inside, you have respawning gnolls, fire and earth elementals, fiendish felines all about. In a central room is Aurora the maralith, who laments how hard it is to find good help these days as you slay the army she sends after you. You can probably feel for her, too, if you have a bad party.

On Normal difficulty, this one’s just a bash-fest, with the marilith attacking only after you slay three fiery d’jinn ritualists that are part of her ritual.

But on Hard and Elite, your party has to bring their A-game, and probably the A-game of three of their friends, to beat this one as a team. Here, the marilith attacks immediately. You know mariliths: Why use one sword when six will do? Here’s the kicker: She can’t be killed until all three ritualists are slain. She loves to generate dangerous and damaging fog while she tries to skewer you.

It’s nowhere close to easy. If you have a tanker, they and a healer have to take the angry marilith off on a stroll and away from the rest of the party. From there, you have three tunnels filled with all manner of nastiness that you must kill to get to the ritualists at the end of each tunnel. Your remaining party needs to separate and take on legions of enemies found in the tunnels. Do the math: If two are kiting the marilith and there are three tunnels, then two people are likely to go alone into one of those dark passageways.

And your party has to coordinate. On Normal, you can slay each ritualist one at a time and they don’t come back. But on Hard/Elite, what’s left of your team, all divided in three locations, have to kill the ritualists within 30 seconds of each other or they respawn.

Once that’s done, the marilith is vulnerable and the party has to yet again cut through respawning resistance to get to the marilith to gang up and slay her without getting tossed about or knocked down or cut into six tiny pieces.

Oh, and the levers you may need to progress through areas are often trapped. Some of them wind around and confuse you easily.

Wrath of the Flame (Level 19)

Navigation: 2, Enemies: 8, Bosses: 8

This quest (and “Running with the Devils”) makes even experienced players forget some basics about damage reduction.

The place is filled with Silver Flame humans: Paladins, Wizards, Fighters and Clerics. Because they are the Silver Flame (often Lawful Stupid), they are misled by their leader (who isn’t who she says she is). Despite being gullible and easily misled, the Silver Flame are really nasty fighters as they turn on you.

But then you’ll hear messages in chat: “My weapon’s not working.” “They’re immune to my attacks.” Cue the curb-stomping of the party by the Silver Flame–a group not known for its extraordinary fighting skills–if their tendency to constantly hire adventurers out to clear out their many many tombs and catacombs is any indication.

Many player weapons and attacks don’t work because the Silver Flame (and the Eladrin in “Running with the Devils”) are Good-aligned. Many of our player weapons are also Good-aligned, making them ineffective in damage.

Worse off, the Flame’s battlers aren’t stupid. They usually and immediately cast Death Ward, too, making it harder to swat them back with Life Draining or negative energy attacks. They’re often as well-buffed as your own party.

The best weapons against the Flame are those with the Aligned property. Such weapons will hit with the opposite damage reduction of an enemy. In the case of the Flame, they get Evil damage. You can also try Banishing weapons, since the Flame comes from the same plane as you and aren’t native to Shavarath.

Players can make things even harder on themselves by the time they encounter Lightbringer (just as you reach the imprisoned Yugoloths). A massive army of the Flame surround her. Don’t attack the army–attack Lightbringer! After a moment, you’ll see that she’s a succubus that had disguised herself as Lightbringer. Once the idiots in the Flame realize the deception, they become your allies immediately–and a very good thing as a mob of Shavarath enemies pounce on you. Keeping as many Silver Flame bodies alive helps this part of the battle.

The Shroud (Level 17)

Navigation: 8, Enemies: 10, Bosses: 10

The Shroud is DDO’s most popular raid. It’s also the raid most likely to fall apart because of the complexity of objectives and the coordination required from every party member. For that reason, I’m making this sole exception in not mentioning raids, which are naturally difficult. The Shroud is run so often that you’d think everybody can do it reliably, especially when many Epic players enter in.

If you believe that, I have some beachfront property on the shores of Argonnessen that I’m sure you’ll love.

The Thirteenth Eclipse (the Shroud’s official name) requires players to complete five flagging quests as well as use ingredients you gather from each completion to create a Signet Stone that is key to completing the flagging. Some players (the ones that don’t bother to read)  won’t follow instructions to complete the final flagging steps and often delay the raid’s start. Most party leaders aren’t patient and kick them out if they’re not flagged. The lesson? Read, read, read.

The Shroud has five parts. It’s amazing how much is going on and is still quite a lot of information to juggle for experienced players. The challenge is keeping the party focused on the task at hand at all times. It’s too much to go into detail, but let me summarize where parties often cause their own demise.

Part 1: Kill everything, destroy the portals quickly.

This part is typically the easiest, but it can get screwed up if a party leader doesn’t guide everyone to destroying portals in the general order that they spawn. The DDO Wiki article for the raid shows when and where the portals turn up. If parties break up, getting these portals down fast enough will be unlikely before too many portal keepers appear to ward the portals, causing the raid to fail.

Part 2: Kill off trash mobs in the maze, pull and separate 4 Shavarath lieutenants, kill them, destroy their respawning crystal over their spawn point before they return.

This part has “cluster” written all over it. You’ll see your Hulk Smashers go nuts in removing trash, and that’s good. The crazy begins if someone gets too close into the interior of the maze before all trash is destroyed that could affect the party’s bigger fight. The lieutenants have special area-of-effect buffs for each other that make them nigh-invulnerable. Having spare devils poking you makes things all the harder. If the lieutenants are out before the trash is gone, look out.

Pulling the lieutenants down the eastern side of the maze to the south side of the maze is a common tactic, but your Hulk Smashers can make things more difficult if they aren’t listening, forcing players to separate too widely within the maze and spreading healing and DPS resources too thinly.

The next part of this craziness is telling the brain-dead in your party to coordinate the kills of the lieutenants so that they all die at about the same time. If the deaths are staggered too widely, one monster might make it back to the respawn point and comes back to life to torment the party. The respawn crystal can only be destroyed while all lieutenants are ghosts and before any one of them reaches the respawn point. Destroying the crystal also requires the party leader to designate a crystal-destroyer–often a spellcaster–to loiter carefully around the maze’s center to be ready to quickly destroy the thing at the right time.

Part 3: Solve all puzzles, avoid the Whirling Blades, don’t step on the yellow wards, refresh the fountains before a prismatic wall appears and wipes the party.

This area is timed. It requires the brain-dead of the party to think as they may materialize, alone, inside a sealed room where an infamous Shroud puzzle awaits. The puzzle doesn’t have to be solved to add the purifying water to the fountain–but your party will lose 2 chests. An inexperienced player will not know where to find a Shroud puzzle solver or not care, stomping quietly and futilely on their puzzles while not alerting others that they can’t solve it themselves in time.

Again, the party leader is key here. They have to brief the party before entering on what not to do. Don’t destroy any crystals above the rooms, except the three that ward the wading pool where the water fountain resides for bottles of water.

If things are going too slow, the party leader could sacrifice the two chests, destroy the room crystals so the water can be added to all fountains. The party leader also has to keep the team on puzzle-solving status, and that everyone is running through the maze, avoiding the yellow glyphs that cast Horrid Wilting and Greater Dispel Magic to debuff you, and the invulnerable, unavoidable Whirling Blades that will kill the squishiest or careless of your group.

And heavens help you if you are running a raid with fewer than 12 players. It’s probable that one or more rooms will be unoccupied, their puzzles unsolved, its fountain dry. Happen to bring in someone with Knock or who can pick locks? Or will members in party even bother to report an empty room?

Part 4: Kill Arraetrikos.

Bad party leaders neglect warning the group only to enter this next area as a group and only once buffed. Once things start, this bash-o-thon gives parties very few opportunities to regroup. They’d also make sure that all weapons are properly readied to fight a pit fiend.

Like “The Reaver’s Bane” and “Tower of Despair,” player deaths are rewarded with a trip to a penalty box (in this case, a jump into Part 5) where you cannot be resurrected until Harry is killed.

Hulk Smashers that love to kill, kill, kill, might kill devils too quickly, sending many Whirling Blades that spawn from the deaths into your party to kill them, especially on Elite where the blades do maximum damage.

Harry appears in the room’s center and awaits the right weapon to hurt him effectively. This is where your party’s DPS makes all the difference. If melee fighters aren’t using weapons with Silver and Good properties, the fight will be slower.

Good parties on Normal and Hard difficulties might take Harry down in one or two rounds. On rounds two and later, more devils appear before Harry–and more Whirling Blades threaten to kill more party members. Then Gnoll Idolaters appear and cast healing beams at Harry. Well-prepared party leaders ask if there’s a Monk in party with an Everything is Nothing nuke ready to use at the room’s center to swat all the gnolls simultaneously so that all others in party can continue the beat-down on Harry. Otherwise the leader has casters ready to kill the gnolls.

Too many deaths and you’ll end up failing. Sometimes this part can fail even with an experienced party due to lag or misfortune.

Funny thing: My guild ran the Shroud, short-manned by two, on Elite, just last night. Many of us were Epic level; it was an ingredients run. Things went bad in part 4 but by that misfortune of many players being in the wrong place. One of our healers was killed almost immediately and our second had computer issues and disconnected twice. Harry was barely down to 75% by the end of round 3. By then, only the DC’d healer, myself (on Quintessica the Mystic in her first run in this 2nd life) and a Paladin were the last alive.

The guild party was resigned to fail but were in good spirits, rooting for me and the paladin to complete it. Quintessica  dived in, trying to recharge her EiN “Death Blossom” while fending off devils, as was the paladin. For the next round, my Death Blossom wasn’t ready, so I ran about to kill the gnolls while the Paladin stood his ground against Harry for a time alone. Another round and our DC’d healer was able to reconnect to recharge us once before he was killed. I blew away almost all the gnolls with the Death Blossom in the next round before battling Harry once more by round 4.

In a notable example of the Update 19 changes to how effective poison can slay you dead, Quintessica was prepping for round 5 when she suddenly found herself at room temperature.  The combat log said something to the effect of Harry’s pit fiend poison delivering a 1,000 point dose at me. Wow. So much for the old Monk immunity to poison thing (that takes care of natural stuff but not supernatural or magical now). But cheers to Quintessica, who was far more effective and durable as a Mystic. Going to look that pit fiend poison up, though.

The guild called the raid for another night. The paladin, still alive and alone in part 4, was so badass-durable that he actually had to let himself be killed to leave the instance.

Part 5: Kill Arretreikos (Again).

After your whole party dies on using the last altar (by design) and materializes in a new area, you’re revived to fight the four lieutenants from part 2 again. All buffs (including ship buffs) are lost on entry.

Separating them as before is easier with the large area but some zerging party members might kill all the lieutenants before the party can rebuff or recharge their spellpoints before Harry appears on the death of the last lieutenant. Typically, you keep one lieutenant alive while buffs and recharging goes on.

Harry is angrier here than ever, often and randomly changing his target, and moving about. Good party healing, appropriate buffs  and melee teams adjusting position to box Harry in place should make this an easy fight. I did say, “should.” Thankfully players can be revived here should they die–at the expense of the healer-types having to change focus from the lead fighters to the dead.

Taking Requests

That’s my take on some of the tougher quests to coordinate or run with an at-level group. There are plenty more but they don’t rank up to the pure evil seen in the ones I’ve listed. That’s a matter of opinion, so if you know of a quest that can really go the wrong way fast because of the quest’s sheer scope or ability to cause players to goof, then let me know about that quest so I can run it again (crap) and note the pitfalls we might find.

Death Seekers II: The Wraiths and CON

"I have been, and always shall be, KICKING YOUR ASSES."

“I have been, and always shall be, KICKING YOUR ASS.”

The needs of the many outweigh the needs of the dunderheads that screw your quest up.

Here is the second of several installments discussing quests that are far tougher than you think at your level–at least for some people who decided they have little else to do but not pay attention and make matters worse.

Part 1 discussed a few low level quests where ill-equipped PUGs and small parties will suffer nastily without foresight before entering.

Part 2 hikes it up a notch with quests that drag you through the dirt, even if you’re well prepared, due to its overall complexity or difficulty.

We’ll play around the level 5-11 range in this installment. Later installments will look at 12-20 and a few Epic ones–but not too many. That’s why they call them Epic, silly.

Let’s recap the rating system:

  • Navigation: Does the quest require many switches and keys to use to progress? How hard are they to find? How linear is the adventure? Are there traps? Are there quest-required puzzles? How much resistance is encountered to find objectives? Is the quest just plain confusing due to its sheer size?
  • Enemies: How many? What’s the dominant race? Do they respawn? Do they attack with effects that are harder to resist or avoid? Are there one or more kill zones where they’d likely entrap you? Does their nature limit your fighting ability?
  • Bosses: How many mini-bosses? What damage resistance do they have? What special attacks do they do? How do you escape from it if you cannot kill it? How large is their entourage?

The Pit (Level 7)

Navigation: 11, Enemies: 5, Bosses: 6

This quest definitely needs to go up to eleven out of a possible 10.

I heard so much wailing, gnashing of teeth and lamentations from other guildies about “The Pit” early in my DDO history that it must’ve been 2 years before I ever attempted to try it myself. And by the time I did it, I entered in with an overpowered level 16ish Ninja Spy that could dodge bullets in her sleep by then.

I’ve said it time and time again: many players don’t read or listen. The young or immature gamer will often treat MMORPGs like DDO at first as if its a twitch game, hunting for something to immediately kill, failing to realize that there isn’t anything nearby to kill. At that point, their brain freezes in confusion and annoyance. I’d just let them wander off and die. It’s better that way since hunting down their soulstone might be more time consuming than completing the quest.

The Pit is one of a handful of puzzle-as-quest adventures. In the bowels of House Deneith are immense furnaces that have shut down due to troglodyte infestation. Your mission is to clear out the hordes and restart the subsystems. The challenge? Well, let me just post one of many player-designed maps of the place.

Witness the horror of...THE PIT, in 3D

Witness the horror of…THE PIT, in 3D

As you can envision, the Pit is a massive area.  It’s formed of two shafts with occasional interconnects and winding spiral platforms, like interposing helixes. Each area is keyed for the Dungeon Master (DM) to speak its name. Players who don’t read or listen will bail on you for this quest mechanic alone since they’ll go off one way while you go another. Voice chat is particularly useful here if your party bothers to turn their sound on to hear you.

Each player received a little guide to the Pit by the NPC that bestows the quest, but I suspect almost none read it, save the DDO Wiki folks that have taken time to generate a map to clarify the instructions.

It’s DDO Stairmaster time as you search for one or more sub-objectives to complete, which opens a path to each of the furnaces. There,  the armor-clad players with a Jump of -5 suddenly find themselves briefly useful in removing a few troglodytes and worthless while more agile characters make their way up to the furnace under-workings to re-entrap annoyed and enslaved fire elementals that power each furnace.

After a point in all the sojourning back and forth through the Pit, minor force and sonic traps light up. The non-listening dunderhead players who fail to listen are often lit up like a Christmas tree by these non-disarmable traps, not listening to the fact that you can walk carefully to lessen or avoid damage.

The fights in this quest aren’t particularly nasty, save the end-fight where trogs spawn in mobs as you activate the last switches. Good ranged attacks and a tank to gather attention work well there. The challenge is the absolute patience required by all in the party. The Pit is like a good baseball game. Younger generations can’t sit still that long. They expect to be immediately saturated with stimulus. “We’re in game now, entertain us.”

But hey, wait, I have a new quest complaint.

Prove Your Worth (Level 5)

Navigation: 9, Enemies: 5, Bosses: 3

This Three Barrel Cove adventure rates high on my annoyance meter. Fighting isn’t an issue.

The challenge, even for agile characters such as Monks, first comes from the agility trial. It’s a series of incomplete ladders in a shaft where all in party must ascend. To move from one ladder to another, you have to twist your character as you break one grip on that ladder in hopes of grabbing the next one behind you. Miss, and you fall downward and lose your place. (It’s the same frustration you find much later if you lose your step within the shafts of  “The Coalescence Chamber.”)

Party members without a feather-falling item will be a burden to advancing. Even experienced players will get steamed when your character just can’t time things right. You may need to tweak your turn rate in your game settings to help.

The next challenge is the puzzle of Rackum’s Conundrum. You will need the DDO Wiki puzzle hints here, and even then, the puzzle is far from intuitive.

The Faithful Departed (Level 8)

Navigation: 8, Enemies: 7, Bosses: 9

How many people you know have done this free-to-play adventure in House Phiarlan?

If you’re in a PUG, you’ll learn the definition of “frustration” and begin to understand why some people can rationalize murder as you watch your own party members wreck this quest.

The adventure begins in a beautifully rendered area of meandering cliffs where an old elven burial temple resides. Drow have decided to enter these ruins for something shiny and, in the process, are desecrating the remains of Elves there. The mission is simple: Stop the Drow. There’s a catch, of course. There are four special Elves buried there that come to unlife when they are threatened with attack. You must not allow them to be destroyed by the Drow forces. The catch to the catch? These Venerated mummies are vulnerable to your attacks as long as there are enemy Drow left standing in their rooms.

For that reason alone, a PUG filled with Hulk Smashers will quickly fail this quest. “Don’t use AoE spells,” you’ll shout to one guy. “Stop hacking the Venerated!” you scream to another.

At least 3 of the 4 Venerated must survive. Of course, there are sizeable mobs of Drow, scarrow and spiders throughout, switches to pull where said mobs like to have a cup of coffee while waiting some action, and a several nice traps for your armor-clad hipster player to stumble into and make sushi of himself by not listening to a knowledgeable party leader.

If you’re able to save the first three Venerated, then you can go in with guns blazing at the end fight where the last Venerated exists. But the reason why I note this quest is that you’ll likely have killed one mummy too many beforehand and have a very hard time saving this last one from the hands of your own party.

The Ruins of Threnal (Level 8-10)

Navigation: 6, Enemies: 9, Bosses: 5, Incredible NPC Stupidity: 11

That’s right. I’m adding the entire chain. Many players run this quest chain as hard as they can just once so as to obtain their matching set item, the Mantle of the Worldshaper, or a special end-chain reward.

Why only once? One reason: Coyle. Second reason: A terrible quest chain mechanic that sometimes bugs advancement for the unaware.

It’s not that the Threnal quests are particularly difficult, save one. Many players hate the dialog choices with the NPC quest givers. They aren’t clear, and choosing the wrong selection will negate a a couple hour’s work of completing a part of the adventure. In short, the player actually has to read what’s in the dialog.

The adventures in Part 1 and 2 are generally linear, but get hairy in part 3. Sadly, as DDO adventures go, the storyline barely makes sense, so the entertainment value is lost. (What do giants have to do with Threnal? Why are they about in the end fight? And what kind of lame non-epic end fight was that?) Threnal seems to be a developer’s attempt at a cave-based horror story that didn’t work out.

(I know, it's not the same as KHAAAAN!

“…And I shall keep on…hurting myself, leaving you all here in this library…bored alive…bored alive….” Party: “COYYYLLE!”

Let’s jump to the one adventure, the nadir of quests at this level, that annoys even the experienced adventurer: In “Hold for Reinforcements,” you must protect Coyle, a zerging, raging spellcaster that is only effective in getting himself killed, which, not so coincidentally, causes you to fail the quest. Your mission, for 15 mind-numbing minutes, is to keep Coyle alive.

The challenge lies in the precision and preparedness of your party. Specifically, you need to do all that you can to keep Coyle out of the picture, protected and out of sight. A party playing at-level may or may not have Invisibility, Blur, significant elemental protections and resists, Blade Barrier and summoned creatures that are helpful after you talk to Coyle, giving him a tap on the head to knock him out, lying prone in the library’s center.

You can finally let the Hulk Smashers in your party off their chain, hoping they’ll listen to your instructions to watch out for Coyle and protect him should he reawaken.

If your party is savvy, the enemies attack you and don’t get close enough to see Coyle, waking him from their attacks and causing you distress. If all your party can do is to knock Coyle out, this quest is a grave pain, especially when the ice mephits spawn directly in the center and will quickly wake Coyle to fight and force your party to reset.

In Part 3, you’ll encounter a couple of beholders. You’ll know what people don’t have Deathblock on at the sound of the ding(s). Screams of “What happened to my sword/axe/armor?!” will come from the dunderheads that start hacking the handful of rust monsters indiscriminately.

Should you feel inclined to play this awful chain again, just use your quest log to abandon only the West series of quests, which will reset South and West but keep you flagged for the Eastern quests where Coyle must be baby-sat. Friends don’t let friends run the Eastern expedition…again.

With the addition of the Artificer came an addition to the chain end-rewards, an in-joke from the devs. It’s a runearm named Recoyle. It’s item description says, “A part of his spirit lingers on, and is STILL causing you problems.” The runearm throws out Force damage and, naturally, increases your own Threat level by 25%. Enjoy.

Delera’s Tomb (Level 5-8)

Navigation: 8, Enemies: 9, Bosses: 6, Incredible Player Stupidity: 8

Yep, I’m adding an entire chain again. This quest series is very popular to obtain the Voice of the Master experience trinket. Like Ruins of Threnal, this chain can get borked up for the final fight, “Thrall of the Necromancer,” if you don’t know the proper order to speak to Delera and Hargo (speak to Hargo twice, then go speak to Delera). Unlike Threnal, the trips through the spacious catacombs of Delera’s undead hideaway can be quite fun.

But “fun” is relative, as these quests are filled with all manner of undead. In the first quest alone, traps are abundant, locked doors and many incorporeal wraiths are present. How many parties have you been in where somebody didn’t bother to have a Ghost Touch weapon or item for the stat-damaging wraiths, or a Good-aligned weapon for the non-ghostly Ghostly Skeletons?

It’s an experience-rich chain but is also a quintessential example of a dungeon that requires a talented and versatile party at low levels to complete without deaths. I can’t count how many times someone’s gotten roasted by the fire trap at the start of one of the quests, or skewered by a spike or dart trap. Please–let the Rogues lead.

The tombs can be a bit winding with mild to moderate puzzles, jumps and lots of stairclimbing. It’s practically DDO Stairmaster in there. Arcane mages are weak physically but are nasty to the armor-clad that fails to target them immediately.

Warn your Hulk Smashers not to go silly on breaking sarcophagi in some areas. Often this spawns far too much fighting for an at-level party to handle without some ramifications later.

Power-casting isn’t a very good idea in Delera’s catacombs. While most quests have more than one shrine, most are a long ways off.

Spawn of Whisperdoom (Level 11)

Navigation: 7, Enemies: 8, Bosses: 9

You remember this spiderly magical beast, don’t you? She was completely unkillable in a quest in the Groundhog Day…er..the Attack on Splinterskull series. Now, you’ll find her again and see that she has been downgraded to barely killable.

It’s an expansive cavern, with a small fortress and many ogres to fight to obtain a key. There, you’ll find one of two shrines and a trap-filled corridor to said key. With key in hand, you kill off Whisperdoom’s daughters to make the mom appear, while also slaying many orge mages.

The caves of Whisperdoom’s lair are circuitous with many cul-de-sacs. Spiders are very numerous, with web attacks quite effective in slowing or killing your party, and they continually respawn even after quest completion. Evennote the Everlost is right in that we do need to be able to craft an Improved Shard of GPS for places like these.

The challenge is Whisperdoom herself. She’s not a spider, but a magical beast. Her defenses are ridiculously formidable, and she casts all manner of deadly spells, particularly Horrid Wilting and Acid Fog. Her weakness is Light damage. Good luck in finding light-damaging weaponry at your level. You need something to kill her fast as she also regenerates.

There are a few locked items and hidden items throughout. A person that picks them all up for delivery to an NPC later might get a web-immunity cloak.

And the Dead Shall Rise (Level 11)

Navigation: 5, Enemies: 9, Bosses: 9

This a fun one but with a design dynamic that eats the unprepared for lunch. Set in a uniquely and awesomely rendered death-tower, the whole adventure is filled with hordes of undead of all kinds, especially wraiths, skeletons and neg-leveling wights. But it’s the many, many traps that kill at-level players with ease without a determined Rogue in party. There’s precisely one shrine in the place, and that is behind a hidden door. Don’t rely on True Seeing or Detect Secret Doors with Update 19–remember that certain doors now have saves that require a Rogue or Artificer to find it.

Being a spiral climb, it’s almost impossible to get lost. Roman numerals mark the floors in the central shaft. Traps exist in both the central shaft and in the passageways between altars. One combines an air blower with a blade trap.

It’s the boss himself that’s a cheating bastard. You haven’t much time to charge Validus the lich as you instantly materialize in his chamber. Try to keep him by his throne or you’ll have nothing to stand on, literally. He begins to break the floor up, causing you to fall down the height of the shaft and forcing a return run up the spire.

You may return to find Validus standing contentedly on the non-floor where melees cannot walk, leaving only spellcasters and ranged weapons a chance at killing him, a powerful undead sorcerer that lobs death spells and chain lightning any chance he gets. He’s got a permanent Fire Shield of Cold, too. You did bring something to deliver ranged damage, right? And deathblock? At the ding(s), the time will be dead o’clock, precisely. Melees have a tough time, but casters will have a very hard time damaging him as he will save 50% of the time against a Disintegrate spell.

After all is done, don’t recall out right away. Two or three chests await. A couple are on isolated ledge within the inner heights of the spire (some resistance might be encountered). The last is at the ground floor that opens up on Valdus’s (second) passing. It’s trapped–as you see by the dead party members that reached it earlier.

Back with more quests o’ doom in a later installment. I’m sure I’ve missed a few gems you’d like to hear, so mention them for a later write-up.

Death Seekers: Guides for the Unprepared (Part 1)

While terrifying, dragons are often the one thing that DDO players are more prepared to handle. You'll still pee your pants for a second when one suddenly appears.

While terrifying, dragons are often the one thing that DDO players are more prepared to handle. You’ll still pee your pants for a second when one suddenly appears.

Being a game, Dungeons & Dragons Online is designed to challenge a player character (and, by extension, the player) with immersive and chaotic dungeon designs, puzzles, hordes of enemies, mini-bosses and dungeon bosses.

When any of these items are multiplied, you get that quest. You know what I mean. That quest that almost killed you the moment you stepped inside. That quest that caused so many deaths in party that the kill count is almost lower than the party death count. That quest that has haunted your dreams. That quest that becomes part of lore, whispers and murmurs of caution and dread, of confusion and resignation.

That quest that can turn your party’s “Aragorns” into “Brave Sir Robins” in moments.

Surprisingly, I’m not necessarily speaking about quests where dragons show up. Dragons are so well-known in their ferocity that most DDO players are often more equipped to handle dragons than what they may encounter in several quests.

Recently, I’ve decided to begin discussing these quests, perhaps over a series of posts, to try to clear the air, give players more information on what to expect and to prepare than what you might find even on the venerable DDO Wiki.

And, of course, provide a personal insight on why some quests are just pants-soilingly terrifying.

I’d like to create a general series of ratings, each from 1 (low) to 10 (highest) on specific issues of each quest. For now, let’s break it down to

  • Navigation: Does the quest require many switches and keys to use to progress? How hard are they to find? How linear is the adventure? Are there traps? Are there quest-required puzzles? How much resistance is encountered to find objectives? Is the quest just plain confusing due to its sheer size?
  • Enemies: How many? What’s the dominant race? Do they respawn? Do they attack with effects that are harder to resist or avoid? Are there one or more kill zones where they’d likely entrap you? Does their nature limit your fighting ability?
  • Bosses: How many mini-bosses? What damage resistance do they have? What special attacks do they do? How do you escape from it if you cannot kill it? How large is their entourage?

My ratings are totally subjective, based on my experiences in party or solo.

Let’s start with a few low-level ones in memory in this first installment. Here, preparedness is the solution to most woes. But just wait, I’ll bring up “Foundation of Discord” and quests where cunning is critical.

Proof is in the Poison (Level 4)

Navigation: 8, Enemies: 7, Bosses: 5

Of the many Coin Lords favor quests, this one is thankfully not part of the Sharn Syndicate chain. The name of the quest says it all. You begin with many a locked door where acid and poison are dominant. Traps are few but in well-placed locations where death is sure to players who like to zerg about, starting at a bridge where a fire trap will roast you. Should you fall down to apparent safety under the bridge, spinning blades will appear to chop you to bits. Throughout the area are mobs of sneak-attacking Quickfoot fighters and mages that threaten to overwhelm you.

Few players seem to enjoy this quest because the layout can be maddeningly frustrating for people who don’t pay attention. The area is surprisingly linear, but if you wander off and fail to stay in party (especially when running at-level), death is swift.

Each major progression is sealed by a door that requires a specific key. You’ll need to run down many hallways, burst open many doors and kill many enemies to find what you need. This place has only one shrine, and it’s not found until you reach the halfway point of the adventure. Players who love to smash breakables will love and hate it here, especially with the newer stealth AI and its stronger Listen checks for the mobs. They’ll easily find you if you smash so much stuff that you’re practically aggro-ing half of the dungeon.

A good Jump skill is handy here. Good healing management, with acid and poison resists are essential. Many parties die often here because they rely on their hirelings (who often recklessly run into danger themselves) or live healers too strongly since curses, poison and acid damage are so frequent here and resources can become sparse if you’re a stingy player that doesn’t carry some items of your own. “HJEAL MEH” types get a name in here in my parties: “He Whose Stone We Carry.”

The end-fight isn’t very challenging in that the scorrow boss isn’t terribly powerful. He does have a sizeable entourage guarding him, so pull as many of them away first before jumping the boss. Also, if you haven’t hit all the breakables, the boss room has quite a lot that you can crush to get your Ransack bonus.

Freshen the Air (Level 4)

Navigation: 3, Enemies: 9, Bosses: 5

For some reason, I enjoy this one, which you’d think would ensure that the quest would not make it to this list. Perhaps I like it for the schadenfreude of the thing when I join a poorly-prepared party.

TroglodyteFirst off, the adventure is timed. You have 30 minutes to complete it. Prepared parties will have no trouble in completing it with time to spare.

Unprepared parties will forget that the many, many troglodytes that inhabit this place emit a stink attack that slows your attack and movement speed, among other things. Kill them quick, don’t loiter about them, but don’t run madly through the area to attract more than you can handle.

While there’s no one significant boss (there’s only a queen boss that is easily slain), the place is filled with trog shamans with potent magic attacks. For that reason, the shamans are one objective: Kill them all.

The place where things can go pear-shaped is the central room where shamans and kobolds rain death from above from perches you can’t reach.

This is a classic kill-zone because those in your party who go all “Ooooh! Shiny!” at any breakable they see will charge headlong into the room and get quickly killed by said death-from-above, as well a few roaming trog fighters. Better to use ranged attacks to systematically remove trogs and kobolds (who are on unreachable platforms for your level) before going in to destroy the several large crates that are part of your central objective.

There’s only one shrine, which is guarded and at the halfway point. If a party dies too early here, a wipe is almost assured since the mobs ahead will prohibit rescuers from reaching the shrine safely or with sufficient time to complete.

Things are quite linear here so it’s essentially impossible to get lost. Do laugh at the players that do, please.

Irestone Inlet (Level 4)

Navigation: 2, Enemies: 10, Bosses: 6

Here’s another clusterfrak quest in the making for the unprepared. Pirate hobgoblins respawn quite a bit here, so wondering solo players can get ambushed instantly.

The objective is straightforward in rescuing several hostages. However, each are guarded by many, many enemy mobs with very nasty hobgoblin mages, who enjoy using Ray of Enfeeblement on you. As a Monk, getting hit more than once by this spell immediately uncenters me and inhibits all Monk skills, particularly fighting. Others might fare worse. Always carry a generous supply  of Lesser Restoration and Remove Curse potions into this area.

Also not to be underestimated are the ogre fighters with (at-level) devastating slash damage that seem to cleave robe/outfit wearers in two.

Often, Scartongue, a mini-boss kobold that appears, can give parties trouble with his AOE concealments and magic attacks, confusing a party while his compatriots take advantage.

After killing one ogre mini-boss, Dinks, you’ll learn that you need to carry several powder kegs to use to blow up the pirate’s nearby ship. Each weighs 20 pounds and can tax low-STR players. Get hit by Rays of Enfeeblement while carrying several of these and you may be left helpless, hardly able to move and unable to fight.

There are a couple of shrines but they are spread across the island. The respawns will become daunting to stone-carriers if they aren’t close to either shrine.

Yaaryar, the boss, appears shortly after you blow up his schooner. It’s still quite an impressive explosion to watch–but not too close! If you are on the ship when it blows, your soulstone may be permanently blocked in the water and no one will be able to retrieve you. The boss always appears while heading in the direction of the schooner’s remains. He’s not hard to kill but has a moderate entourage.

The Crypt of Gerard Dryden (Level 3)

Navigation: 1, Enemies: 11, Bosses: 3

Yes, I know my rating scale was 1 to 10. This one deserves special mention.

This fourth adventure in the Catacombs quest chain is impossible to get lost–making it easy for party members to find your soulstone should you get too cocky and wander off. Skeletons and wrights are thick in this place, ambushing you often and fast. Many, many sarcophagi are here, often bursting open to flank your party.

The unprepared forget that some quests are resource intensive. Mobs will come that quickly deteriorate your weapons and deplete healing options. Skeletons require bludgeoning weapons to be most effective, but many players will bash them with swords anyway and damage them. You also need a Good-aligned weapon for best effect. That cool looking Frost greatsword you have there will do little against the cold-immune skeletons. Light Monks will have it easier here with a good pair of Pure Good handwraps or quarterstaff, since ki can be renewed quite well here to buff and heal a party. The wights can be taken down with slashing weapons but aren’t bludgeon-resistant. Thankfully–no zombies, but there are a few non-undead things like spiders, if I recall.

Did I mention the mobs? There are four rooms where a required lever rests, all but one room filled with a couple dozen sarcophagi and dozens of enemies inside  that zerg-rush you. Crowd control (even if only bottlenecking them using their entryway) is critical or you’ll get surrounded.

There is precisely one shrine. If you clear everything you find before someone dies, getting their stones to a resurrection shrine isn’t a problem. The challenge is to the trigger-happy spellcasters in party who don’t remember that Hard and Elite rest shrines cannot be used more than once. Worse, the casters could be using ineffective spells or power-casting unnecessarily.

Oh, and just when you’re done with the first four level rooms, you’ll get another four with similarly nasty mobs.

I did mention the mobs, right? To get Conquest, you’ll need to kill about 232 enemies. If you have a good ranged fighter, they might crack open more sarcophagi before they explode to destroy 222 breakables for the Ransack bonus.

More quests to come in a later installment. Stay hungry.