style="color: rgb(154, 185, 124);">Quest Guide: Assault on
Splinterskull

Quests 9
and 10: The Last Move; The Way To Yarkuch and Yarkuch's Last Stand

style="color: rgb(51, 0, 51);">By
Darkgolem






The last two quests of the Splinterskull quest chain lead the heroes to
a final strike against the chieftain of the Splinterskull tribe,
Yarkuch.  The adventurers must fight their way to the inner
fortress, past three war chiefs and to the throne room of Yarkuch
himself, where they mist kill him and his many followers.



There is only one optional objective that requires the heroes to go
away from a direct path to Yarkuch, preventing the shaman reclaimers of
tribe Splinterskull from reclaiming the fane of Zulkash.  This
objective requires the heroes to go back to the hallways where Zulkash
was found, reopen to forcefield, and kill the 7 hobgoblin reclaimers.

cellpadding="2" cellspacing="2">
style="font-family: tahoma;">Starting Npc:
style="font-family: tahoma;">Chief Ungurz
style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Quest
Zone:


style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">Outer and Inner
Splinterskull
Fortress


style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Related Zones:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Tangleroot Gorge; House
Phiarlan


style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Level:

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">7 (both)

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Monsters:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Brown Spider Prince,
Black Widow, Hobgoblin Infiltrator, Hobgoblin Cleric,
Hobgoblin Slayer, Darkfang spider, Night
Scorpion, Worg, Grey Ooze, Hobgoblin Witch Doctor, Hobgoblin Reclaimer


style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">Named
Bosses

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1"> size="-1">War Chief Narl, War Chief
Krug, War Master Muurj

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Bonus
Objectives:


style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Slay War Master Muurj
(The
Way to Yarkuch)

Slay the shamans trying to reclaim Zulkash's Fane (Yarkuch's Last Stand)



style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Possible Reward Items:

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">3 Chests (The Way to
Yarkuch)

 
3Chests (Yarkuch's Last Stand)

style="font-size: 10pt; font-family: "Times New Roman";"> style="font-family: tahoma;">Walk-Through:

style="font-family: tahoma;"> size="-1"> style="font-weight: bold;">Quest 9: The Way to Yarkuch size="-1"> size="-1"> size="-1"> style="font-weight: bold;">



The hallways of the outer fortress should be quite familiar now.  href="http://ddo.tentonhammer.com/modules.php?set_albumName=album33&id=map9&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Outer Splinterskull Map"
src="http://ddo.tentonhammer.com/files/gallery/albums/album33/map9.jpg"
style="border: 2px solid ; width: 250px; height: 214px;" align="right">
In the last visit you will make (unless you die and have to return),
you find only difference from your last visit in href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=417">The
Way of Zulkash, the glass spiders are no longer present, and in the
main chamber you will meet the ogre War Master, Muurj.



Muurj isn't particularly difficult, being cr 6, but has many hobgoblin
clerics, infiltrators and slayers with him.  Once he is defeated,
simply head into the inner corridor and enter the fortress
proper.  If you need, you can use the shrine in the center of the
outer fortress, or take the chest in the overlooking ledge (mind the
two traps on the way).

Quest
10:  Yarkuch's Last Stand

size="-1"> size="-1"> The bridge leading
across the underground river is still down, but guarded by several
infiltrators, slayers and hobgoblin witch doctors (so prepare fire
resistance).  The gate to the elementals is down, and there is no
way to enter it. href="http://ddo.tentonhammer.com/modules.php?set_albumName=album33&id=map&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Innter Splinterskull Fortress"
src="http://ddo.tentonhammer.com/files/gallery/albums/album33/map.jpg"
style="border: 2px solid ; width: 250px; height: 230px;" align="left">




Beyond the bridge, where you previously meet the spy in href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=415">Agent
of the Darghull, you will have another encounter, with witch
doctors, slayers and a infiltrators, plus worgs.  If you wish to
do the optional object, head east toward Zulkash's fane.  If not,
head west toward your final battle.



The large rectangular hallway of leading toward Zulkash's fane is
repopulated with slayers and infiltrators at the wheels in each
corner.  In addition to their normal grouping are hobgoblin
reclaimers, who are merely cr 6 witch doctors.  Once all four
corners are cleared, turn to the wheels in the same combination as
found in href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=417">Zulkash,
Herald of Woe, then enter the (now opened) fane.  There are
two dread zombies, some hobgoblin slayers, and the three remaining
hobgoblin reclaimers.  With their defeat you have completed the
optional objective.  Use the shrine, and head west toward the
fight with Yarkuch.



The hallway to Yarkuch's throne room can only be opened by acquiring
two keys, found in  vaulted chambers to the east and west of door
opening into the hallway leading to the throne room.  Each room
has a contingent of slayers, infiltrators, worgs, and three hobgoblin
witch doctors, plus an ogre war chief (Naarl and Krug).  The best
way to handle these rooms are not to go into them.  The war
chieftains cannot leave the rooms, they are too large.  Simply go
to the doorways of these rooms
style="font-family: tahoma;"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album33&id=Witchdoctors&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Beware Witch Doctors Fire Spells"
src="http://ddo.tentonhammer.com/files/gallery/albums/album33/Witchdoctors.sized.jpg"
style="border: 2px solid ; width: 250px; height: 231px;" align="right">
size="-1">, keeping back, have one
person enter and get their enemies attention, and kill them after they
exit the room.  Then kill the war chief (who will be standing in
the doorway) from range, and collect the key the war chief drops. 
If you enter these vaulted chambers, expect many fire spells to pelt
down from the witch doctors who are in the upper portions of these
chambers.



Once both keys are collected, head to the locked door which leads north
to the chieftain's throne room.  Two traps are found in this room,
which can be disarmed, or avoided by timing.  On the right is a
shrine.



The throne room itself  has ramps leading forward, left and
right.  It probably is best to disarm the traps in the hallway (so
your not standing on them) and lead enemies to the hallway, style="text-decoration: underline;"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album33&id=Chief_Yarkuch&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Chieftain Yarkuch's must Die!"
src="http://ddo.tentonhammer.com/files/gallery/albums/album33/Chief_Yarkuch.sized.jpg"
style="border: 2px solid ; width: 250px; height: 230px;" align="left">
pulling
small groups at a time, until only the chieftain and his allies close
by are  present.  Then go up the center ramp to the throne of
Yarkuch and dispatch the chieftain.  He will drop a key (which
opens the chest next to his throne).



In addition to this chest, there are two secret doors, found on the
south east and west walls of the throne room, leading to chests. 
Both hallways are trapped, one with  spinning blades (the shorter
hallway), and one with darts (the longer hallway).  The dart trap,
it should be noted, does not activate until the chest in that hallway
is opened.



Congratulation, you have completed the Assault on Splinterskull
series.  Exit and make sure to speak to chieftain Ungruz for your
reward.







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style="font-family: tahoma;">
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Last Updated: Mar 13, 2016

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