style="color: rgb(154, 185, 124);">Quest Guide: Depths of Darkness
style="color: rgb(51, 0, 51);">By
The second quest of the Depths series is not really much more difficult
than the first. There is a sticky encounter with a necromancer, a
couple troublesome minotaurs and hobgoblins, but it's not a noteworthy
challenge for a party of moderate ability. However, like
most of the depths quests, this dungeon is enjoyable because it is
quick, relaxing, and enjoyable. Unlike other quests, it can be
done without too much worry about party wipes, and overall can be quite
fun for a short relaxing period of play.
Like to other Depths quests, you get this quest in the Hammersmith inn,
and there are two ways to enter it. One is at the end of the " href="http://admin.ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=430">Depths
of Despair" quest, and the other is found at street level, by
simply running straight from the exit of the Hammersmith. The
entrance is past a fence, across the street from the inn. The
quest has 4 quests, appropriate for this level. You should note
that there are traps here, along with a crystal spider, so you will
want a cleric for recovery from damage and ability damage. Also,
there are some spell casters who use href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=183">bestow
curse, blindness, searing ray, and fire spells, so have the
appropriate spell defenses.
Hobgoblin Witch Doctor, Hobgoblin Infiltrator, Skeleton, Skeleton
Archer, Wight, Ghast, Skeleton Swordsman, Necromancer (Human), Skeleton
Veteran, Huge Violet Slime, Glas Spider, Baby Glass Spider, Hobgoblin
Cleric, Rust Monster, Minotaur
Slay Ironfist Patchfur
Locate the entrance to sewer level 2
style="border: 2px solid ; width: 250px; height: 267px;" align="right"> size="-1">Upon entering this quest,
size="-1">you have the choice size="-1"> size="-1"> of going east ( you must
pass a secret door) or west. If you should open the secret door,
you trigger the attack of two hobgoblin infiltrators. The west
leads to some troglodytes (including a troglodyte shaman), followed by
some grey oozes.
The eastern route has, past the infiltrators, a hobgoblin witch doctor
(who uses searing ray), and some hobgoblin slayers, plus a chest.
There is also a fire trap, which can be very debilitiating, so please
Either route ends with a norther turn, down a dark but otherwise
innocent looking hallway. In the distance an altar can be
seen. Directly behind you is a shrine, the only shrine in this
This hallway is rife with undead. Skeletons mainly, but in
addition you can find a wight href="http://ddo.tentonhammer.com/modules.php?set_albumName=album45&id=Innocenthallway&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="The not so innocent hallway"
style="border: 2px solid ; width: 250px; height: 188px;" align="left">and
ghast. At the end of the hallway is a necromancy, who will be
pacing back and forth. The necromancer is probably the most
deadly of the assembled enemies.. he casts both curse and blindness,
along with href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=71">ray
of enfeeblement, and these can be very debilitating toward new
parties. In addition, the alcoves here have skeletons which will
appear if you enter them. Overall this encounter is fine if you
kill the necromancer first, but a suprised party can be overwhelmed
with the restless dead if you are not cautious.
At the altar is a chest. If opened, two skeletons appear, so one
should exit the loot window and kill them, then return to your looting
without interruptions. style="font-family: tahoma;">
At this point you have the choice of going east or west. Both
directions have a southern and norther brach. size="-1"> Either branch
leads toward your style="font-family: tahoma;"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album45&id=Acid_Trap&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Acid Trap"
style="border: 2px solid ; width: 250px; height: 196px;" align="right"> size="-1"> objective, so feel free
to take your pick which way you wish to go style="font-family: tahoma;">
To the west, the southern branch has minotaurs, locked in a cage, with
a chest at the end around the corner, and the nothern branch has a rust
monster, size="-1"> then some medium earth
elementals, and a glass spider.
To the east, there is often a named (either Olcanni Spiritshaker, or
Ironfist Patchfur) and violet slimes (both south and north
branches). In addition there is an acid trap, so if you go this
way, be careful. You CAN avoid this acid trap by hugging the east
(right hand) wall as you pass.
Regardless of which branch you have taken, you end up at a intersection
with a door to the north. This is the final area. To your
south, behind a column, is a lever which opens the door. Past the
door are two each of hobgoblin slayers, infiltrators, clerics and witch
doctors., plus the end boss, Gribbet Snarlfang.
size="-1">This final encounter is
best handled by blocking the door and attacking from the doorway.
If you should enter the room, both the clerics and witch doctors are up
href="http://ddo.tentonhammer.com/modules.php?set_albumName=album45&id=Main_Room&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="The fight with Gibbet Snarlfang"
style="border: 2px solid ; width: 250px; height: 187px;" align="left"> size="-1">on ledges to the left and
right, and they will pelt you with debuffs and damaging spells.
Deal with them after the melee types are dealt with.
Once this room is clear, there is a chest ahead behind a throne, and
finally, the entrance to level 3 of the Depths quests. It is not
important if you enter now or not... you can enter from the street
level if you wish to return and recover before continuing.
Comment about this article at the
Ten Ton Hammer forums, href="http://forums.tentonhammer.com/showthread.php?t=9271">here! size="-1">
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