style="color: rgb(154, 185, 124);">Quest Guide: Depths of Discord
style="color: rgb(51, 0, 51);">By
The Depths of Discord is a simple and short quest. Your and your
fellow adventurers must enter this quest, pass through a short sewer
type dungeon (opening three valves to gain passage to the end of the
dungeon), and destroy a href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=36">large
earth elemental named Landslide. Landslide is worshipped as a
sort of god by the inhabitants of the dungeons below House Denieth.
This quest is part of the "Depths" series of quests, found in the
Hammersmith Inn at House Denith. Like all but the first of the
"Depths" quests, there is both a dungeon entrance (found in the Depths
of Darkness quest) and a street entrance (west of the Hammersmith inn,
near a minotaur collector).
This quest is a little tougher than the previous two quests.
While shorter, the monsters here are not to be trifled with by a
inattentive party. However, a organize party of the proper level
will find this quest fun, short and enjoyable. An excellent
adventure for a short time online.
Huge Violet Slime, Lesser Grey Ooze, Minotaur Warrior, Minotaur
Berserker, Night Scorpion, Armored Wight, Black Wolf, Troll, Large
Earth Elemental, Wraith
Locate the entrance to sewer level 4 style="font-family: tahoma;">
style="border: 2px solid ; width: 250px; height: 321px;" align="right"> size="-1">The 3rd level the sewers,
where the Depths of style="font-family: tahoma;"> style="font-family: tahoma;">Discord quest size="-1">is found, size="-1"> size="-1">is seperated into 4
definable sections. Each section is seperated from the next by a
closed, unpickable door, which is must be opened by using a valve found
in the previous section. Each valve is found at the end of a
branching side passage. Adventurers who wish to reach landslide
must find and use the valve, facing the enemies found in each side
The first section of the sewers contains oozes, exclusively.
There are normal and lesser grey oozes at the door to the next section,
along with a ochre jelly. Remember that the oozes are immune to
cold and fire, hurt by lightning, while the Jelly is split by lightning
but affected by fire. Heading east and down a ramp covered by a
water flow, you will meet several lesser grey oozes. At the end
of the ramp is a huge violet slime and the valve opening the entrance
to the 2nd section of the sewers. If for some reason you pass
this way again, note the lesser grey oozes repop. size="-1">
The second section of the sewers contains trolls, wolves, two
minotaurs, and a couple style="font-family: tahoma;"> style="font-family: tahoma;">monsters who appear when you open certain
secret doors (see below). Immedeatly past the door leading into
this section you will see a very fearsome looking minotaur berserker
and a minotaur warrior. style="font-family: tahoma;"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album46&id=Scorpion_Suprise&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Scorpion Surprise"
style="border: 2px solid ; width: 250px; height: 187px;" align="left"> size="-1">It is best to block the
door to the second section and attack them from behind the safety of
those blocking the door. These monsters can be taken down fairly
fast, but they hurt a lot, and their charge attacks can cause chaos if
you allow them to disperse you.
To the right of these minotaurs are two secret doors covering
cubbyholes. The northern (closest) cubbyhole has a night scorpion
and chest. The southern cubbyhole has a armor wight. Both
appear if their cubbyhole is disturbed. style="font-family: tahoma;">
Once you have completed the entrance area to the second section, at the
end of the area on the left is a fire with some black wolves.
These are dispatched easily enough (though they can trip you fairly
easily). Be careful NOT to run far enough forward while fighting
the minotaurs that you wake these wolves up.. it causes a uncomfortably
To the west of the wolves is a barricade. size="-1"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album46&id=Trollish_Barricade&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Trollish Barricade"
style="border: 2px solid ; width: 250px; height: 187px;" align="right"> size="-1"> Behind the barricade are
two trolls, and, at the end of the hallway, a valve opening the door to
the third section of the sewers.
In the long hallway past the door to the third section are several
earth elementals. Two are in the hallway itself, 2 are at
the end, patrolling into sight once in a while. The best way to
deal with these opponents is simply to pummel them into
submission. Make sure that href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=341">those
who are able to take damage approach these elementals first, the
elementals can grab and immobilize opponents, and the less hardy
adventurers can take quite a punishment from this. It is very
important to note that these elementals repop over time, so if you
should return to this hallway, you will see more of these elementals
here. If you should die and return to the dungeon, it can be very
difficult to get past these brutes.
At the end of the elemental hallway (once you have dealt with the
two patrolling elementals), you will find a shrine behind a door to the
west, and a gloomy hallway to the east. This hallway contains
three wraiths, and usually a named wraith known as the soulless
warrior. As long as your party of adventurers are prepared for
this threat, you should be able to handle it. Don't go down this
hallway unless ready, remember that if you should die from the
attentions of a wraith, you spawn a new wraith to threaten your
friends. When dealing with wraiths, it is best to stand close to
each other, so that when wraiths fade back into corporeality, everyone
in your party is able to attack immedeatly before the wraith fades into
At the end of the hall, you will find the valve to the fourth, and last
section of the quest. At this point, if you are not "topped of"
in spell points and hit points, you should rest at the shrine.
Spell casters should take whatever href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=75">
fast damaging spell they have available, to damage the elementals
coming up as quickly as possible.
href="http://ddo.tentonhammer.com/modules.php?set_albumName=album46&id=Landslide&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Facing Landslide"
style="border: 2px solid ; width: 250px; height: 187px;" align="left"> size="-1">Once the valve is open,
there is a short hallway leading to the last encounter of the
dungeon. At the end of the hall is a last valve door, but the
valve is directly next to it. Once your party is ready, place a
single highly armored member of your party at the door and open it,
while the remaining members of the adventuring party stay back.
Immedeatly the massive earth elemental style="font-family: tahoma;"> style="font-family: tahoma;">Landslide, and two other earth
elementals, will charge. The goal here should be to kill
landslide with damage spells and weapons as quickly as possible while
the blocker stays at the entrance, preventing the elemenatals from
getting past the blocker to the more fragile members of the adventuring
party in the hallway. If done right, this can happen very
quickly. If the blocker should die or move, or not enough damage
be directed by the other party members, this encounter can quickly
devolve to chaos.
Once Landslide and it's allies are defeated, a chest is at the far end
of the chamber where Landslide appeared. Past the chamber is the
entrance to the final and fourth quest of the "Depths" series, the
Depths of Doom. Remember that you can return to the surface and
rest, instead of going straight into the Depths of Doom; there is a
street entrance found in House Deneith.
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