To have the best chances of completing this quest, you'll need a solid
cleric you can cure poison and the ill effects of Wights. It also helps
to have a couple of reliable nukers to help neutralize the mephits.
Sorcerers would be a logical choice here. As always, a skilled rogue
can save the party from a lot of damage. Rangers with Favored Enemies
of undead or the right kinds of humanoids can deal some good damage
here for your party, but choose arcane damage over melee combatants for
this quest if you have the chance. Finally, you need a good tank who
can keep the monsters on him.
Because of the Gray Oozes in this dungeon, it is a good idea to bring
some wooden weapons or some spare metal weapons.
You might consider saving Bram Brimstone and Gwydion Dogbane for after
the battle with Quarion Stormbringer. Of the two, Bram tends to be the
tougher battle--both because of his abilities and the Wights that come
to his aid.
After opening the winding path that leads to Agent Westbrooke, the
party will do well.to buff the tank as fully as possible and let him or
her try to wade through the weak melee monsters on the way to the
showdown with Westbrooke. You'll want to conserve those precious spell
points for the dungeon's final battle.
Kundarak; Ever Full Flagon
Glass Spiders, Brown Spider Prince, Greater Fire Mephits, Fire Mephits,
Ice Mephits, Air Mephits, Greater Air Mephits, Hobgoblin Infiltrator,
Hobgoblin Cleric, Minotaur Lord, Gray Oozes, Bugbear Warriors, Bugbear
Assassins, Desert Scorpions, Wights, Wight Priests, Dwarf Thugs, Elf
Footpads, Halfling Bandits
Brimstone, Gwydion Dogbane, Quarion Stormbringer, Agent Westbrooke
Gwydion Dogbane, Slay Quarion Stormbringer
1: You enter a narrow passage. Two gargoyle statues will animate
and attack you. Slay them and move forward just a bit.
Section 2: A solid rogue
will find and disable the trap in the room right behind the place where
you battled the gargoyles. Proceed forward and use a level in the
northwest section of the next room to open the door.
Section 3: The next
hallway leads to a 4-way intersection where the north door is sealed.
Go east and let your rogue pick the lock on the door and search beyond
it for a
hidden door. Inside you'll find a group of hobgoblins guarding two
chests. Kill them all and head back to the 4-way intersection.
Section 4: Head west and
be ready for 2 more gargoyle statues.
Continue west to find the crystal that opens the north door in the
4-way intersection. Beware the trap near this crystal. Let the rogue
take care of it.
If your party is in good health and ready for a big fight, you can have
the rogue find the secret door at the end of the western tunnel to
confront Bram Brimstone. He is surrounded by Fire and Air Mephits,
glass spiders, and a Brown Spider Prince. Bram guards a chest, and a
mushroom lies in the westernmost chamber.
Section 5: Head back to
the 4-way intersection and go north through the door that is now open.
You will meet a Gray Ooze just beyond the door. Just a little north
from the Gray Ooze, you will be ambushed by some bugbears. Kill them
and head north to a 3-way intersection.
Section 6: The west
tunnel leads to the dungeons only Rest Shrine. If you go this way,
watch out for the trap. You'll also encounter a Bugbear Warrior that is
unlikely to slow you down for long. Don't forget to search the bookcase
down this hallway.
Section 7: The eastern
path from the 3-way intersection leads to another 3-way and a Bugbear
Warrior as your reception committee. The south path is blocked by a
magical barrier, which can be deactivating via a rune.
Section 8: Gwydion
Dogbane awaits you in the southern chamber, along with some desert
scorpions that you won't see immediately. Slaying them allows you to
loot another chest and access two alchemy tables.
Section 9: Going north
takes you into another hallway with deadly gargoyle statues. Defeat
them and move north to take on Quarion Stormbringer.
Section 10: Quarion
Stormbringer and 3 Wights impede your progress. You must defeat them
and move west.
Section 11: Entering the
western room leads you into a battle with a handful of Wights, 2 of
them annoying Wight Priests. Defeat them and pull the lever to slide
open a section of the northern wall.
Section 12: The path
north twists and bends first east and then west. In the tight confines
of the curving trail, you'll meet another Bugbear Warrior and a couple
of Gray Oozes.
When the path twists back to the east again, your party will face a
bunch of foes at once: Dwarf Thugs, Elf Footpads, and Halfling Bandits.
Proceed east, but let your rogue disarm a trap just beyond the site of
Section 13: Agent
Westbrooke awaits you in this final room, so be sure to go in with as
many hit points and spell points as you can muster. It's a tough fight,
but you have numbers on your side.
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