This quest requires a person with Strength 16 to advance at all from the
beginning. Furthermore, a rogue is required to pass the locked door
opposite the entrance, and you need Intelligence 14 to pass into the
force field found near the shrine. If part of the trap found near
Blight the rust monster is left on (the bridge with spikes), Blight can
be led onto the spikes to die a squishy death.
Since most clerics at Level 2 cannot remove poison, it is imperative to
try to avoid the poison traps. On the bright side, this dungeon has few
monsters. The traps do all of the work.
Blight is a rust monster, meaning he can do some damage to your metal
weapons. Come at him with wooden clubs instead of your favorite blade.
You'll need those wooden weapons for the oozes, too. You might as well
keep them handy.
Try your best to lure the oozes near Hissar to you without involving
him. Once the oozes are dead, try to draw Hissar over so that you do
not have to suffer the poisonous attacks of the scorpions hiding in the
nearby rubbish during this critical battle,
Kobold Warrior, Kobold Thrower, Kobold Witch Doctor, Lesser Gray Ooze,
Medium Monstrous Scorpion, Medium Black Widow Spider, Medium Monstrous
brown prince Ruin (Large Monstrous Spider), Blight (rust monster)
Neutralization Bonus (6 traps total)
Observance Bonus (2 secret doors)
Ransack Bonus (65 breakables)
1 NPC Item
find a locked gate in one direction and a closed door (with a valve) in
the other. The valve requires Strength 16 to open.
Beyond the locked gate is a pair of short waterways going down ramps.
Both waterways have two sprays of poison, one on the top and the
bottom, which cannot be disarmed but can be timed. These weaken those
who succumb to the poison.
At the top of the top waterway are two traps, both a set of spikes. At
the bottom of the top waterway is a blade trap (which can be disarmed),
and two spiders who lie in wait. Finally, another trap (darts) is set
to shoot toward those entering a niche here.
At the bottom of the second waterway are two medium monstrous
scorpions. A chest behind a secret door can be found here, along with a
shrine behind a valve.
Past the door by the shrine (going north now) is a gate, which must be
unlocked. Beyond this door and a gray ooze is yet ANOTHER trap, with
two sides, both which must be disarmed separately. Finally, past this
trap are the horrid rust monster Blight and 3 kobold handlers. Two
doors and a chest can be found here. Large crates block one door. The
other leads to a walkway near the troglodyte Hissar.
In the other direction from the entrance, if you go past the valve,
which requires great Strength. You find three kobolds in a chamber.
Beyond this chamber is another chamber, this second chamber containing
a trap that cannot be disarmed, spewing a Strength-draining poison. The
trap can be timed to avoid the effects of the poison.
Beyond this trap and past a door is a large, water-filled room with
water level ledges on the sides and an opposing pair of drawbridges
allowing you to cross. It cannot be crossed completely by swimming, as
the platforms leading out of the water on the far side of the room are
too high to climb into easily. Immediately upon entering, you meet a
small group of kobolds, including a kobold witch doctor.
Two of the ledges on the sides of this large room have kobold throwers
on them. These can easily be dispatched by ranged weapons and
sidestepping missiles thrown by them.
On the sides of the platform upon entering the next room are switches.
These lower the closer drawbridge, leaving the far drawbridge raised.
To lower the far drawbridge, two switches found on platforms on the
sides of the room (at the waterline) must be thrown. This also allows a
group of 2 kobolds to cross the bridge and attack you.
To the left of the far drawbridge is a room with a barred window
keeping you from entering from this side. You can enter it by a means
found further ahead.
Past the drawbridge room is a three-way hallway intersection. On the
left of this intersection is a force-wall blocked doorway, opened by a
rune requiring Intelligence 14 to activate. Directly ahead in the
intersection is a door leading to the sole rest shrine of the dungeon.
To the right is a hallway leading to the final large room of the
adventure. A single kobold guards an alarm gong at the end of this
hallway. He can be easily dispatched by stealth or missile weapons. If
he is not stopped from ringing the gong, two kobolds, including a witch
doctor, join him.
If you should pass the force field, you find a series of spiders
guarding a hallway leading to the room visible from beyond the barred
window in the drawbridge room. A chest is here.A vicious spider, the
brown prince Ruin, appears.
If you take a right from the 3-way intersection past the gong,
you find a large, water-filled lowered chamber. Intrepid adventurers
must jump and swim to enter, and it is a one-way trip. The right hand
side of the chamber has a large pathway leading along the side of the
water. This is the same pathway that the two doors past the rust
monster Blight leads to. The left hand side of the chamber has a
diamond shaped cage with no visible entrances.
The right side of this massive chamber has three exits. One is false;
another can only be opened from the other side (where Blight is). The
third is blocked by a force field. The force field raises when the
Hissar is killed. It leads to an exit to the surface.
Only swimming allows you to enter the left cage. A vertical tunnel is
found in the rear portion of the water, under the cage. Make sure to
take off any armor before entering and avoid using the ladder when
swimming here. It is a long distance.
Upon entering the cage, the troglodyte leader, Hissar, can be seen at
the far edge of the cave. Three nests of rubbish also are found
in that direction. On the opposite end of the cave is a small
This niche contains 2 lesser gray oozes. They can be dispatched first
without alerting Hissar if the niche is entered to fight them.
Approaching Hissar can complicate the fight because the three nests of
rubbish are home to 3 monstrous medium scorpions. Hissar can be drawn
to the water-filled niche with missile weapons.
In the corner, where Hissar is originally standing, will appear a
chest once the scorpions and troglodyte are dispatched.
To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.