style="color: rgb(154, 185, 124);">The Forgotten Caverns
For this quest, make friends with a arcane caster who likes to use fire
spells. They work wonders against the many trolls you'll face.
Scorching Ray from the href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=75">2nd
level arcane spells and Fireball from the href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=175">3rd
level arcane spells will do good damage on this quest. With all of
this blast casting, you'll need a good href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=229">Divine
Vitality cleric on hand to replenish the arcane casters. That
cleric can also cast protective cold elemental resistance buffs for the
mephit encounter at the beginning of the dungeon.
A key point to note is that the second Rest Shrine is only accessible
to your party if you have a skilled rogue who can pick the lock or a
really strong melee warrior. To augment the skills of your party, a
cleric or wizard should prepare Bull's Strength or Cat's Grace. It's
vital to access that Rest Shrine, as the last few fights in the dungeon
This is a quest that caters to a party with mostly arcane damage. Crowd
control is practically useless, so--for once--we can't recommend a bard
for the journey unless you need a backup healer. Even then, it'd better
be a pretty melee-capable bard (a bow bard might be better).
ice mephits, trolls, troll shamans, ochre jellies, huge ochre jelly,
large earth elementals, troll chieftain
random item from Thurd
1: You enter a small antechamber and head north into a square
room that appears to have no exits. 4 greater ice mephits await you, so
have your arcane casters ready with those fire spells. Beware the
damage you can take from the crackling floor due to the magic of the
mephits. When the mephits die, the floor will shatter, revealing a
Loot the chest the mephits guarded and drop into the watery cavern
Section 2: This section
of the underground cavern is shaped like a lowercase "m," and your
party stands at the lower left point. Proceed north just a little to
try to draw out the troll standing in the first curve of the "m." You
want to pull it back to prevent adding another to the fight.
On around the corner to the east is a second troll. Again, pull it back
to safe ground and destroy it with burst damage
Going south down the middle leg of the "m" leads you to a chest guarded
by a troll and a troll shaman. Blast the shaman ASAP to make this fight
easier. The chest contains a silver key that opens the door to the
north, but you're not ready to go there yet. Instead move east and
fight another troll. When it is dead, head south for a big fight.
Moldfang: You'll come to
a room with 2 trolls, a shaman, an ochre jelly, and the troll named
Moldfang. Casters should eliminate the shaman immediately. The jelly is
the next priority. Then you can assault Moldfang before finishing his
cronies. You can loot a nearby chest and pick two mushrooms.
After this fight, you'll need to use the Rest Shrine in the room to the
east. Then head to the locked door and use the silver key.
Section 4: An ochre jelly
and a huge ochre jelly block the path. Draw them out and pick them off
as efficiently as possible. Loot the adventurer's pack in the bend and
follow the path around to the west, where you'll run into a sealed door
that only opens when you have activated its runes.
Head north to find the first lever. Beware the piles of rocks nearby;
they're actually large earth elementals. Blast these abominations with
everything you've got, and pull the lever.
Go back south and repeat this process exactly. 3 more large earth
elementals guard the second lever. When you pull the lever, the western
Section 5: You'll enter a
well-built room with 2 trolls and a shaman. Kill the shaman first and
his friends will go down more easily. Between the trolls, the
elementals, and the ochre jellies, you should be craving that second
Rest Shrine right about now. It lies beyond the locked door to the
Either buff a melee with Bull's Strength and bash open the door, or
boost a rogue with Cat's Grace and pick the lock. In the room with the
Rest Shrine is an alchemy table. When your party is ready for the final
battle, head west.
Section 6: 4 trolls
protect the troll chieftain in this room. Target the chieftain first,
and then dispatch his guards. When all creatures are dead, loot the
chest and the adventurer's pack in the room. Your quest is complete, so
return to Thurd for a reward.
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