The Scoundrel's Run
Bring a rogue for the traps in this dungeon. In case the rogue fails,
have a caster or cleric with Protection from Elements: Fire ready to
save the party. This dungeon is full of traps, tricks, and puzzles.
A well-rounded party is almost required for this quest, as you will be
besieged by monsters of all sorts: melee monsters, casters, elementals,
jellies, and vermin.
A ranger with the right Favored Enemies could do some good damage here.
Crowd control specialists will find themselves with little to do half
the time as the party faces off against immune foes.
The number of enemies in this quest is not great, but the damage that
they can do is annoying. Be ready with a solid healing cleric and
possibly a backup healer. To avoid damage, let the rogue scout and stay
together. The whole series of tunnels winds up and down, north and
south, east and west. It's easy to get separated if the party does not
If the party wipes on the fight with the earth elementals, you may need
to restart the mission. The magic barrier will prevent you from
entering the room to fight them, and you must collect the piece of the
idol they guard to finish the quest.
Many collectibles lie strewn throughout this dungeon. Get only those
along your path to completing the quest. You can come back for the
others if you really want to after the pieces of the idol are gathered.
Warriors, Minotaur Berserkers, Minotaur Lord, Minotaur Shamans, Ochre
Jellies, Large Monstrous Scorpions, Night Scorpions, Monarch Scorpion
(from Rosie the Jinx)
collect and place 5 pieces of an icon on the alter that lies just north
of the entrance.
Part 1 (the tail of Halokh): Head west from the entrance and
take the second tunnel north. You'll know the tunnel by the minotaurs
waiting to greet you--a warrior, a berserker, and a shaman. These are
The tunnel bends back to the west where you'll find a floor puzzle.
It's hard to describe the solution, but just turn tiles until you get
it done. Then you can pass through and loot the tail piece and some
rubble on the ground.
Head back to the entrance.
Section 2 (the legs of Halokh):
From the entrance, head south until you meet an angry minotaur lord.
This bugger hits hard, so try Web or Otto's Resistible Dance to
incapacitate him. When he falls, head west along the tunnel toward the
adventurer's pack lying on the floor.
Next, move as a group to the
farthest western part of the tunnel. As you approach the legs piece, a
magical barrier will seal you in the dead end and four large earth
elementals will rise up out of the rubble. These elementals will attack
you from a distance if you let them, so wade in and get the job done.
Just make sure everyone is concentrating on the same one to minimize
damage. You can now safely loot the legs piece.
Head back to the entrance.
Section 3 (the left claw of
Halokh): From the entrance, head east and take the first tunnel
north. You'll need to spin some wheels to raise the portcullis: the
blue one once and the others 4 times apiece. Now you can travel north
and loot the left claw. Head south and take the next immediate tunnel
Section 4 (the right claw of
Halokh): The path leading west will gradually curve north and
lead you into battle with a handful of night scorpions and a monarch
scorpion. Try to keep these monsters off of the casters, who will have
low Constitution scores and succumb to poisoning quickly. Clerics
should be ready to neutralize any poison that affects the party's
Straight ahead to the north and then east lie a mushroom and a chest,
two fairly easy-to-reach bits of loot. If you get them, return to the
spot where you battled the scorpions and head east--but let style="font-weight: bold;">the rogue search for traps first!
The entire tunnel heading east is covered with fire traps. If the rogue
fails to find or disable the trap, let someone in the party use
Protection from Elements: Fire on a couple members of the party (one
heavy hitter and a backup healer should do). The rest of the party can
head back to the entrance.
The people with fire protection (if the rogue failed to disable the
traps) can run east through the trapped hallway and then north to loot
the right claw. A nearby valve opens the wall to the south that blocked
passage previously. These adventurers should go south through that
opened area and then head east into an intersection.
The eager Boss Kharja is ready for combat and guards a chest to the
north. Honestly, he's not too tough for a the full party, but he can
wait until the rest of the mission is complete. Head south and take on
a trio of minotaurs who block your path. They have low armor class and
should fall easily to a solid melee character and the backup healer.
Continue south until you reach a valve to help the rest of the party
get to the head piece of the idol.
The party back at the entrance should head south and then east around a
bend that curves west into an intersection. The western dead end has a
few minotaurs and a mushroom--hardly worth the effort. Head south. You
can loot a different mushroom just as you must turn east. You'll next
encounter an adventure's pack and a portcullis.
Section 5 (the head of Halokh):
The duo at the valve must turn it until the middle rune lights up and
the portcullis raises for the rest of the group. Those four can now
march east and kill 4 minotaur warrior on their way to loot the head.
All party members should meet back at the entrance. Some valve turning
may be required.
When all 5 pieces of the idol (tail, legs, left claw, right claw, and
head) are on the pedestal near the entrance, you can escape this
hellhole. There are a few other chests and collection quest items lying
around in the dungeon. There are also a few more monsters. The safe
choice is to just leave and seek adventure elsewhere. For some extra
XP, head back to kill Boss Kharja and loot his chest.
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