style="color: rgb(154, 185, 124);">The Chamber of Raiyum

Page 2: The Upper Floors

By Darkgolem

Recap from Page 1

Be
sure to bring a good href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=146">wizard
and at least one skilled href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=140">cleric.
Without their spells to remove status effects and dispatch mummies,
this quest will be next to impossible.



Useful spells:

  • Wall of Fire is perhaps the most useful arcane spell because it
    does double damage against undead, and mummies are vulnerable to fire.
    Casting this and then drawing mummies into the fire will make fights
    will all mummies fairly easy. Note that some of the mummies will cast
    fire protection, but the amount of damage the wall of fire does to them
    burns through this protection quite quickly.
  • Greater Heroism and Remove Fear are must haves (one or the
    other), since there are many, many mummies, and they will eventually
    paralyze party members with Fear.
  • Remove Curse is necessary to remove mummies’ curse (which
    prevents healing spells from working properly) and to remove mummy rot.
    Mummy rot requires a Remove Curse followed by remove disease (in that
    order) to be removed, and mummy rot is always eventually fatal.
  • Cure Disease is needed to remove mummy curse, along with the
    aforementioned Remove Curse.
  • Resist Electricity is necessary to defend against the chain
    lighting of the djinni’s, witch king and eternal wizards found in the
    ziggurat.
  • Resist Rire is needed for the greater fire mephits, the efreeti,
    and wizard king.
  • Resist cold is needed for the wizard king’s Cone of Cold.
  • Spell Resistance is very helpful against the disintegrate of the
    wizard king.
  • Neutralize Poison is necessary for the menechtarun scorpions
    found in the falling floor rooms.
  • Cure Blindness is necessary because the mummy guardians cast
    cause blindness.


cellspacing="2">
style="font-weight: bold;">Starting NPC: style="font-size: 8.5pt; font-family: Tahoma;">Miroc Thrice - Born style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Quest Zone:
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-size: 8.5pt; font-family: Tahoma;">Sands of Menechtarun style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Related Zones:
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-size: 8.5pt; font-family: Tahoma;">Zawabi’s Refuge style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Level:
style="vertical-align: top; background-color: rgb(219, 201, 125);">12
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Monsters:
style="vertical-align: top; background-color: rgb(255, 255, 255);"> style="font-size: 8.5pt; font-family: Tahoma;">Mummy Guardian, Mummy
Avenger, Eternal Hunter,
Eternal Warrior, Eternal Wizard, Greater Fire Mephit, Clay Golem,
Menechtarun
Scorpion, Menechtarun Ghast, Wind-Stalker Gnoll, Windstalker Shaman,
Menechtarun Hyena style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Named/Boss Monsters:
style="vertical-align: top; background-color: rgb(219, 201, 125);"> style="font-size: 8.5pt; font-family: Tahoma;">Akvan (Djinni), Mehrdad
(Djinni), Rahab
(Efreeti), Hafez the Lion (Mummy), Hami the Jackal (Mummy), Raiyum the
Witch-King (Lich), Den Mother Elreet style="font-weight: bold;">Bonus Objectives:
Defeat Akvan the Djinni (168 xp)

Defeat Mehrdad the Djinni (168 xp)

Defeat Rahab the Efreeti (168 xp)

Defeat Hafez the Lion (336 xp)

Defeat Hami the Jackal (336 xp)

Defeat the Eternal Gatekeepers (201)

Find a way into the treasure chamber (100 xp)
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(219, 201, 125);"> style="font-weight: bold;">Possible Reward Items:
style="vertical-align: top; background-color: rgb(219, 201, 125);">XP

8 chests
style="font-weight: bold;">Walk-through:
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=387">Go
back to walk-through for the lower and middle floors. style="font-weight: bold;">



Upper Floors:


The upper floors of the ziggurat are best separated into 3 nearly
identical sections. Each section leads up several floors to either the
witch king or a named mummy.

Each floor is a “chain” of a few rooms next to each other. These
“chains” of rooms stack on top of each other, with the bottommost
“chain” connecting to the main floor, and the topmost chain ending with
the king or aforementioned named mummy.



For example, you might enter a “face” room leading to 2 “falling floor”
rooms, and a mephit room. The switch in mephit room leads to a door
opening to a new chain of rooms (one floor higher) starting with a
center stair room and a hallway ending in a staircase up to third
“chain” of rooms, this third and highest chain leading to a named mummy.



The layouts of the individual rooms (and their traps) are more or less
as below, but what order you find these rooms in differs slightly for
each of the three sections of the upper floors.



Note about walkways: Several of the rooms described have walkways along
the sides of the room. These often contain eternal hunter and eternal
warrior skeletons (archer and melee types), and will sometimes have
spike traps in some sections. These are not hard to avoid once seen,
but a party of adventurers should be aware they might be present.



Described below are the “chains”.



“Face” rooms:

Face rooms are defined by a central stairway leading up to a landing,
with stairways leading right and left the rest of the way up to a
walkway along the sides of the room. There are two stylized faces on
the sides of the stairways, which will sometimes contain poison traps.
The trap box is found on the landing. A small alcove is found along the
upper walkway, which contains a switch. When this switch is thrown, a
doorway will open opposite it leading to a staircase leading up.



NOTE: the switches in the upper floors often spawn eternal wizards or
eternal warriors, while closing off the switch with a door, catching
those who flipped the switch in the room with their spawned opponent.
It is best to have whoever flipped the switch provided with resist
lightning, and all other party members be on the opposite side of the
walkway when the switch is flipped. The eternal wizard will cast chain
lightning, which reaches through the closed door on the alcove, and
hits other nearby party members. This should be done every time a
switch in an alcove is thrown in the upper floors, you can never tell
when the switch will or will not spawn an eternal warrior or wizard.



“Ramp” rooms:

Ramp rooms always have a ramp leading up to a circular walkway from the
left side. Sometimes there will be faces carved above the ramps. The
ramp sometimes will have blade traps. Two sarcophagi are found on the
lower part of the room near the ramp, and these spawn mummy guardians
if approached (the first time).



On the top of the ramp rooms is found another switch (like the face
room), which will again open a door on the far side of the walkway, and
again, may spawn an enemy and closing door.



“Center Stair” rooms:

Center stair rooms always have staircase leading up the center of the
room to a walkway along the sides of the room, with a sarcophagi at the
top the steps, and a sarcophagi flanking each side of the staircase.
The flanking sarcophagi have guardian mummies, the top sarcophagi has a
guardian avenger mummy (who is more formidable than the guardian
mummies).



“Falling Floor” rooms: href="http://ddo.tentonhammer.com/modules.php?set_albumName=CHamber-of-Raiyum&id=Long_Fall&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="fall"
src="http://ddo.tentonhammer.com/files/gallery/albums/CHamber-of-Raiyum/Long_Fall.jpg"
style="border: 2px solid ; width: 250px; height: 210px;" align="right">


Falling floor rooms are always found at least 2 floors above the middle
floor. You can tell when the floor above you may have falling floor
removes because, as you approach the stairs leading up to the falling
floor rooms, you will see alcoves on the right side that are otherwise
unremarkable. Fallen floor rooms lead down to a room beyond these
alcoves, and switches (inside the falling floor room) open doors in
those alcoves.



Falling floor rooms lead from the door opened by the switch in the ramp
or face rooms. There are two types of falling floor rooms, and these
rooms are always found next to each other. All falling floor rooms are
large open rooms, and always have a few eternal hunter skeletons (and a
possible eternal wizard) in them.



One leads down to a room full of various mummies, including mummy
casters. One leads down to perpetually spawning scorpions. Both have
either one or two switches in the area below the falling floor. There
is always a “safe” route past a falling floor (without falling), either
the right or left (as facing the entrance to the room. All falling
floor rooms have two exits above the falling floor.



The best way to pass the falling floor room is to have one person who
is buffed with stoneskin and protections from fear and poison, who then
attempts to cross the room on the right or left. If the person falls,
the party members (now looking down into the room) blast opponents in
the lower room with a spell until the opponents are distracted from the
fallen party member, while the fallen party member activates the
switches and heads back up to the adventuring party on the upper floor.
Whichever way the falling party member did not head must be the safe
way to cross the room.



Mephit Rooms:

Mephit rooms always follow falling floor rooms. Each contains a switch
on a small platform in the center of the room, and a plaque with a
small story on the far side of the room. Upon entering the room, a door
to the room seals the room off, and several greater fire mephitis
appear near the switch. Once killed (or some time has passed) the door
will raise by itself. A sonic trap will occasionally trap the switch,
with the trap box being found on the wall of t he room. The plaque
contains a story talking about A: The witch king B: Hami the Jackal
(and the witch king) or C: Hafez the Lion (and the witch king). 
The story indicates who awaits you at the top of this section of the
ziggurat, either the witch king, Hami the Jackal or Hafez the Lion. The
switch will open a door three rooms back, which leads up to another
“chain” of rooms.



Djinni/Efreeti Room:

The Djinni/Efreeti Room is always found at the second to last room of
the highest “chain” of rooms of that section of the ziggurat. The room
can always be recognized because it contains a named djinni or efreeti.
It always will contain a chest. One of the hallways leading to this
room has a secret door with either a clay golem, mummy avenger, or
chest in it.



The Djinni or Efreeti will not attack until spoken to. If you have
found the seal of fire in the lower level, then you can chose to banish
the efreeti rather than fight him. To defeat the Djinni, simply apply
haste and resist electricity, and fight him. If the Djinn turns into a
whirlwind, he is more or less invulnerable, and best avoided until he
returns to djinni form, whereupon you attack again. Against the Efreeti
(if you didn’t get the seal) simply apply resist fire and attack him.



Final Room:

The final room is always found past the Djinni/Efreeti room. It will
contain either Hami the Jackal (a named mummy), Hafez the Lion (also a
named mummy) or the witch king. You can tell by what the subject of the
plaque in that sections “mephit” room was about. For the named mummies,
a wall of fire, flame strike or fire spells are most effective, with
warriors types running interference for spells casters.



If your opponent is a named mummy, the door to this room closes upon
the mummies appearance. Furthermore, when the mummy dies the floor
disintegrates, and the entire party will fall several floors to the
lower level of the ziggurat, landing near the shrine room found in the
lower floors center area.



Fighting the Wizard King:

Fighting the wizard king is more difficult than the named mummies. The
best way to kill the wizard king is high level damage spells such as
disintegrate, flame strike, heal spells, and similar. Prepare the party
with resist and/or protection cold, lighting and fire. The wizard king
is immune to 4th level or lower spells (including damage spells), and
heightened spells will not penetrate this. The wizard king is immune to
electricity and cold. Undead bane weapons work find against him. He
will cast cone of cold, chain lighting, fire spells, and disintegrate.
He also can summon a small group of eternal warrior skeletons.



Entering the Wizard King’s
treasure chamber:


The treasure chamber can be opened when the wizard king, Hami the
Jackal, and Hafez the lion have been defeated. It contains 3 chests.


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Last Updated: Mar 13, 2016

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