Q: The Church and The Cult

Updated Fri, Feb 13, 2009 by Shayalyn

Quest Guide: The Church and The Cult


by Khalas

Welcome to the church and the cult! This is a fairly popular quest for the possible end items that can be pulled.  With a good party and some planning this quest is very enjoyable with a show down between your forces and a powerful vampire at the end.  To set up fighter types should bring forth silver weapons as well as ghost touch. Casters should bring fire wall, scorching ray, magic missile, resist energy, and protection from evil.  Clerics should make sure to bring searing light, nimbus of light, and of course healing spells.  Rogues are in heavy demand here as there are a large number of traps and the damage will wear on you.

The most important thing to remember about fighting vampires is that they are vulnerable to silver weapons.  Ideally, you will want a silver weapon.  Also remember that just because you have the appropriate type for your weapon, it doesn't mean a vampire won't be wearing armor or have a spell cast upon him or her that has another type of damage reduction.  The smart undead mastermind wears adamantine armor to offset the opponents who bring silver and other types of weapons.

Starting Npc:
Inquisitor Lighbringer
Quest Zone:
House Phiarlan
Related Zones:
The Players Dais (above Golden Wing Inn)
Level:
9
Monsters:
Blackbone Thrall, Apprentice of Vol, Vol Cultist, Arcane Blackbone, Spectre, Mephit of Fernia, Greater Fire Mephit Wraith, Acolyte of Vol, Priest of Vol, Blackbone Marksman, Blackbone Thrall, Dread Zombie, Winter Wolf
Named Bosses:
Element of Fernia, Element of Risia, Adrian Karsmore, Leinar Moonwillow
Bonus Objectives:
none
Rewards:
2 Chests
Walk-Through:
Church and Cult MapUpon entering you'll find a door that leads into a church area. The NPCs here won't do much but talking to the priest will open the left hand wall revealing an arcane  blackbone.  He'll almost always cast cloudkill before you take him out.  After dealing with him you'll move through the opening he came out of and face an apprentice of vol.  Phantasmal killer is really good for taking these guys out at a distance but your tanks won't have much trouble with him either way.  The right hand wall here is a secret door with a very low difficulty check you'll need to open to progress.

Once you go through the secret door you'll go down a small hallway littered with wraiths and vol cultists.  Pace yourself and they'll go down in easy to manage groups.  At the end of the hallway you'll encounter some blackbone thralls and turn right.  After turning right pay attention to the far wall directly in front of you. There is a hidden door with a shrine behind it.  You're probably not dying for a shrine by now so feel free to save it.  There is a vol cultist behind the door so be careful.

To the left of the shrine is the passage into a large area with a book in the center. Be careful of the spike trap here. The book room will have some cultists, apprentices, and possibly the named cultist Leinar Moonwillow.  Funny thing about Moonwillow.....very vulnerable to phantasmal killer.  Read the book and the doors on the left and right walls will open up. It's your choice which side you go down first.

ShrineGoing down the right side presents you with a large number of ice traps.  Winter wolves and the ever present cultists and apprentices guard  the hallway.  The ice traps and the breath attack from the wolves present a problem unless you have resist cold.  Wall of fire will work wonders in this hallway as it is fairly narrow and you can easily bottle enemies into tight areas.  The hallway is also very linear with only one direction to go in. 

At the end of it you'll find a wooden door that leads to a large room with lots of ice blasts from the ground and the some spinning spike traps.  Be careful, these two environmental hazards combined can very quickly reduce a party to bits of tattered parts.  There is a trap box for the spikes just outside the door on the left side.  Inside the room is the named ice mephit.  Element of Risia and his mephit pals.  You'll also face some blackbone thralls in here.  Hit the rune on the far wall to spawn them.  Also on the  right wall near the entrance there is a hidden door that leads to a shrine. Use it if you are low and move on.

Going down the left side you'll encounter a number of fire traps so either have a rogue scout ahead or cast resist fire and prepare to heal if needed.  You'll face some cultists and apprentices backed by dread zombies as fodder.  The fighting isn't that hard but it can't be stressed how surprisingly painful the fire traps can be.  If you have a rogue this is a good way to rack up the neutralization bonus.  The hallway is pretty linear so you'll come to a wooden door that leads into a fire pit.  The Element of Fernia is in here with his mephit buddies.  The Element of Fernia is in fact just a buffed fire mephit.  Resist fire and protection from fire will de-claw these guys, so to speak, though there are a lot of them.  Hit the rune on the far wall and head back to the book room.

Once both the fire and ice hallways have been conquered the door in the center wall of the book room will open.  This leads to the vampire Adrian Karsmore himself.  Of course it's not quite that simple.  The hallway you must go down has a score of force traps along with wraiths, cultists, and of course apprentices.  There is no resist force, so either disable them or avoid them as best you can.  Fortunately the enemies are also damaged by the traps.  At the end of the hallway you'll find a shut gate leading to a large room with a few more enemies similar to that in the hall way inside.  Take them out and then get your battle faces on cause it's vampire killing time.Moonwillow

Adrian Karsmore is in a gated room to the left of the one you are now in.  Everyone in the party should have protection from evil and resist fire if possible.  Open the gate and charge forth into battle.  Adrian will try and stun you with domination unless you have the protection from evil.   He'll also cast flame strike and do a melee attack that steals hit points from you and gives it to him.  At first you want to just beat on him until he turns into a pack of wolves.  You'll need to quickly dispatch them and he'll reform for the real fight. 

Fighter types should close in on him and beat on him.  Do your best to box him in if you can.  Casters should lay into him with every spell under the sun.  Wall of fire will counter act his impressive regeneration while you lay into him with your fastest damage dealing spells.  Clerics and bards should cast cure spells on him as they will damage undead.  Clerics also have flame strike of their own and more importantly searing light.  Searing light can seriously ruin Adrian's day as he is vulnerable to light spells.  The cheaper and faster nimbus light is also a good one to hit him with. 

You want to avoid moving around a lot as that can cause him to go into his much hated bat form and disappear.  While he's in the form of several bats he can't be attacked but is still regenerating.  This is very frustrating as his regeneration is truly amazing.  Stick together and stay still to get him to stay humanoid and vulnerable.  Despite his impressive fortitude he will slowly but surely lose hit points so long as you're pouring on the damage.  His armor class is also to be admired and many melee fighters will need all the buffs they can get to land a blow.  Once he does finally bite the dust, so to speak, you can breath a sigh of relief and plunder his two chests!

The chest on the right is the one to watch as some nice named items come out of there. The Silver Bow in particular is a very nice long bow with improved stats in the crit range and damage dice it also does holy damage.  The Bloodplate (+2 deathblock full plate), Cloak of Shadows (+7 hide +7 move silent, +2 protection),  and Fragment of the Silver Flame (protection from evil) are all very nice items as well.  Loot the chests then talk to Lightbringer for your reward!


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