Dalsamira's Request

General Strategies

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The
best strategy for the library is to bring along someone of high
intelligence, either a wizard or rogue. All of the traps but one is
disarmed by intelligence runes, and it becomes a much easier quest when
you can avoid these hazards. The other obvious boon is a cleric,
preferably one with extra turning as a feat. The zombies are easily
dispatched by a single turn, while the skeletons take a bit more work.
This is a good zone to practice switching weapons, and fighters should
get in the habit of switching weapon types on the fly: blunt for
skeletons, slashing for zombies. Caster types should be aware the
mephit is immune to fire damage and have weapon resistance to a small
degree.








cellspacing="2">
style="font-weight: bold;">Starting NPC: Dalsamira Courdry
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 204, 102);"> style="font-weight: bold;">Starting Zone:
style="vertical-align: top; background-color: rgb(255, 204, 102);">The
Harbor style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 255, 255);"> style="font-weight: bold;">Level:
style="vertical-align: top; background-color: rgb(255, 255, 255);">1
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 204, 102);"> style="font-weight: bold;">Related Zones:
style="vertical-align: top; background-color: rgb(255, 204, 102);">None
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);">Zombies
(CR 0.50), Skeleton Skirmisher (CR 1), Skeletal Swordsmen (CR2), Fire
Mephit (optional room, CR 3)
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 204, 102);"> style="font-weight: bold;">Named/Boss Monsters:
style="vertical-align: top; background-color: rgb(255, 204, 102);">None
style="font-weight: bold;">Bonus Objectives:
Destroy the fire mephiti
style="vertical-align: top; text-align: left; width: 20%; background-color: rgb(255, 204, 102);"> style="font-weight: bold;">Possible Reward Items:
style="vertical-align: top; background-color: rgb(255, 204, 102);">1
NPC item
style="font-weight: bold;">Walkthrough:
Talk to Dalsamira outside the
Fallowcrest Library (looks like a lighthouse on the outside). Enter the
door, and speak with Eldamir Fallowcrest. This will cause him to beckon
you into his library, opening the gate behind him and walking around
some shelves to locate the book you seek. You must wait for him to
leave to steal the book. The area around the gate is trapped, and you
need your party to gather in the southwest corner of the room, away
from the gate. When Fallowcrest leaves and the DM voice prompts you to
steal the book, have one party member grab it. If your group was safely
packed in the SW corner, no one will take damage from the sonic traps
that are now active. These traps are event driven and won't be
deactivated until you have finished the quest.



Pull the switch and open the gate on the west wall. It will close
behind your party, spawning two weak skeletons. Kill them and move
westward into the intersection. You should first head south here into
the flooded hall. Here you will see a barred gate and a trigger next to
it. Activating the trigger will open the door as well as turn on a
lightning trap that spans three intervals running the length of the
hall. It's important here to stay back while a party member with high
intelligence disarms the traps via the rune plates hidden around the
corner of each section. The party should stay in the center of the
hall, unless you want to fight the zombies that awaken in each of the
alcoves.



The first rune is located on the north side (to your right as you face
the lightning). You need Intelligence 14 to disarm it. This will stop
the lightning in the first section.

The following two sections have runes located in the southern alcoves
(to your left). There are no zombies in the third alcove, but by now
the Skeleton Skirmisher will have noticed you and begun firing arrows.
Destroy him and pull the lever he guards.



Now head back the way you came. Take the northern hallway this time,
and be ready for two zombies to rise out of the muck when you pass
through the gate, which leads to a wide, open room with a raised dais
and switch in the center. The far wall has a ward on it, and guards the
second quest switch. Additionally, there are exits to the north and
south, both leading to water filled caves. You first need to hit the
center switch, making sure your party is gathered on the dais to avoid
the lightning that activates a group of 3-4 zombies. Dispatch them and
explore the tunnels. The left hand tunnel has a collectible, and the
right hand (northern) tunnel has a switch underwater that needs to be
pulled. This switch will undo the ward hiding the second lever that you
need to escape. A secret door has opened in the library, and the door
that sealed earlier behind you is now released. Backtrack into the
library (watching out for the still active sonic traps) and go east
through the secret door.



You are now in a large square room with a rest shrine and three more
zombies. You can fight the zombies or prevent them from rising against
you by having someone with Intelligence 14 use the rune on the wall
near the rest shrine. Stay in the center of the room, as the southern
wall is rigged with a nasty frost trap. The third quest lever is on the
east wall, and if you want the chest you will need to deactivate the
frost trap. The box to disarm it is behind a barrel in the southeast
corner of the room.



The door to the north hides an optional quest (Destroy the fire
mephitis) and a chest. If you choose to open the northern door in the
last room, two CR 2 Skeletal Swordsmen will attack. They are pretty
wily, and it's best to corner them and bash them with blunt weapons. If
you are level 1 or 2, they can give you a headache due to their high AC
and turn resistance. Destroy the skeletons and have a character with
high intelligence unlock the rune to the north, which deactivates the
ward, but watch out!  A fire mephit will spawn and can be tough to
kill if you don't have magic weapons. It has a flame cone attack and
can hit pretty hard. Once it is destroyed, open the chest and collect
your reward!



Finish out when you are done and talk to Dalsamira for your quest
reward.


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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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