style="color: rgb(154, 185, 124);">Quest Guide: The Lair of Summoning

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style="color: rgb(51, 0, 51); font-style: italic;">By Khalas



The Lair of Summoining is a
quest found in House Kunderak.  It involves destroying a host of
summoned creatures who have been inadvertantly released, bringing havok
to the depths of this area.  You meet many intersting creatures
here, gargoyles, deadly winter wolves, and many, many mephits.  At
the end of this quest you meet a dangerous fire elemental, flanked by
other extraplanar enemies.



This quest is noteworthy for it's plentiful traps and fun
atmosphere.  Happily, unlike lower level quests, it is not placed
in sewers, nor involve any swimming.  Of particular danger is a
group of earth elementals who can bring a quick death unless caution
and a sharp blade are used.



You will definitely wish to bring elemental protections with you when
you do this quest,   There are both fire and cold attacks
here in plenty, especially in the end quest.  Aside from these
hazards, there are two chances to be poisoned from traps, and there are
ochre jellies to damage your equipment.

cellpadding="2" cellspacing="2">
Starting Npc:

style="font-family: tahoma;">Lorridan Silvermantle style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Quest
Zone:

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">House Kunderak

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Related Zones:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Everfull Flagon

style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Level:

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">5

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Monsters:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Winter Wolf, Greater Fire
Mephit, Greater Ice Mephit, Armored Wight,

Wight Priest, Troll, Gargoyle, Large Earth Elemental, Ochre Jelly,
Greater Air Mephit, Large Fire Elemental
style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">Named
Bosses

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">None

style="vertical-align: top; width: 20%; background-color: rgb(255, 255, 255);"> size="-1">Bonus
Objectives:

style="vertical-align: top; background-color: rgb(255, 255, 255);"> size="-1">Slay 3 large Earth
elementals




style="vertical-align: top; width: 20%; background-color: rgb(220, 201, 125);"> size="-1">Rewards

style="vertical-align: top; background-color: rgb(220, 201, 125);"> size="-1">2 Chests

style="font-size: 10pt; font-family: "Times New Roman";">Walk-Through:
style="">

style="font-family: tahoma;"> style="font-family: tahoma;">Upon entering the quest you can see a
T-intersection immediately ahead. This actually loops around regardless
of the path you take.



Should you go left however there is a chest following a hallway in
which gargoyles attack. Be careful however as four gates close down
around anyone who just rushes in. Also mephits will spawn inside
the  cage and frost traps will emit from the four posts. The trap
box is on the far wall which you'll need to walk around the edges to
get to. href="http://ddo.tentonhammer.com/modules.php?set_albumName=album43&id=Trapped_Chest&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Trapped Chest"
src="http://ddo.tentonhammer.com/files/gallery/albums/album43/Trapped_Chest.jpg"
style="border: 2px solid ; width: 250px; height: 201px;" align="right">



 After the chest there are some armored wights and a wight priest.
They aren't that  tough and the priest generally contents himself
to casting debuff spells like bane or bestow curse.  After the
wight you'll go down a four turn hallway. At the end of it to the right
is a hidden door with two  trolls behind it. Two the left is
another hallway with more gargoyles and winter wolves. 



Past that you'll find a room with what appear to be ale kegs stacked in
it. This room has two traps on both the far wall corners. The traps
aren't that elaborate though and can help your exp along with the
tamper bonus if you take em out. The right hand side of this room
contains a locked door that will lead you down the alternate path at
the  beginning.



There are two lightning traps on the other side of this door. Sleeping
in an open room up ahead are three large earth elementals. If you wish
after defeating the elementals you can proceed full circle back
to  the beginning and take out a couple of poison traps on the way.



 Back to the ale room. If you continue straight through the ale
room you'll come to  a stairway containing two very nasty sonic
traps. At the top of the stairway are more gargoyles and winter wolves.
By now you'll note the winter wolves can be irritating with their
tendency to trip and then cold blast you.



href="http://ddo.tentonhammer.com/modules.php?set_albumName=album43&id=Summoning_Map&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Map of Lair of Summoning"
src="http://ddo.tentonhammer.com/files/gallery/albums/album43/Summoning_Map.jpg"
style="border: 2px solid ; width: 250px; height: 365px;" align="left">Past
this you'll come to  a second ale room and you're almost
done. A small arrow trap is in the left far corner of this room. To the
left  of the ale room are some ochre jellies and a switch. This
switch will open the gate leading to the final battle directly ahead of
the second ale room. There is also a shrine a little past the switch.



The final battle itself can be a bit tough for inexperienced parties.
Decent teamwork and preparation are important  here.  There
are 4 runes that must be triggered near the altar.  After circling
the alter and lighting the runes a fire elemental will appear flanked
by greater air, ice, and fire mephits.



A note on those runes, if you're too close when activating them the
flames that shoot up from the alter will burn you. The elemental itself
is very nasty but can greatly be kept in check by some resist fire
potions or spells. The mephits are the real problem as they tend to get
in your way while you're attacking the elemental. But decent team work
will allow different party members to engage different enemies. Niac's
cold ray is a bonus here too as it takes the elemental and fire mephits
down.  Once you beat the elemental all you have to do is take your
chest on the altar and collect your reward from Lorridan Silvermantle
back at the Ever Full Flagon!











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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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