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Dungeons & Dragons Online The Crucible

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NameThe Crucible
Rating8
Starts at NPC:Jorgundal ar'Grund
Starts in Zone:Gianthold Tor
Level14
Quest LengthVery Long
Patron Favor AwardedAgents of Argo
Solo: 8
Normal: 16
Hard: 24
Grants temporary access to zone(s):The Crucible
Related NPC(s):
Related mob(s):
  • Jorgundal
  • Harza Ghost-Waker
Base XP12060
ObjectivesSlay Jorgundal
DescriptionThis quest is given by Jorgundal ar'Grund in Gianthold Tor, and takes place in The Crucible. You must pass his personal training ground to become a member.

If you have anyone in your party with high diplomacy you can do some optional things at the start that will make things easier for you.

Daggertooth will give you a map if you have high enough Diplomacy (24 or more required on elite). Vrall the Fearless has the same diplomacy requirements, and will ask you to slay Harza Ghost-waker. If you do this step, it will make the final encounter easier on you.

If anyone has high enough Intimidate (24 or more on elite) they can speak to Gorn Gut-Chewer or give him the map from Daggertooth. Doing this successfully will cause a collapsing floor in the dungeon to have collapsed before your arrival, making that encounter easier. If you succesfully intimidated him he will also give you information on the hidden treasure.

Return to Daggertooth and Bluff him into searching for the treasure first. This will cause him to take the poison trap and you to get the key without it.

Your going to have to work your way through the maze to obtain some crests. The crests are always in the same three locations, but the exact same crest will not always be in the same location, that part is random.

In the middle of the maze there is a horn that when blown will trap you. This cause the floor to collapse, unless you did the optional step with Gorn Gut-chewer, which will see it already collapsed.

From the bottom, place the horn into place and head through the doorway and into the water. The current is very strong here. There is an underwater passageway though that has a lever that will reduce it and make it easier for everyone to get up.

Beyond this is a hallway with a kobold who you can speak to diplomatically to get him to steal Daggertooth's Armor. When someone goes into the next door the doors will lock and everyone must be out to open. You can jump down to open the gate. What you want to do is send someone in with Haste and Jumping Buffs. They are going to go through an obstacle course of traps. You need to reach the door around the corner before it closes and grab the horn. There is a shrine in here.

When you reach the Test of Instinct only send one player to inspect the book. You need to pay attention to the Roman Numeral numbers on the floor at each door. The book will give them a hint as to which door to go to, and they must quickly move to that door to open it. The horn is inside the right door. You can heal this player, but you need to stand back.

The next area is filled with gnolls who can cast some nasty spells and heals, including Sleetstorm. It's wise to drop these as quickly as possible, slay spells are helpful. You'll find yourself at the top of the maze, and there will be a puzzle wheel here. You need a player at each end of it. When you pull the lever by the gate, you'll receive the hint. The hint is color coded, and the position of the colors in it are the indication of how many times you need to turn that that wheel, you turn it one less time than its position in the hint. For example if the red is in the fourth slot, you would need to turn it three times.

Now its back to a new section water with the strong current. The current can be turned off from the same place as before if you send someone down there and have them keep it off. There are spike traps in the water. In the passageways ahead you'll need to turn a valve to get inside. This and the other passage both send you through fans, so be careful. This area contains a non-pickable chest, that requires a key that you'll obtain later, so remember the spot.

There is a reasonable sized group of gnolls at the top of the other passageway. There is also a horn and a treasure pile. Grab the horn. If you bluffed Daggertooth there will also be a dead gnoll with a key. If you didn't then you have to search in the treasure pile for it, which will set off a trap that has a cursed poison.

This key unlocks the treasure chest in the other passageway so head back there and get your treasure.

Head back over the maze and down the river, and use the side passage that the horn unlocks. Clear this passage of monsters and then use the rest shrine. The next room is the boss fight. If you didn't use the diplomatic skills on Vrall then Harza will also be in this room. He is a healer, so if he is still up, you should slay him first. After this, slay Jorgundal to complete the quest.
Map of The Crucible

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