The Cloven-jaw Scourge: Blockade

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Turbine point icon.png Requires access to adventure pack: The Seal of Shan-To-Kor

Wayfinder Dael made it far into the Steam Tunnels before she was forced to retreat. Watch for the signs she left behind.

The Cloven-jaw Scourge:Blockade
Heroic level: 3
Epic level: None
Duration: Long
Heroic XP:  ♣632
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Solo/Casual
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 ♦1,140
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Normal
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 ♥1,226
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Hard
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 ♠1,313
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Elite
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Epic XP: N/A
Takes place in: The Kobold's Blockade
NPC contact: Wayfinder Dael
Quest acquired in: The Steam Tunnels
Patron: The Coin Lords
Base favor: 4
Free to Play: No
Extreme Challenge: No
The Cloven-jaw Scourge:Blockade map (legend )
Second Map
Loading screen

Overview

Wayfinder Dael has asked you to retrieve the Seal of Shan-To-Kor. She believes the leader of the Cloven-Jaw Hobgoblins knows of its whereabouts.

To reach the Cloven-Jaw Tribe, you must first enter the Steam Tunnels from the Marketplace.

Somewhere in the depths of these tunnels is a Kobolds' Blockade. You must fight through it to reach the Cloven-Jaw Hobgoblins on the other side.

Blockade puzzle

Spoiler Warning: Information below this point can be considered spoiler material!


Objectives

  • Get past the kobolds' blockade
  • Slay Amrog, the Gatewarden
  • Find the entrance to the Hobgoblin stronghold
  • (Optional) Slay the captive wight priest (15% of base XP)
  • (Optional) Defeat the kobold ambush - 12 total (10% of base XP)
  • (Optional) Slay 50 Kobolds (20% of base XP)
  • (Optional) Slay Human Necromancer (35% of base XP)

What to Expect

  • Traps (fixed, 1 undisarmable)
  • Points of no return
  • Overlapping floors
  • Puzzle (mandatory: tile puzzle)
  • Spawning/respawning monsters
  • Runes (optional: require INT checks)
  • Stat check (optional: 1 door, requires STR check to break down; 2 runes, require INT checks to activate)
  • Contains the entrance to another quest (to The Cloven-jaw Scourge: The Caverns of Shaagh)

Known Traps

Trap DCs

  • Spike and blade trap in the room to the north after the second drop, behind the locked gate
  • Sonic trap behind a secret door in the water, protecting a collectable. Fires once; no way to disable.
  • Spike traps behind the crystal-locked door. Two sets of them, and the control panels only disable half of the corresponding set.

Tips and Misc

  • The INT runes near the entrance require INT 17 to activate.
    • If you can activate them, an optional wight priest will spawn.
  • The kobold ambush optional will also count towards the slay 50 kobolds optional
  • There are several points where you have to drop from one level to a lower one. After that point, there is no way to return to the previous higher level.
    • The first of these is just past the first shrine, after you pass the blockade.
    • The second is actually in the same spot, after you drop down into the Puzzle Room.
  • The Puzzle Room warns you not to power the four posts. Each post, once powered will spawn a spider, one of which will be a Black Widow. Spin the tiles away from posts to eliminate this threat.
  • Behind the locked gate to the north, after the second drop, will be a group of kobolds and a chest with a closed gate on one side and a wooden door on the other. The door will need to be smashed to open.
    • Killing the Kobolds will unlock the chest and open the gate.
    • Fighting too close to the wooden door may break it down before you are ready, making for a much larger fight.
  • The human necromancer is past the door which you need to smash down, just before the long ladder down; a STR of 15-16 is required (fireball or burning hands can also be used)
  • Bonus XP
    • Aggression bonus: 51 monsters killed
    • Onslaught bonus: 66 monsters killed
    • Conquest bonus: 81 monsters killed
    • Tamper bonus: 2 traps disarmed
    • Neutralization bonus: 3 traps disarmed
    • Mischief bonus: 84 breakables smashed
    • Vandal bonus: 109 breakables smashed
    • Ransack bonus: 134 breakables smashed

External Links:

Loot

  • Chests: Five
    • One down the western fork on the upper level, which spawns a kobold ambush
    • One behind the locked gate to the north, after the second drop
    • One behind the iron key locked sewer tunnel to the west after the second drop, just before the long ladder down
    • One in the room with the long bridge and the mushrooms, to the northwest
    • One at the very end, past the entrance to the stronghold
  • Collectables: Nine
    • Moss down the western fork on the upper level, just before the kobold ambush chest
    • Crude Altar just before the first big drop, after the first shrine
    • Cabinet after the second drop, with the zombies
    • Cabinet with the human necromancer
    • Alchemy Table to the north after the long ladder down
    • Rubble in the water before the crystal-locked door, by the third shrine
    • Adventurer's Pack behind a secret door to the north of the watery tunnel, protected by a sonic trap
    • Moss to the south on the mid-point level in the mushroom area
    • Adventurer's Pack to the north on the mid-point level in the mushroom area
  • NPC rewards: None, until you finish quest chain.

Monsters

Monster Information

Named Monsters:

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