The Thrill of the Hunt

''The Netherese use this abandoned house to move people through the Shadowfell. Some say that the commander of this Shadar-kai outpost hunts prisoners for sport. Others hint at even darker deeds.'' {{Quest
 * name= The Thrill of the Hunt
 * adpack=Shadowfell Conspiracy
 * level  = 16
 * epic   = 26
 * duration= medium
 * solo   = 2,469
 * normal = 4,283
 * hard   = 4,450
 * elite  = 4,617
 * xp     =
 * ecasual = 10,269
 * enormal = 17,611
 * ehard  = 18,106
 * eelite = 18,601
 * epicxp =
 * loc= Merchant's Townhouse
 * bestower= Hargrove Jalt
 * npc= Hargrove Jalt
 * zone= Wheloon Docks
 * patron= Purple Dragon Knights
 * favor= 6
 * free= no
 * extreme=
 * mappic=Questmap ThrillOfTheHunt.png

Two Cormyrean magistrates have been captured by a Shadar-kai commander named Karleth, who has a reputation for cruel and unpredictable acts.
 * loadingpic=L The Thrill of the Hunt.jpg
 * overview={{Shadow Over Wheloon}}

Karleth has established an outpost in an old Merchant's Townhouse inside 'Wheloon Prison. Go there, kill Karleth, and free the magistrates - if they still live.
 * objective_1 = Kill Karleth, the Shadar-kai commander
 * objective_2 = Find a key to unlock the upper door
 * objective_3 = Find a key to unlock the lower door
 * optional_1   = Rescue Aloysius Cornwall
 * opt_percent_1 = 15
 * optional_2   = Rescue Fledren Hull
 * opt_percent_2 = 15
 * traps= None
 * misc=
 * Useful resists: Acid, Sonic
 * This quest is very linear.
 * The Jeweled Key to unlock the first door may be found in any of the four side chambers, on one of the Cluttered Tables. Be sure to actually pick up the key after discovering it!
 * It's possible to sneak into the rooms and search the desks (with a Move Silently check) without waking up any of the assassins.


 * In the Grand Foyer, it's possible to range Rhyll in relative safety by going to the stairs in the northeast corner and leaping onto a pillar next to the column. From there you can jump onto the balcony along the east wall, and then onto the cage itself if desired.
 * Note that you can rescue Aloysius even before Rhyll is released.
 * In the Kennel, it's possible to range the howlers in relative safety by going to the boxes in the southwest corner and leaping onto the cage; from there you can jump up to the rafters traversing the room. Note that the physics in the room makes the initial jump tricky and you only have a few seconds to do so before Karnath lets slip the dogs of war.
 * The second shrine is actually in a room at the bottom of the stairs; go right at that T-intersection.
 * Don't worry if you get a notice about gargoyles moving. It's only their Shadows...
 * (Optional) The locked door has a chest with a nasty Shadow guarding it.
 * The Gold Key to unlock the lower door is guarded by Kuttar or Yzthmeth, in any of the three rooms along the northern corridor.
 * The portal beyond that door is a point of no-return... go ahead and shrine.
 * The endfight includes a LOT of Howlers who spawn behind closed doors, which open after talking to Karleth, enough to almost instantly get to red dungeon alert on some difficulties; they are active before you talk to him, so some AoE spells can clear them out while still behind the doors.
 * Some spells and effects that work:
 * Sonic Blast
 * Flame Turret
 * Fireball
 * Meteor Swarm
 * Delayed Blast Fireball
 * Hellball
 * Implosion
 * Arcane Blast
 * Hurl through Hell
 * Some spells and effects that do NOT work:
 * Consecration (from Divine Crusader)
 * Soundburst
 * Greater Shout
 * Fascinate
 * Blade Barrier
 * Cometfall
 * Aloysius will appear just past the gate after the locked door, at the bottom of the stairs; he'll have a named Howler set upon him that needs slaying. Make sure to talk to Aloysius after! You can buff and heal him as normal.
 * Fledren will appear in the end room, in a cage. During the fight, Karleth will occasionally flip a lever down at one of the four corners of the cage, triggering a trap aimed at Fledren; you will need to find the switch and flip it back up to stop it and save him. Note that Karleth doesn't need to actually be near the lever to flip it.
 * Trivia: Both captives in this quest have surnames which are also English cities (Cornwall and Hull respectively.)
 * aggression      = 84
 * onslaught       = 109
 * conquest        = 134
 * mischief        = 35
 * vandal          = 45
 * ransack         = 56
 * chest= 3
 * one in the locked study room (Heroic Lock DC); unlocked after slaying Devouring Shadow
 * end chest
 * one additional chest at end for rescuing Fledren Hull
 * collectable=4 (5)
 * Adventurer's Pack just inside the Kennel, behind some crates
 * Adventurer's Pack in the alleyway between houses
 * Cabinet with the second set of shrines (this cabinet can actually be used twice.)
 * Cabinet in the Conservatory
 * npcreward= Always contains the following named Gloves, along with three random items

Named Rewards
Named Monsters }}
 * unique= yes
 * monsters= '''Monster Information Heroic, Epic
 * Howlers (CR: HE 20)
 * Netherese Mage - Human (CR: HE 20)
 * Shadar-kai Assassins (CR: HE 23)
 * Shadar-kai Blackguards (CR: HE 23)
 * Shadows (CR: HE 20)
 * Devouring Shadow - orange-named Shadow; may always spawn? (CR: HE 25)
 * Karleth - red-named Shadar-kai Assassin; required kill
 * Kuttar  - red-named Shadar-kai Blackguard; drop the Gold Key (CR: HE 25)
 * Rhyll - red-named Howler; always spawns (CR: HE 25)
 * Yzthmeth  - red-named Shadar-kai Assassin; drop the Gold Key (CR: HE 25)