Siegebreaker

{{Quest | name      = Siegebreaker | adpack    = Attack on Stormreach | level     = 13 | duration  = long | solo      = 3060 | normal    = 5600 | hard      = 5850 | elite     = 6100 | loc       = Temple Ruins | npc       = Delera Omaren IV  | zone       = Lordsmarch Palace | patron    = The Coin Lords | favor     = 6 | loadingpic = Questloading TempleRuins.jpg | mappic    = M siegebreaker.png | maplegend = yes | free      = no  | overview   = Delera Omaren IV used her magic to reconnoiter the tunnels Droaam dug beneath Lordsmarch Plaza. She discovered that one of them leads directly to Droaam's army headquarters on Xen'drik.

Delera wants you to go to their headquarters and deal with their commander. She was unable to determine who that commander is, other than it is a powerful magical being of some sort. | objective_1 = Find the Droaam army's general | objective_2 = Assassinate high-ranking officers | objective_3 = Close the portal to Droaam | optional_1 = Set tents on fire (Ignite 4) | opt_percent_1 = 10 | optional_2 = Poison the water supply | opt_percent_2 = 7 | optional_3 = Destroy the crates of army provisions | opt_percent_3 = 20 | optional_4 = Blow up the explosives stockpile of the Droaam army | opt_percent_4 = 10 | optional_5 = Defeat Tinkerstab, the Droaam Siege Engineer | opt_percent_5 = 12 | optional_6 = Defeat Skinny, the Droaam Half-orc Chef | opt_percent_6 = 12 | optional_7 = Defeat Maj. Pain, Droaam Interrogator | opt_percent_7 = 15 | optional_8 = Defeat Brinky, the Droaam Warpriest | opt_percent_8 = 12 | expect= | traps= | traps= {{Traps|level=13 | {{Trap|acid|Puzzle tiles in the final chamber}} | {{Trap|cold|Puzzle tiles in the final chamber}} | {{Trap|fire|Puzzle tiles in the final chamber}} | {{Trap|electrical|Puzzle tiles in the final chamber}} | {{Trap|mechanical|Puzzle tiles in the final chamber}} }} Something smells funny. Oh wait, that's you. Your Charisma, Move Silently and Hide scores are understandably underperforming (-2 Charisma, -20 Hide, -10 Move Silently)}} ([2] on map) and use it on waterfall in the first room.
 * Note: The quest giver is inside Lordsmarch Palace, but the quest entrance is then outside, in the northwest corner of Lordsmarch Plaza.
 * Traps (fixed)
 * Points of no return
 * Spawning/respawning monsters
 * Puzzles (mandatory: light puzzles)
 * These can be disabled, but must be disabled again on each round
 * misc=
 * Poison the Water Supply, Set Tents on Fire, and Destroy the Crates of Army Provisions are optionals, but completing them each spawn high level officers needed for completion. If not fought by completing the optionals, you must fight them during the end battle. If fought at the end, you will only get one bonus chest instead of three.
 * There is a known issue of the officers occasionally not spawning during the final fight, leaving the quest incomplete. You may however utilize a Dimension Door spell to go back and complete the optional to allow the officer to spawn earlier in the quest.
 * To poison water supply you need to get bucket from Poisoner's Shop ([1] on map), collect some waste from {{Popup|Public Restroom|What is that smell?
 * Setting tents on fire (3 at the beginning, plus 1 after toilet pool) require Fireballs, Flame Strike or Flaming Sphere, via spell, wand or scroll. Spells or spell-like abilities such as Breath of the Fire Dragon (for Monks) or Burning Hands don't appear to work reliably, if at all. Wall of Fire does not work.
 * Alternatively, lure the kobold sappers close to the tents and let them use their fire spells (blowing themselves up) to attack you and ignite the tents.
 * The Droaam Warpriests cast Flame Strike. You can stand next to a tent and get them to ignite them for you.
 * You will die if you stand on the same level of either the big explosive barrels as they detonate.
 * Unlike other quests, the groups of barrels in the explosive barrel room have chained ignitions: set one off, and adjoining ones ignite one after another, including the big ones!
 * Pale Masters: Beware of Kobolds! They occasionally cast Sunburst which deals light damage!

puzzles

 * There are two puzzles where you have to light 5 plates (the aim is to turn all 5 plate lights off) in a pentagram (star) formation. The first seals a one-way hole to the next to final level, the last and larger puzzle, at the end fight, is trapped, and guarded by a Sora Kell hag.
 * As long as the puzzle hasn't been touched upon spawning, simply touching each plate once will solve the puzzle. This can be done clockwise, counter-clockwise, or in a star pattern (shown below).
 * Summoned pets, hirelings, and monsters (and unhelpful party members) will toggle the puzzle plates. Refer to the "solution" table, below.
 * The end-fight's puzzle pads are trapped, and rearm(!) each time the hag becomes immaterial. Your rogue will be VERY busy disabling traps to help in reducing damage to the puzzle solver.


 * Stealthy solo players (no hirelings or summoned creatures) have a second option to clear the end fight. Buff before you enter the hole. Next, attack the hag, always keeping her in the center of the platform. Immediately go into Sneak (and use Invisibility if possible) each time the hag stops fighting, staying within the circle. The waves of her reinforcements will appear but should not see you with sufficient skill, allowing you to complete the puzzle with the simple circle route. Once the puzzle disappears, kill the reinforcements to bring the hag back to tangibility.
 * CAUTION: The pads are trapped; this method requires Evasion to escape serious damage from the pads. Once each puzzle is solved, the enemy portal will disappear, leaving you to kill the small amount of reinforcements.
 * WARNING: This procedure will be harder if you have any red-named lieutenants remaining, which will appear each time the hag goes incorporeal. They and their minions will wreck the puzzle if they detect you, but it is possible to complete the puzzle in a circle, then engage them. Best to find and destroy all lieutenants before the final puzzle room. Remember, each optional (burning the tents, poisoning the water) often spawn those lieutenants.
 * You can freely repeat this pattern to the last wave where the monsters mounted on the rust monsters will not move as you sneak to solve the puzzle once more, which completes the quest. Loot the end-chest fast and use a quick teleport method if possible, or stay on the far wall opposite the idle army as you finish out.
 * A party should be able to do this as well--if they use invisibility rapidly, have not spawned any bosses with True Seeing, and stay in Sneak and absolutely still in the center while a person with high Hide/Move Silently skill and Evasion completes the puzzles, detecting and removing the traps along the way if a Rogue, for the disable bonuses.
 * Most of the named only spawn after completing an objective/optional:
 * (Optional) Defeat Tinkerstab, the Droaam Siege Engineer appears only after you have completely cleared the first room
 * (Optional) Set tents on fire (Ignite 4) will cause one of the high ranking officers to spawn
 * (Optional) Poison the water supply will cause one of the high ranking officers to spawn
 * (Optional) Destroy the crates of army provisions will cause one of the high ranking officers to spawn
 * (Optional) Blow up the explosives stockpile of the Droaam army will cause * (Optional) Defeat Maj. Pain, Droaam Interrogator and * (Optional) Defeat Brinky, the Droaam Warpriest to appear.

Trivia
Named Monsters: }}
 * Brinky says, 'Hey, look at this mess. Someone set us up ... the...' This is probably a reference to the All Your Base meme.
 * aggression      = 76
 * onslaught       = 102
 * conquest        = 121
 * tamper          = 2
 * neutralization  = 4
 * ingenious       = 5
 * mischief        = 85
 * vandal          = 107
 * ransack         = 134
 * chest=6
 * 1 optional for killing Tinkerstab (Kobold, found in the starting room after you have completely cleared it)
 * 1 optional for killing a high ranking officer after setting the tents on fire
 * 1 optional for killing a high ranking officer after poisoning the water supply
 * 1 optional for killing Brinky and Maj. Pain (Kobold and Ogre, found after you blow up the explosives stockpile of the Droaam army)
 * 1 optional for killing a high ranking officer after destroying the crates of army provisions (can spawn in multiple locations)
 * 1 at the end for killing Sora Katra (Green Hag)
 * unique   = yes
 * npcreward = Standard, Choice of 4 random items. Also unlocks the chain end reward if you completed all the previous quests.
 * monsters = Monster Information
 * Droaam Combat Engineers
 * Droaam Conscripts
 * Droaam Diggers
 * Droaam Gnoll Archers
 * Droaam Infantry
 * Droaam Peacekeepers
 * Droaam Sappers
 * Droaam Vanguard
 * Droaam Warchanters
 * Droaam Warmages
 * Droaam Warpriests
 * Worg Warhounds
 * Brinky  - Orange-named paragon kobold; spawns once the large explosive barrels have been set off
 * Droaam Ogre Cavalry - Orange-named rust monsters; spawns near the end of the final battle
 * Isis Alekto  - Red-named medusa; spawns after the crates are broken
 * Lakhesis Zosime  - Red-named medusa; spawns after the water supply is poisoned
 * Natassa Tsahalis  - Red-named medusa; spawns after the tents are set on fire
 * Pain  - Orange-named ogre; spawns once the large explosive barrels have been set off
 * Skinny  - Orange-named half-orc
 * Sora Katra  - Red-named green hag; end boss
 * Tinkerstab  - Orange Named paragon kobold; spawns once all monsters in the first room have been killed

Quest chain end reward
All items are BtA. Some may not appear and will be replaced with similar randomized BtA items.