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Grim and Barett
The Gatekeepers have created a hostel near the Harbor as a spot for wandering Druids to rest.
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Grim and Barett | |
Heroic level: | 14 |
Epic level: | 30 |
Duration: | long |
Heroic XP: | ♣2,439![]() ![]() ![]() ![]() |
Epic XP: | ♣11,884![]() ![]() ![]() ![]() |
Takes place in: | Gatekeepers' Hostel |
Bestowed by: | Mogar Drim |
NPC contact: | Mogar Drim |
Quest acquired in: | The Harbor |
Patron: | The Gatekeepers |
Base favor: | 6 |
Free to Play: | No |
Extreme Challenge: | No |
Overview
Arraetrikos and the Devils are searching for a magic item called the Planar Awl. Enter the Gatekeeper's Hostel in the Harbor and do what you can to stop them.
Objectives
- Locate the missing Gatekeepers
- Discover the source of the feral roar
- Bypass the sealed Gatekeeper Portal
- Speak to Barett
- Defeat the Cleric to save the Glade
- Enter the Gatekeeper Stronghold
- Bypass the second gatekeeper portal
- Gain access to the glade
- Stop the ritual from corrupting the glade
- (Optional) Locate Grim (the Rat) — Bonus (15%): Heroic( ♣366 ♦637 ♥664 ♠691 ) Epic( ♣1,783 ♦3,048 ♥3,125 ♠3,202 )
- (Optional) Locate Volf (the Wolf) — Bonus (15%): Heroic( ♣366 ♦637 ♥664 ♠691 ) Epic( ♣1,783 ♦3,048 ♥3,125 ♠3,202 )
- (Optional) Speak to Grakath — Bonus (5%): Heroic( ♣122 ♦212 ♥221 ♠230 ) Epic( ♣594 ♦1,016 ♥1,042 ♠1,067 )
Known Traps
Heroic: Trap DCs; Epic: Trap DCs
- Blade traps in wall
Tips and Misc
Walkthrough:
- Proceed through the map, killing some abishai. Some doors remain locked until you kill everything - sometimes you'll have to wait because the blue abishai have the tendency to disappear when sufficiently hurt.
- Find Barett (go east on first crossroad) in a cell. Kill his jailor, free him, and loot the chest.
- At two points, you have to click on the Gatekeeper seal (sealing a door) to call Barett; he will "unlock" the doors for you.
End fight:
- Kill Molnm. He will summon some bushes to help him; spawns die when Molnm does.
- The door to the end boss closes when the fight starts, but reopens after completing.
Optionals:
- Grakath: There's a secret door just across from Barett's cell, with a hiding Gatekeeper.
- Grim: Past the sealed Gatekeeper Portal, as you start up the ramps, you will find Grim behind several breakable crates. The hallway is rigged with blade traps in the walls.
- Volf: Off in the side passage east on the way before the end fight.
Bonus XP
- Aggression bonus: 65 or more monsters killed +10% Bonus.( ♣244 ♦425 ♥443 ♠461 )
- Onslaught bonus: 85 or more monsters killed +15% Bonus.( ♣366 ♦637 ♥664 ♠691 )
- Conquest bonus: 104 or more monsters killed +25% Bonus.( ♣610 ♦1,062 ♥1,107 ♠1,152 )
- Tamper bonus: 2 or more traps disarmed +10% Bonus.( ♣244 ♦425 ♥443 ♠461 )
- Mischief bonus: 11 or more breakables smashed +8% Bonus.( ♣195 ♦340 ♥354 ♠368 )
- Vandal bonus: 15 or more breakables smashed +10% Bonus.( ♣244 ♦425 ♥443 ♠461 )
- Ransack bonus: 18 or more breakables smashed +15% Bonus.( ♣366 ♦637 ♥664 ♠691 )
Loot
- Chests: 3
- Collectables: 5
- Bookshelf in one of the cells in the west room near the start
- Crude Altar in the room east of Myrthen
- Fungus in an alley, near Volf
- Fungus in a pool in the glade
- Fungus (looks like a mushroom) atop the ridge at the end
- NPC rewards:
Named Chest Drop
Heroic
All items are ML 14 and Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire.
- Docent of Insight (Docent): +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to Armor Class., Insightful Intelligence +2
Insightful Intelligence +2: This item focuses the power of the wearer's mind, granting a +2 insight bonus to Intelligence., Armor Bonus +2
Armor Bonus +2: This item surrounds the wearer with an invisible but tangible field of force, granting +2 armor bonus to AC, just as though he were wearing armor., Insightful Wizardry II
Passive: +50 Insightful Bonus to Spell Points. (If you have Sorcerer or Favored Soul levels, you gain additional spell points proportionate to the ratio of those levels to other classes), Insightful Potency +5
Insightful Potency +5: Passive: +5 Insightful bonus to each Spell Power.
- Dynamistic Quiver (Quiver): Doubleshot 5%
Doubleshot 5%: Passive: 5% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), Ranged Power +2
Ranged Power +2: This item provides a +2 Enhancement bonus to Ranged Power.
- Ivy Helix (Ring): Enchantment Save +3
Enchantment Save +3: +3 Resistance bonus to your saves versus enchantments, Illusion Save +3
Illusion Save +3: +3 Resistance bonus to your saves versus illusions, Insightful Spell Save +3
Insightful Spell Save +3: This item gives a +3 Insight bonus to your saves versus spells., Empty Green Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Double Helix Set: While wearing both items from the Double Helix Set, you gain: +2 Insightful bonus to Sheltering, The Devil's Handiwork
The Devil's Handiwork: While wearing any five items from the The Devil's Handiwork, you gain: +2 Quality bonus to all Ability stats
- Laurel Helix (Ring): Sheltering +6
Sheltering +6: +6 Enhancement bonus to Physical and Magical Resistance Ratings, Fortification +100%
Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit., Protection +6
Protection +6: Passive: +6 Deflection bonus to Armor Class., Empty Green Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Double Helix Set: While wearing both items from the Double Helix Set, you gain: +2 Insightful bonus to Sheltering, The Devil's Handiwork
The Devil's Handiwork: While wearing any five items from the The Devil's Handiwork, you gain: +2 Quality bonus to all Ability stats
Epic
All items are ML 28 and Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire.
- Epic Docent of Insight (Docent): +12 Enhancement Bonus
+12 Enhancement Bonus: +12 enhancement bonus to Armor Class., Insightful Intelligence +4
Insightful Intelligence +4: This item focuses the power of the wearer's mind, granting a +4 insight bonus to Intelligence., Armor Bonus +4
Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor., Insightful Wizardry V
Passive: +125 Insightful Bonus to Spell Points. (If you have Sorcerer or Favored Soul levels, you gain additional spell points proportionate to the ratio of those levels to other classes), Insightful Potency +10
Insightful Potency +10: Passive: +10 Insight bonus to each Spell Power., Empty Green Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Epic Dynamistic Quiver (Quiver): Doubleshot 8%
Doubleshot 8%: Passive: 8% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), Ranged Power +4
Ranged Power +4: This item provides a +4 Enhancement bonus to Ranged Power.
- Epic Ivy Helix (Ring): Enchantment Save +6
Enchantment Save +6: +6 Resistance bonus to your saves versus enchantments, Illusion Save +6
Illusion Save +6: +6 Resistance bonus to your saves versus illusions, Insightful Spell Save +6
Insightful Spell Save +6: This item gives a +6 Insight bonus to your saves versus spells., Empty Green Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Epic Double Helix Set: While wearing both items from the Epic Double Helix Set, you gain: +5 Insightful bonus to Sheltering, Epic The Devil's Handiwork
Epic The Devil's Handiwork: While wearing any five items from the Epic The Devil's Handiwork, you gain: +3 Quality bonus to all Ability stats
- Epic Laurel Helix (Ring): Sheltering +24
Sheltering +24: +24 Enhancement bonus to Physical and Magical Resistance Ratings, Fortification +120%
Fortification +120%: +120% Enhancement bonus to reduced chance of taking critical damage on a critical hit., Protection +10
Protection +10: Passive: +10 Deflection bonus to Armor Class., Empty Green Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Epic Double Helix Set: While wearing both items from the Epic Double Helix Set, you gain: +5 Insightful bonus to Sheltering, Epic The Devil's Handiwork
Epic The Devil's Handiwork: While wearing any five items from the Epic The Devil's Handiwork, you gain: +3 Quality bonus to all Ability stats
Monsters
Name(picture) | CR | Type | Race |
---|---|---|---|
Molnm (view) | ♥17![]() ![]() |
Humanoid | Human |
Black Abishai (view) | ♦13![]() ![]() |
Evil Outsider | Abishai |
Blue Abishai (view) | ♦13![]() ![]() |
Evil Outsider | Abishai |
Corrupted Shrubbery (NoPic) | ♠19![]() |
Plant | Plant Creature |
Cultist Aspirant (view) | ♦14![]() ![]() |
Humanoid | Human |
Cultist Postulant (view) | ♦14![]() ![]() |
Humanoid | Human |
Green Abishai (view) | ♦13![]() ![]() |
Evil Outsider | Abishai |
Lord of Dust Zealot (view) | ♦15![]() ![]() |
Evil Outsider | Rakshasa |
Myrthen (NoPic) | ♠21![]() |
Evil Outsider | Devil |
Red Abishai (view) | ♦13![]() ![]() |
Evil Outsider | Abishai |
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