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Escort the Expedition

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Escort the Expedition is the 2nd quest in The Eastern Excavation,
the 2nd chain in the Ruins of Threnal story arcIcon tooltip.pngStory arcs  are chains of quests that make up a story line.
Completing all the quests in a story arc often yields a nice reward.
.
The Western Excavation In Need of Supplies • The Rescue • Secure the Area
The Eastern Excavation The Library of Threnal • Escort the Expedition • Hold for Reinforcements
The Abandoned Excavation The Missing Expedition • Entering the Gate Chamber • The Gate Chamber


House Deneith staked a fortune on this venture. But is the Library of Threnal a storehouse of treasures or a trap for the unwary?

Ruins of Threnal adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: Ruins of Threnal
Escort the Expedition
Heroic level: 10
Epic level: None
Duration: Very Long
Heroic XP:  ♣2,561Solo/Casual ♦4,500Normal ♥4,732Hard ♠4,963Elite
Epic XP: N/A
Takes place in: The Library of Threnal
Bestowed by: Sal Danek
NPC contact: Sal Danek
Quest acquired in: Ruins of Threnal
Patron: House Phiarlan
Base favor: 6
Purchase: Ruins of Threnal or VIP
Extreme Challenge: No
M escort the expedition.png
Loading screen

Overview

Now that the Library of Threnal has been rediscovered, escort the mage Coyle and his fellow House Deneith explorers to its location. Coyle must survive to set up the magical beacon that will allow House Deneith to teleport men and supplies directly to the site.


Spoiler Warning: Spoiler material below this point!


Objectives

What to Expect

  • Protect NPCs (mandatory: 1 and optional: 2)
  • Spawning/respawning monsters
  • Runes (optional: 2, require INT and WIS checks; can be bypassed (treated like a regular Secret door, with Spot and Search or Detect Secret Doors)
  • Lever (optional: 1, requires STR check)

Known Traps

Trap DCs

  • Two Horizontal Blade Traps; control panels are on the north (left) wall before each trap
  • One Sonic Trap, fires continuously; control panel is on the south (right) wall before the trap
  • One Spike Trap, easily timed; no control panel

Tips and Misc

Get Coyle & Co. to (or near) the library door

  • Coyle Lovell, the NPC you love to hate. Keep him back behind the group for safety.
    • If you have a party member who can stay far in back (perhaps a healer, ranged, or caster), have that party member talk to Coyle & Co. and keep them well away from the fighting. Certain monsters will respawn in some areas and will roam the passages; so don't just leave Coyle at the start entrance for several minutes.
  • The first passage south only has a few fire mephits; the second one takes you past Warforged clerics, a rust monster, and air mephits. Your choice.
  • Once in the final hallway, hold Coyle back while you disable the two blade traps (before the blocked intersection). Then, just before the library door, same with the sonic trap. Don't advance Coyle yet...
    • In that final hallway to the library (with the traps), there are some bookshelves to the south. Do *not* have Coyle and company follow you in there – they are not smart enough to get out (although it is possible to slowly push them out).
  • The library door is locked by 2 signal crystals, requiring you to flip 2 levers, 1 each found north and south. When Coyle gets near the library door, an ambush will spring – read below...

The doors north and south

  • Once Coyle is near the locked library, the two blocked doors (leading north and south) will break open, with an earth elemental coming through each. Kill both earth elementals, or Coyle will bravely die fighting the one you skipped.
    • If you can lead Coyle & Co. up to the door itself, he will stay there, and be close to where the end-fight spawns when the second lever is pulled (far away). If, alternatively, you stop once the side doors burst open, nearer that intersection, you can tell him to stop there, well away from the end fight when the final door is open. The NPC's will be safe there from re-spawns.
  • North:
    • The second shrine in the north wing is opened by a lever up the stairs in the large room.
    • The alcove behind the secret door with the northern rune lever is empty.
  • South:
    • The first wall-mounted lever requires an 18 Strength check to reach the chest.
    • South of the STR lever is another lever which opens the way forward. This is protected by a single row of spike traps – easily timed, and also disabled by the lever.
  • Bug: Allowing the NPC party (Coyle and his guards) to follow you along the bridge in the Southern Room can cause him to get stuck on the environment and prevent quest advancement.
  • Bug: Killing Basthuul from a distance before the objective appears prevents quest completion.
  • Bug: Hirelings or pets set to guard Coyle will break the trigger "Enter the Library" by entering before you do preventing quest completion.

Bonus XP

  • Neutralization bonus: 2 or more traps disarmed +20% Bonus.( ♣512 ♦900 ♥946 ♠993 )
  • Mischief bonus: 61 or more breakables smashed +8% Bonus.( ♣205 ♦360 ♥379 ♠397 )
  • Vandal bonus: 80 or more breakables smashed +10% Bonus.( ♣256 ♦450 ♥473 ♠496 )
  • Ransack bonus: 98 or more breakables smashed +15% Bonus.( ♣384 ♦675 ♥710 ♠744 )
Notes: To reach the kill bonuses it is required to kill respawns. The Glass Spider and Rust Monster before the first trap respawn every 3 minutes, as well as the two Flesh Renders by the northern lever that controls a crystal to open the Library door.

Loot

  • Chests: Four
  • Two in the northeast room, upon killing the iron golem guarding them. The lever to open the gate is in the central pool.
  • One just past the south door, behind bars opened by a wall-mounted lever (18 STR required)
  • One a little farther south, behind a secret door. The runes are optional here – if you don't have a good Spot, Search or Detect Secret Doors, you can use the two runes to reveal and open the door (16 Wisdom and 16 Intelligence both runes are required for this).
  • Collectables: Five (all in the north wing of the ruins)
    • Alchemy Table near the first shrine
    • Alchemy Table in the corner to the east
    • Alchemy Table in the northern-most room
    • Two Alchemy Tables (oddly set into the floor) in the room with the rune lever
  • NPC rewards: None, until after completing the third quest in the Eastern Excavation.

Monsters

Name ( picture ) CR Type Race
Basthuul( view
Basthuul.jpg
 • edit )
 ♦15Normal ♥17Hard ♠19Elite Evil Outsider Demon
Brown Spider Prince( view
Brown Spider Prince.jpg
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 ♦5Normal ♥8Hard ♠10Elite Vermin Spider
Clay Golem( view
Clay Golem.jpg
 • edit )
 ♦10Normal ♥13Hard ♠16Elite ♦21Epic Normal ♥29Epic Hard ♠44Epic Elite Construct Golem
Flesh Render( view
Flesh Render.png
 • edit )
 ♦12/14Normal ♥14Hard ♠17Elite Evil Outsider Demon
Glass Spider Queen( view
Glass Spider Queen.jpg
 • edit )
 ♦8Normal ♥10Hard ♠14Elite Vermin Spider
Granite Gargoyle (Eberron)( view
Granite Gargoyle.jpg
 • edit )
 ♦8Normal ♥10Hard ♠13Elite ♦22Epic Normal ♠45Epic Elite Monstrous Humanoid Gargoyle
Huge Rust Monster( view
Huge Rust Monster.jpg
 • edit )
 ♦8Normal ♥11Hard ♠14Elite Aberration Rust Monster
Iron Golem( view
Iron Golem.jpg
 • edit )
 ♦13Normal ♥15Hard ♠18Elite ♥30Epic Hard Construct Golem
Large Earth Elemental( view
Large Earth Elemental.jpg
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 ♦5Normal ♥7Hard ♠9Elite Elemental Earth Elemental
Mephit of Fernia( view
Mephit of Fernia.jpg
 • edit )
 ♦9Normal ♥11Hard ♠14Elite Fire Outsider Mephit
Mephit of Lamannia( view
Mephit of Lamannia.jpg
 • edit )
 ♦9Normal ♥11Hard ♠14Elite ♦22Epic Normal ♠46Epic Elite Air Outsider Mephit
Mephit of Risia( view
Mephit of Risia.jpg
 • edit )
 ♦9Normal ♥11Hard ♠14Elite Air Outsider Mephit
Thaarak Hound( view
Thaarak Hound.jpg
 • edit )
 ♦10Normal ♥12Hard ♠15Elite ♦21Epic Normal ♥29Epic Hard ♠44Epic Elite Evil Outsider Hellhound
Warforged Death Priest( view
Warforged Death Priest.jpg
 • edit )
 ♦7Normal ♥9Hard ♠12Elite Living Construct Warforged