The Seal of Shan-to-Kor (STK)Parts I, II, & III I. The Cloven-Jaw Scourge: Blockade
II. The Cloven-Jaw Scourge: The Cavern of Shaagh
III. Halls of Shan-to-Kor
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The Cloven-Jaw Scourge: BlockadeQuest Giver: Wayfinder Dael in the Jester's Haunt, across from the Rusty Nail
Level: 3 Party
Patron: The Coin Lords (4/8/12)
Length: Long
Entry Point: Inside the Steam Tunnels, in Jester's Haunt
Prereqs: none
Recommended Party: rogue for traps (especially elite), int rune optional, healer
Base Experience: 1,140
Quest Info:---
Creatures: kobolds, wight priest, brown spider, black widow, glass spider, zombies, skeletons, arcane skeleton, human necromancer, troglodytes
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Traps: blade/spike, acid
1. Entrance.
2. There a hole with a ladder to drop down here.
3. To open the door to the wight priest you must unlock the rune at the north and south ends of this room. They both require high intelligence.
4. Opening the chest here will create an ambush with about 10 kobolds of different types.
5. Opening the door here will introduce you to a corridor full of kobolds.
6. There are 3 levers here which open the gates at point 7.
7. The gates in the water here are opened by the levers at point 6.
8. There is a pipe to drop down here.
9. There is a puzzle here which when completed lets you drop down the hatch in the middle of the room.
10. A chest here contains a key for the door at point 12, it is guarded by skeletons.
11. The locked door here can be picked by a rogue, it leads to a spike trap (disarmable) and a loot chest.
12. The door here can either be picked by a rogue, or opened using the key from point 10. Behind the door are kobolds and their chest of loot.
13. There is a long ladder here that goes down to the next level of the dungeon.
14. Walking into this room will cause the door to shut behind you and 2 Troglodytes will attack whoever is locked inside.
15. This room contains a number of stealthing troglodytes and a door that is unlocked by the lever at point 16.
16. There is a valve here that opens the door at point 15.
17. There are 2 spike traps here (disarmable) and some mushrooms to climb down to reach the deeper levels of the dungeon.
18. Drop down here to get further into the dungeon.
19. Amrog the Gatewarden awaits you here with his hobgoblin buddys.
20. Reach this point finishes the dungeon.
WALKTHROUGH:Upon entering, follow the marking down deeper under the city.
The first door to the left is an optional. This room has two int runes, locking a door holding a wight priest. This is a tough fight if you are appropriate level, so be prepared. Back in the main hall, the right passage leads to an
optional chest. Upon opening the chest will trigger a sneak attack. Clear all the kobolds to open the exit.

Continuing on south, through the doors, the path down will split, take the right side. This will lead you to a bank of three valves. Pull all three to open all the sewer grates to allow you passage. You can hop down into the water, or run back around to the left side of the fork, both lead to the same pool of water. Swim thru the tunnels and circle back around, climb up to the top level.
Heading west, there is a shrine on the left in a side room. Use it now, because you can't get back to it. Now head over to the down pipe. If you have a low tumble and jump skill, consider taking off your armor and shield to minimize fall damage. Use the pipes to help break your fall.
Once in the puzzle room, you need to get the light to move from one side to the other, but if the light touches the cornerstones it will release a mean spider. Be sure no one is standing on the hatch when it opens, or they could take falling damage.
Down below use the shrine if you need. One side of the square will have a chest with the key to advance, the opposite side from that has an optional room, locked, with a chest at the end. The hall up to the chest is trapped. The opposite of the shrine is the path that continues on, it can be picked or you can use the key you just picked up.
Kill the kobolds in this room to open the gate. The wooden door can be broken down to reveal a human necromancer practicing his dark arts. He is optional, but take him out for fun. Be careful, he might cast Blindness!
Continue down deeper. You get a ladder this time, yay! Continue in, straight will dead end, but a hall to the right will continue further. Caution though, the small corner room will close around you, and lock you in with 2 trogs. Be sure you move in together if you are feeling scittish.
The next door leads into a sewer junction with a shrine, a sealed door and a bunch of trogs. Clear the trogs, send someone down into the sewer water to swim to the far end. There is a valve under the water that opens the door. There is also a secret door down there, but don't open it or you'll get a face full of acid.
The hall continues, but send your rogue first to clear out the spike traps. The sewers fade into a natural pit. Take the mushroom road down, and beware of spiders. The bottom of the pit leads to a stonework bridge, guarded by hobgoblins. Take them out and before you enter their lair, hop off the bridge to the west to find an extra chest. Then mushroom hop and climb the ladder back to the bridge, grab your chest and head into the hobgoblin lair. The quest automatically advances to part 2.
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The Cloven-Jaw Scourge: The Cavern of Shaagh (2/3)Quest Giver: Automatically advances from part 1 (Wayfinder Dael)
Level: 4 Party
Patron: The Coin Lords (4/8/12)
Length: Very long
Entry Point: End of part 1, or sewer entrance in steam tunnels
Prereqs: part 1 of STK, though you can enter to assist an ally if not on the quest.
Recommended Party: Standard party including a rogue, healer, caster and 2 melees. 6th spot wild.
Base Experience: 1,867
Quest Info:--
Creatures: Hobgoblins, Earth Elementals, Worgs, Ogres
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Traps: Poisonous Mushrooms.
1. Entrance
2. Hobgoblins guard the bridge here. Drop down the ladder and head east through the tunnel to continue the quest, or there are tunnels to the north and west that lead to optionals.
3. You will encounter large packs of hobgoblins here. Expect regular guards as well as clerics. Climb the ladders and get over the the east tunnel to continue the quest. The gate to Greezix can be opened by the lever right beside it.
4. This area can look confusing at first because of the multiple levels and many hobgoblins spread over each one. You want to head through the east tunnel to continue the main quest in order to get the key for the river gate door at the west side of the area down in the water.
5. This location has hobgoblins to the south, an ogre with wolves to the north and a large earth elemental to the west Each group of mobs can be killed separately if you move quickly and hug the appropriate walls. The key to the river gate is in the chest next to the hobgoblins in the south cave.
6. This area contains many levels and a bunch of hobgoblins on each one. Be aware that hobgoblins will often block you from climbing ladders in this area so you may have to resort to ranged attacks sometimes.
7. This tunnel lets you reach the upper bridge of the area at point 6. There are numerous hobgoblin infiltrators stealthing in this tunnel.
8. Hetman Shaagh awaits you here with his hobgoblin friends as well as a bunch of pet wolves. Walking into his area shuts the door behind you and starts the encounter. You will have to kill his friends before he fights you and once he does join the fight he will release his wolves from the east and west doors.
9. Reaching the door here will finish the quest and lead you to chapter 3.
WALKTHOUGH:Enter the Hobgoblin lair and work your way down into the main city. Optionals right inside to open the side portcullis and hop across to kill some hobgoblins, when ready head deeper in.
Before heading too far up into the buildings, you will reach a fenced off section with a kobold cringing in the back, named Greezix. He is th quest giver for the optional Quest The Sacred Helm which is a level 3, optional quest. Most parties choose to bypass it, but it is a good experience and favor quest, with hobgoblin bashing fun.
Continue up through the city and across the bridges. You will eventually get into the main city hib, where there are two passages, and a locked gate in a flooded low area. To get the river key you need to head down the west passage. Where the passage breaks up into 3 directions, the left hall will contain the chest with the key. Straight is an earth elemental and right is an ogre and his dogs.
The eastern hallway is an optional with a loot chest. Watch out for poisonous mushrooms.
Once you have the key and are ready, head through the river gate. At the bottom is a ladder further up into the city. To the left is the second earth elemental optional. Head on up when ready and work your way into Shaagh's chamber. When you reach the final hall with the closed door, open it and clear the bad guys. Be sure you all move into the next hall together, as it will close behind you. Prepare for a mean fight against worgs and hobgoblins, then open the door and kick some butt.
Head out and to the next gate to advance the quest.
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Halls of Shan-to-Kor (3/3)Quest Giver: automatically updates from part 2 (wayfinder Dael)
Level: 5 Party
Patron: The Coin Lords (4/8/12)
Length: Very long
Entry Point: through the end of part two, or the sewer cover in steam tunnels.
Prereqs: must have completed first 2 part of series to get end reward, though you can enter to assist an ally.
Recommended Party: standard
Base Experience: 2,104
Quest Info:--
Creatures: spiders, minotaur, hobgoblins, wolves, slimes
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Traps: big fire traps, cold, spikes, acid
1. Entrance
2. There is a bridge here that has been raised, the lever to low it is on the opposite side. Either shoot the lever with a ranged weapon to lower it, or go through the secret door to the south and make your way to the other side through the secret passage.
3. This is a spider ambush. When you walk into this room a door will raise behind you shutting you in and spiders will attack from the sides of the room.
4. This room contains 2 levels and water at the bottom. Hobgoblin casters are spread about the room and will pepper you with spells. There are 3 levers in this room to open the 3 doors to that let you continue deeper into the dungeon.
5. There is a fire trap (disarmable) on the small bridge here. You can avoid it by jumping on the ledge on the south side. It can use the trap to your advantage by shooting the hobgoblins on the other side, setting off the trap and then running away.
6. This room is quite infamous in Dungeons and Dragons Online. The entire room is a furnace and bursts into flames when you enter thought it can be partially disarmed. Each pillar is covered in traps. There are also spike traps throughout the room.
7. This area leads on to 2 sets of traps. The east passage has frost and spike traps (disarmable) that can be avoided by hugging the north wall tightly. The south passage traps cannot be avoided and the disarm box requires a rogue to run through the traps to reach it. There is also an ambush at the end of the south passage.
8. The Guardian of Shan-To-Kor waits for you here. When you walk into the room the door behind you closes and the Guardian will come out to kill you. The 2 earth elementals in the back corners of the room will wake up when the guardian is at half health and then at a quarter health.
9. The dungeon exit.
WALKTHROUGH:First off, be sure you are equipped properly. To hurt the end boss, you either need to have a very high strength to get over his damage reduction, or you need to have an adamantine weapon to bypass it. Also, good ole magic missile is a great way to defeat him. Also, there is a pretty mean fire trap that it is almost necessary to have a rogue for, though fire resistance from a caster or potions may be enough to see you through.

Head down into the depths of the hobgoblin territory. The area is fairly linear, so it’s just a matter of hack ‘n slash to get through. The drawbridge can be bypassed through the secret doors, or shoot the switch on the far side. Watch out down the ramp for the closing portcullis, move through together.
Clear the spiders and head up, be careful of the acid trap to move through into the cistern. Pull the 3 levers throughout the room, ware the ladder though. There are a series of fire spouts that will burn the climber.
On the bottom, you may notice a chest on the far side, the silver key obtained under water will open it, but you may need featherfall to get over there.
The bridge in the next room is fire trapped, though you can avoid it by hopping onto the far ledge. There is a chest over there.
Down the ramp is the hugey fire trap. If you have one, send the rogue along the right wall, jumping over whatever he can and hoping for evasion to cover the rest. There are 2 trap boxes. The first is on the opposite side, to the left of the ramp down, behind some barrels. The second is about halfway back towards the part, just before the fire starts up again, beware of the secondary spike traps, though.
Once the right side is clear, move on down. At the bottom of the ramp a portcullis will slam down, locking you in with a minotaur. Shrine up and clear the final hallways, watching out for the frost and spike traps.
Once through, drop down for the final battle. There is no way back up, so be sure you use the shrine if you haven't.
Step on the pedestal in the middle to bring out the Guardian of STK.
A common method of fighting him is to choose a corner, place the cleric and caster(s) behind a barrier of melees. This can allow the caster to take (hopefully) minimum damage while blasting away.
Possible Unique Loot: The Ring of Feathers, Sword of the Giant Slave-Master, Wayfinder's Armor
End Reward: Semi-static STK loot chart
Last Modified: 6/9/2008 5:38pm
Contributors:
Mellodise
Easy Link
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