Let Sleeping Dust Lie

From DDO Compendium


The Crimson Foot live beneath Meridia, their existence helps maintain a natural balance creating environmental harmony in the Vale of Twilight.

Overview

You have discovered an underground passage. Problem is the entrance is underwater. Maybe the missing Twelve members went in there for some reason. Hold your breath and try and get some information.

Objectives

  • Navigate the submerged ruins
  • Speak with Ketriel Ephon
  • Read the first journal entry
  • Slay Kasi Nokhba
  • Pick up the key
  • Read the second journal entry
  • Slay Yre Kubuts
  • Pick up Yre's Key
  • Slay Kkomglol
  • Gain entry to the mausoleum
  • Slay Phaosth
  • Drop the magical barrier
  • Slay Thazgol
  • (Failure) Don't kill more than 5 Crimson Foot
  • (Failure) Protect the Crimson Foot Queen

Named Loot

Notes

To flag for Shroud you need to take the Shavarath Stone of Strategy out of the end chest.

Bonus XP

  • Aggression Bonus: 34 or more monsters killed (+10% Bonus)
  • Onslaught Bonus: 67 or more monsters killed (+15% Bonus)
  • Conquest Bonus: 100 or more monsters killed (+25% Bonus)
  • Tamper Bonus: 2 or more traps disarmed (+10% Bonus)
  • Neutralization Bonus: 3 or more traps disarmed (+20% Bonus)
  • Mischief Bonus: 47 or more breakables smashed (+8% Bonus)
  • Vandal Bonus: 61 or more breakables smashed (+10% Bonus)
  • Ransack Bonus: 75 or more breakables smashed (+15% Bonus)
    • Ransack requires additional upper level paths

Monsters

Pack: The Vale of Twilight
Arc: The Thirteenth Eclipse
Flag for: The Thirteenth Eclipse (The Shroud)
Heroic Level: 16
Walkup
NPC Contact: Taaniel Badhri
Length: Very Long
Takes Place in: Crimson Foot Hive
Found in: Meridia
Entrance in:  The Vale of Twilight (Wilderness)

Heroic XP

Casual: 3,900
Normal: 6,766
Hard: 7,033
Elite: 7,299
Reaper: 117.2 RXP per skull

Favor

Patron: The Twelve
Solo/Casual: 4
Normal: 8
Hard: 16
Elite: 24
Let Sleeping Dust Lie Map.png
Puzzles: 
Let Sleeping Dust Lie Puzzle.png

Known Traps

Spike traps on the stairs when falling through hole that opens
  On south wall past the lever
Spike traps at the end of the first corridor after drop
  On the south wall before the trap
Spike traps on the way to the end room
  On the west wall before the trap

Locks

Door into the final fight