Microsoft Zone Archive/News & Events/The Vestibule Quests

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The Vestibule Quests


October 4, 2000



“Life has strange rhythms, especially in our new world. I recently took up a new hobby to fill my leisure time between experiments in alchemy and metallurgy. I began dabbling in the field of geomancy: the study of the land's magical energies. Little did I know that my amateur interest would become so central to my research so quickly!”




So begins the latest text by Zarea bint Zia, “The Breaking of the Crystal Core.” The time for geomancy has never been more appropriate, as scholars have proven that the menhir rings indeed act as portals to the recently discovered Vestibule dungeons. And it is only natural, these scholars say, that the mystic forces of Dereth have chosen to appear in the form of crystals, long regarded as magical conduits. While the Fenmalain, Caulnalain, and Shendolain Vestibules truly glimmer, with strange growths of crystals and wisps of phosphorescent gas, their seeming beauty belies the utmost danger. Explorers entering the Vestibules unprepared will find themselves swiftly returned to their respective lifestones.

The adventurers of Dereth should be advised that all three recently launched Vestibule quests are still very much active. But beware! In order to fully access the dungeons, players must be fortunate enough to find those keys dropped upon the death of certain creatures. For the Fenmalain Vestibule, limited to levels 10-25, these keys can be recovered from both Shadows and Shadow Children. For the Caulnalain Vestibule, limited to levels 26-35, Shadow Lieutenants hold the keys. And for players level 36 and higher, keys to the formidable Shendolain Vestibule can only be found among the Grievvers.

In order to reach the dungeons, players must then find the appropriate menhir ring portals, located in the southern and northern mountain ranges, for the Fenmalain and Caulnalain Vestibules respectively, as well as on the Obsidian Plain, for the Shendolain Vestibule.

Although separated by level, no one quest should be taken lightly. Soloing is not advised and a coordinated effort by a well-balanced group highly recommended. Once in the Vestibule dungeons, adventuring parties should be prepared to face not only the Soul Crystals themselves, but also deadly arrays of Shadow guards and their undead henchmen. To continue beyond the latter half of the dungeons, players will require their keys -- which means that all adventurers who die beyond this point will require yet another key to return and recover their bodies.

While certain heroes did manage to shatter the original Soul Crystals within each dungeon, duplicates have reformed in their places. The destruction of these weaker, re-grown crystals does not generate news of the same world-spanning import as that of the Soul Crystals . . . yet valuable shards may still be recovered from their wreckage -- rich gems highly sought after by the craftsmen of Uziz. Already, successful adventurers have reported trading the gems for items both rare and wondrous. Shields, uniquely crafted arrows, even spellcasting orbs seem capable of being created, with these powerful crystal shards at hand.

Of course, even without the Vestibule keys, players may wish to test their mettle and explore the upper reaches of these dungeons. Truly, they are not a sight to be missed. Although, it must also be said: To proceed hastily is but to invite quick death!

Foreboding gates await those heroes brave enough to delve deeper into the Vestibule depths.



Just one of the Vestibules' guardian Shadows. It can be assumed that countless more lie just around the next corner.



Signs of strange crystalline magic.



Of mysterious symbols, skeletons, and mighty diamond golems.