This is a guide for Resurrection of Darroc, Chapter 3 of the Lizardfolk campaign in Dungeons & Dragons: Dragonshard. It includes a detailed walkthrough, a handy map, and a table listing all the points you can earn throughout the mission.
Resurrection of Darroc Map
Nexus
Troglodyte Hurler
Spitting Turtles
Expansion Well
Dragon Statues
Keeper Hives
Pteranodon Riders
Draconic Spirit
Expansion Well
Gelatinous Cube
Obsidian Monk’s Room
Beholder Battle
Door
Darroc
Exits:
A: Teleport Circles. You won’t be able to use the teleport circles until you’ve defeated the bloodroot at the northern instance.
B: Tunnel to the hive keeper area.
C: Tunnel to the gelatinous cube area.
D: Tunnel to Darroc’s tomb.
Description
In desperate need of council, the Lizardfolk must travel to a hidden vale and delve into the Tomb of Darroc, the final resting place of their greatest champion.
You’ll start out with a nexus (#1) in this chapter, but the Umbragen will only receive a pair of expansion wells (#4 and #9), and so the Umbragen will never put much pressure on you. The difficulty in this chapter is in dealing with the fixed enemies of the underworld.
So start building up your nexus, and explore your surroundings. To the east you’ll find a troglodyte hurler (#2), who will ask you to rescue the nearby spitting turtles (#3). To do that, you’ll have to knock down the fence hemming them in and destroy the expansion well of their captors (#4). Once you’ve rescued the spitting turtles, they’ll join your side, and you’ll be allowed to build turtle dens in your nexus.
Then in the northwestern corner, amid several keeper hives (#6), you’ll meet up with some pteranodon riders (#7). They will ask you to defeat the hives (you’ll have to enter the underworld at Exit B to hit them where they’re vulnerable), and if you do it, the pteranodon riders will join your side, and you’ll be allowed to build pteranodon roosts in your nexus.
The remaining Umbragen expansion well can be found on a plateau in the northeastern corner (#9). You won’t be able to walk up to it and attack it. That means you’ll either have to assault it with pteranodon riders, or else you’ll have to use at least one pteranodon rider to destroy the bloodroot blocking the teleport circle to the plateau (Exit A). Since the toughest part of the chapter takes place in the underworld where pteranodon riders can’t go, the best option is the latter one.
There are three dragon statues to be found in the chapter, but once you’ve helped the spitting turtles and the pteranodon riders, and once you’ve captured the enemy expansion wells, all three will fall under your control, and the entrance to Darroc’s tomb (Exit D) will open.
Inside the tomb, you’ll find a lot of beholders. At the start, the beholders will have tribal shamans under their control, but if you can defeat the beholders without killing the shamans, then the shamans will join your side. Finally, at the end of the tomb, you’ll meet up with three beholders and one beholder lord (#12). That’s a nasty fight no matter how powerful your army is, so the best course of action is to run away and then try to pick off the beholders one or two at a time. Once that last group of beholders is down, you’ll have a free path to Darroc (#14). When you reach him, the chapter will end.
1 – Nexus
2 – Troglodyte Hurler
The hurler will ask you to rescue the spitting turtles to the north (#3). But to do that, you’ll not only have to destroy the fence surrounding the turtles, you’ll also have to destroy the expansion well belonging to the turtle’s captors (#4). Once you’ve done that, the hurler will give you 500 gold, and you’ll be allowed to build turtle dens in your nexus.
3 – Spitting Turtles
You’ll need to destroy the barrier surrounding the turtles in order to free them.
4 – Expansion Well
5 – Dragon Statues
You’ll need to control these three dragon statues in order to open Darroc’s tomb (Exit D).
6 – Keeper Hives
The hives will hit you with ranged attacks, but you won’t be able to kill them permanently unless you attack them in the underworld.
7 – Pteranodon Riders
The pteranodon riders will ask you to deal with the nearby keeper hives (#6). To do so, you’ll have to enter the underworld (via Exit B) and attack the “roots” of the hives. After you’ve destroyed all four hives and returned to the pteranodon riders, they’ll join your cause, and you’ll be allowed to build pteranodon roosts at your nexus.
8 – Draconic Spirit
If you’re playing Redfang, Wowen, or Blackclaw, then at one of these three spots you’ll meet up with a draconic spirit who will present you with a dilemma. The dilemma depends on the champion that you’re using, but the result is always the same. As long as you complete the challenge given to you by the spirit (usually involving killing a few enemies), then you’ll receive a champion’s artifact. The artifact will be different for each champion.
If you’re playing Silverblade, then you’ll receive your champion’s artifact at #11.
9 – Expansion Well
10 – Gelatinous Cube
You’ll find a few gelatinous cubes in this corner of the underworld, but the one here should drop some gelatinous goo and a helm of willpower, and nearby on the ground you should find a ring of regeneration plus some gold.
11 – Obsidian Monk’s Room
In this room you’ll find an obsidian monk being tortured by a pair of silent stalkers. The monk isn’t a good guy, so your objective isn’t to free him. Instead, you’ll discover that there’s a special chest in the room, and that you’re not able to open it. If you read the two nearby “obsidian doctrines,” then you’ll learn that the chest can only be opened using blood from the monk, and that only acid from a gelatinous cube can cause the monk to bleed.
You’ll find some gelatinous goo with the gelatinous cubes in the northeastern corner of the underworld (#10). If you use the goo on the monk, then the monk will die, and you’ll receive monk blood. If you use the blood on the chest, then you’ll receive the champion’s artifact sadistic blades if you’re playing Silverblade. Otherwise, you’ll receive a ring of fireball.
12 – Beholder Battle
You’ll face three beholders and a beholder lord here. The best thing to do is to retreat and then face the beholders one or two at a time.
13 – Door
You won’t be able to pass through this door until you’ve defeated the beholders at #12.
14 – Darroc
Reaching Darroc will end the chapter.
Points Chart
Mission Points
Value
Description
Unlock the Entrance to Darroc’s Tomb
1500
Gained control of the three dragon statues guarding the entrance to Darroc’s tomb.
Free the Spitting Turtles
0
Freed the spitting turtles.
The Obsidian Monk’s Chest
1000
Opened the obsidian monk’s chest.
Investigate the Keeper Hives
750
Found the source of the keeper hives.
Sacrifice Your Kin
750
Sacrificed four members of your army (draconic challenge).
Destroy the Lizardfolk Traitors
750
Chose to defeat the Lizardfolk traitors who joined the rebellion (draconic challenge).
Quell the Lizardfolk Uprising
750
Chose to defeat the Lizardfolk traitors who started the rebellion (draconic challenge).
Destroy the Giant Dire Wasps
750
Chose to destroy the giant dire wasps in the area (draconic challenge).
Gather the Giant Dire Wasps
750
Chose to bond with the giant dire wasps in the area (draconic challenge).
Bonus: Gentle Brother
500
Didn’t kill any allies while they were charmed by beholders.
Bonus: People Person
500
Defeated the hive keepers before destroying any of the hives.
Eye Tyrant Invasion
750
Defeated the beholders in Darroc’s tomb.
Find Darroc’s Final Resting Place
250
Entered Darroc’s tomb.
Bonus Points
Value
Description
Great Commander Bonus
500
Allowed fewer than 25% of your units to die.
Against All Odds Bonus
500
Created less than nine captains.
Miser Bonus
1000
Used less than 1500 gold and 1500 shards.
Meticulous Bonus
2000
Completed every possible quest. (As of version 1.1.4, it isn’t possible to receive this bonus since you can only complete one of the draconic challenges.)
Time Bonus
0
Beat the mission in under 10 minutes. (You can actually score up to 1500 points here, but this bonus will never count against you.)
Difficulty
Varies
Easy is worth 0 points, Normal is worth 500 points, and Hard is worth 2000 points.
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Val Hull
Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.